Hello, I have a few more questions and requests. All answers appreciated! 1) Can anyone list all of the forms for the following classes, and provide pictures if possible? I'm really interested in the Necro's form and the Warden's Bee and wolf forms. However a list of all of them with pictures would be great. Necromancer has a "clean skeleton" (white bones) form they gain at level 20. At level 30 they get a zombie form. At 50 they get a gaseous/ghost form. However, at 50 they also get their lich spell which gives them 1 of 3 different fomrs depending on skill level. At Apprentice it's a "bloody skeleton" (red splotched bones), at Adept it's a "red flame" skeleton (black bones and horns on the head too), and at master it's a "green flame" (clean skeleton underlying it) form. At level 70, the arch-lich upgrade to lich has 3 more forms -- all variations on a "clothed skeleton."
Wardens can turn into a gray wolf, a bee, a fairy, or an owlbear. Using aa's they also gain the ability to turn into a tiger, a treant, or a white wolf.
I think I may have a picture of my necro in Adept lich form, and a picture of a warden I grouped with in gray wolf form, but I honestly don't feel like looking for them. The "forms" are just illusions with no effect on gameplay and are rarely used other than as occasional novelties, so no one bothers to take screenies of them. 2) What are the major differences between Furies and Wardens? I've heard that Furies are more spell based while Warden's are more melee based. Do Wardens get invis, and what are the major differences between them?
For this you might be better served asking it on the Fury and Warden forums. Quick answer to whether wardens get invis, the answer is no. Furies get invis, wardens get evac. Fury invis is group, so it's often best to use a totem so that no one else an break our invis anyway. Wardens use the totems regardless.
As for the perception of spell vs melee based damage for the druid -- before AA's came along, this wasn't ever thought. Furies get a long-recast, but very high damage) nuke spell, long recast, high damage ae spell, and 2 dots. Wardens get 2 smaller damage spells (with shorter recast), 1 dot, and 1 smaller ae nuke (again, with shorter recast). While the fury might do bigger single numbers per shot, balanced over time the dps for both using spells was nearly identical. Even with that, furies were still considered to be the "caster" ones, because of their large INT buffs which increase their spell damage significantly and are what gave them the edge in damage. The warden self-buff also grant them mitigation, where a fury gets boosted in-combat health regeneration, and this gave (and gives) the impression that the wardens are more defensively minded.
But -- furies get a root now and AA's are in-game, and this is where we start to see the specialization. Warden AA's convert their spells into melee combat arts and give them a 75% chance to do critical damage with them (at the cost of longer recast) while the fury aa's increase the damage done by their spells and *reduce* their recast times, thus making that 15 second nuke a 10 second nuke (and a 33% reduction in recast is more or less a 50% damage boost). This is where you get the idea that wardens are melee and furies are nukers.
This doesn't change that they still both have a primary role of healing though -- and the aa's don't change their heal power, so in a group or a raid, they're both equally viable as healers. (People will jump on this and say wardens have a slight healing edge due to slightly higher health per power healed, but it's rare that you're in a situation where that actually means anything) The difference is really that when soloing there's a different flavor or feel to how they do it. A fury's generally gonna nuke a mob to oblