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Everquest Heroes' Journey emulator
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rusty_shackleford
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Everquest Heroes' Journey emulator
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Last edited by rusty_shackleford on May 31st, 2025, 23:24, edited 1 time in total.
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Sounds like EQ without the challenge, which wouldn't be much fun
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rusty_shackleford
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It's EQ for people who want to play the game without multiboxing AFAICTGhostCow wrote: ↑ May 31st, 2025, 23:26Sounds like EQ without the challenge, which wouldn't be much fun
nowhere near enough people want to play EQ to be able to play it as intended
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I'm with Rusty on this one. This is EQ for people who can't find (for whatever reason) a group/guild to play through content. Bros playing in groups of 2-4 or something like that.GhostCow wrote: ↑ May 31st, 2025, 23:26Sounds like EQ without the challenge, which wouldn't be much fun
Looks right up my alley, holy ****. @Tweed!
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he left
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I've made my character, MNK for base class, I'll probably take DRU and SHD for my second and third classes.
Finnie has made his as well, I think he's a PAL/WAR/ROG?
And asf is of course a Yakubian as befits a monocled huebro.
Finnie has made his as well, I think he's a PAL/WAR/ROG?
And asf is of course a Yakubian as befits a monocled huebro.
So, I loaded this up and now I can't decide. It's like being a kid in a candy store. My mind is racing with all the types of class combinations I could do.
If you play as a MNK do you have to worry about being hunted by NPC furriers?Kalarion wrote: ↑ June 3rd, 2025, 14:57I've made my character, MNK for base class, I'll probably take DRU and SHD for my second and third classes.
Finnie has made his as well, I think he's a PAL/WAR/ROG?
And asf is of course a Yakubian as befits a monocled huebro.
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It may sound silly, but you're probably thinking of it in the wrong terms. THJ gives you the best of each skill your classes have access to. So even though they fill the same role, WAR gives PAL a lot of huge advantages. WAR has the highest double attack and is tied for highest dual wield skill in the game, meaning PAL is now a holy blender.
WARs also get the Flurry AA (not sure what other classes get this). Also higher base AC than PAL. It's a good pairing. Not the best for absolute melee dps, you probably want something like WAR/BER/BST for that, but really good if you like to do tanking and holy warrior stuff.
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rusty_shackleford
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honestly feel like three classes will end up giving you way too many abilities 2bh, dual class would have been better
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Possibly. Though that may be because they wanted to balance around group/raid fill out so that solo can handle group and duo raid content. We will have to see, but I think the passive influences of various class stacking are the biggest bonus depending on what you pick.rusty_shackleford wrote: ↑ June 4th, 2025, 04:16honestly feel like three classes will end up giving you way too many abilities 2bh, dual class would have been better
Monk got screwed with mitigation (last I played) with a hard penalty, being able to use a strong mitigation class to overlap and then stacking a healer/buff/debuff class would round them out.
Actually it is kind of insane. Monk is high avoidance based damage reduction, placing strong mitigation on top of it and depending on how the low weight armor bonus works concerning high AC armor, they may end up being insane tanks where simple HoTs easily handle healing.
Last edited by Xenich on June 4th, 2025, 12:54, edited 1 time in total.
If I remember right, the UI is linked to resolution size and is not scalable. There may be some tricks though. Check out EQinterface, might be a solution there.Bertram_Tung wrote: ↑ June 4th, 2025, 12:56anyone know a way to increase UI size without having to reduce my resolution to 1990s level?
(i know about chat text resize, that isn't what i'm talking about)
Now you see why I took DRU and SHD for my other picksXenich wrote: ↑ June 4th, 2025, 12:52Possibly. Though that may be because they wanted to balance around group/raid fill out so that solo can handle group and duo raid content. We will have to see, but I think the passive influences of various class stacking are the biggest bonus depending on what you pick.rusty_shackleford wrote: ↑ June 4th, 2025, 04:16honestly feel like three classes will end up giving you way too many abilities 2bh, dual class would have been better
Monk got screwed with mitigation (last I played) with a hard penalty, being able to use a strong mitigation class to overlap and then stacking a healer/buff/debuff class would round them out.
Actually it is kind of insane. Monk is high avoidance based damage reduction, placing strong mitigation on top of it and depending on how the low weight armor bonus works concerning high AC armor, they may end up being insane tanks where simple HoTs easily handle healing.
The MNK AC bonus is in effect regardless of weight on this server, apparently.
Wow, the FAQ seemed to suggest there was still a penalty based on weight, but if not that makes them godly.Kalarion wrote: ↑ June 4th, 2025, 14:09Now you see why I took DRU and SHD for my other picksXenich wrote: ↑ June 4th, 2025, 12:52Possibly. Though that may be because they wanted to balance around group/raid fill out so that solo can handle group and duo raid content. We will have to see, but I think the passive influences of various class stacking are the biggest bonus depending on what you pick.rusty_shackleford wrote: ↑ June 4th, 2025, 04:16honestly feel like three classes will end up giving you way too many abilities 2bh, dual class would have been better
Monk got screwed with mitigation (last I played) with a hard penalty, being able to use a strong mitigation class to overlap and then stacking a healer/buff/debuff class would round them out.
Actually it is kind of insane. Monk is high avoidance based damage reduction, placing strong mitigation on top of it and depending on how the low weight armor bonus works concerning high AC armor, they may end up being insane tanks where simple HoTs easily handle healing.![]()
The MNK AC bonus is in effect regardless of weight on this server, apparently.
I was pondering about toying with monk/enchanter in some way. The FD pulling + CC would be godly.
Yeah my initial reaction was like " aww.. that's what I'd pick and Fin got it already. " I didn't make it clear I guess I dunno. Been wanting to get into a group thing with the boys on here for a bit now. I only dabbled in EQ stuff lightly to say the least but I like the 3 classes idea, reminds me of Rift for mix and matching, lots of possibilities and theorycrafting. So Fin is going tankarino from what I'm reading?Kalarion wrote: ↑ June 4th, 2025, 04:15It may sound silly, but you're probably thinking of it in the wrong terms. THJ gives you the best of each skill your classes have access to. So even though they fill the same role, WAR gives PAL a lot of huge advantages. WAR has the highest double attack and is tied for highest dual wield skill in the game, meaning PAL is now a holy blender.
WARs also get the Flurry AA (not sure what other classes get this). Also higher base AC than PAL. It's a good pairing. Not the best for absolute melee dps, you probably want something like WAR/BER/BST for that, but really good if you like to do tanking and holy warrior stuff.
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Wait a minute. I did not want to play a tank.
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WAR and PAL were traditionally tanks in the vanilla game, but here you can do plenty of damage no problem. In vanilla, PALs mainly tanked because they did **** damage and their weapon skills capped much lower than other classes focused on melee damage. WARs mainly tanked because they couldn't do anything else, and couldn't heal themselves or kite.
With the two combined you end up with a melee fighter that has badass weapon skill, the highest base HP in the game, the highest base damage mitigation in the game, and can heal and buff himself. Like I said earlier - holy blender. You can take a third class that focuses solely on damage to round yourself out. That's why I suggested you take ROG. You could also change ROG to Beastlord or Berserker, both of which are melee classes focused on heavy dps.
Berserker is straight melee damage, with some cool abilities.
Beastlord is a combination of a monk and a shaman, with a powerful pet that can be given buffs in battle.
Ok, I still need to make a character and get setup, been busy, but will make a point to get things setup so I can join you guys in the future.
Beastlord also gets slows at some point I believe.Kalarion wrote: ↑ June 5th, 2025, 02:41WAR and PAL were traditionally tanks in the vanilla game, but here you can do plenty of damage no problem. In vanilla, PALs mainly tanked because they did **** damage and their weapon skills capped much lower than other classes focused on melee damage. WARs mainly tanked because they couldn't do anything else, and couldn't heal themselves or kite.
With the two combined you end up with a melee fighter that has badass weapon skill, the highest base HP in the game, the highest base damage mitigation in the game, and can heal and buff himself. Like I said earlier - holy blender. You can take a third class that focuses solely on damage to round yourself out. That's why I suggested you take ROG. You could also change ROG to Beastlord or Berserker, both of which are melee classes focused on heavy dps.
Berserker is straight melee damage, with some cool abilities.
Beastlord is a combination of a monk and a shaman, with a powerful pet that can be given buffs in battle.
As mentioned I have very little experience with EQ and what hours I did get in were years ago and I recall very little so I'd essentially be a 'new player' but I'm not new to MMO's and such so I should be able to catch on quick. I'd like to go Tank/Hate Magnet so a build/class suggestions would be appreciated. I like the Pally/War kind of idea, like a Warrior Priest-sorta thing with classes that fit the theme. Sword and Boarder. No pets, theme fitting debuffs, cleanses and the like. Same as what Xen said above, work busyness varies day to day so I'll try to get this up and running with a character made when I can.
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Here is a quick reference if you haven't seen it:
https://wiki.heroesjourneyemu.com/
Also, one thing I have noticed is that even if you have a solid background in EQ, there are still quite a bit of differences between how things work and they seem to make changes quite often adjusting things.
My past experience was with EQ being slow paced, mobs taking a lot of time to kill, needing CC and being able to handle the damage a mob puts out. I don't think this setup is as punishing as that as I have seen videos on various class combos essentially tanking numerous mobs (in raid areas) and AoEing everything down.
At first I thought, I must have x,y,z to even consider it, but the reality is based on how I see it setup, you can get by with more clever approaches to play and AAs seem to provide a means to shore up various needs with the classes without having to insert the traditional holy trinity into your build.
I picked a Monk/SK/Enchanter rather than pushing for a healer because I read that with AA focus of the taps of an SK are pretty good at handling healing and when combined with the enchanters shields, it should be more than enough to handle the encounters.
Another thing I see is that a lot of peoples selections are based on working in various clickies into their design. Epics seem to play a big part in these setups as well.
Apparently you can adjust your classes and switch to another one. I saw a video saying that some people would level to a certain point of AAs with one build setup and then swap out to something else once they were setup.
I wouldn't put a lot of faith in the current builds being pushed as "da best" though. I think a lot of people spend far too much time chasing the meta of others and because of this they miss the hidden gems of other class combinations or play approaches, not to mention chasing that carrot focus can end up with bad results (people apparently complaining about a recent pet change that had an effect on doing pet builds). So just pick what you like and see how you can make it work to your benefit.
Leveling is apparently extremely fast, some I have seen complain that it makes mult-class learning a little hectic with keeping up with spells and the like. There is also starting gear you can get for each class from some ghost in the bazar and one interesting feature I saw is that pet classes can be given gear, yes... even epics and the like.
Last thing I would say is that the the game centers heavy around using the bazaar as a hub point, you even get an AA right off the bat that allows you to pop to the bazar and back to where you are instantly and without any real draw backs that I could see.
Like I said, I haven't got much time to play yet, but will get in and get settled as I can. I am a bit autistic about setting up my interface, controls, etc... before I feel comfortable in play so it always delays me getting setup in games.
https://wiki.heroesjourneyemu.com/
Also, one thing I have noticed is that even if you have a solid background in EQ, there are still quite a bit of differences between how things work and they seem to make changes quite often adjusting things.
My past experience was with EQ being slow paced, mobs taking a lot of time to kill, needing CC and being able to handle the damage a mob puts out. I don't think this setup is as punishing as that as I have seen videos on various class combos essentially tanking numerous mobs (in raid areas) and AoEing everything down.
At first I thought, I must have x,y,z to even consider it, but the reality is based on how I see it setup, you can get by with more clever approaches to play and AAs seem to provide a means to shore up various needs with the classes without having to insert the traditional holy trinity into your build.
I picked a Monk/SK/Enchanter rather than pushing for a healer because I read that with AA focus of the taps of an SK are pretty good at handling healing and when combined with the enchanters shields, it should be more than enough to handle the encounters.
Another thing I see is that a lot of peoples selections are based on working in various clickies into their design. Epics seem to play a big part in these setups as well.
Apparently you can adjust your classes and switch to another one. I saw a video saying that some people would level to a certain point of AAs with one build setup and then swap out to something else once they were setup.
I wouldn't put a lot of faith in the current builds being pushed as "da best" though. I think a lot of people spend far too much time chasing the meta of others and because of this they miss the hidden gems of other class combinations or play approaches, not to mention chasing that carrot focus can end up with bad results (people apparently complaining about a recent pet change that had an effect on doing pet builds). So just pick what you like and see how you can make it work to your benefit.
Leveling is apparently extremely fast, some I have seen complain that it makes mult-class learning a little hectic with keeping up with spells and the like. There is also starting gear you can get for each class from some ghost in the bazar and one interesting feature I saw is that pet classes can be given gear, yes... even epics and the like.
Last thing I would say is that the the game centers heavy around using the bazaar as a hub point, you even get an AA right off the bat that allows you to pop to the bazar and back to where you are instantly and without any real draw backs that I could see.
Like I said, I haven't got much time to play yet, but will get in and get settled as I can. I am a bit autistic about setting up my interface, controls, etc... before I feel comfortable in play so it always delays me getting setup in games.


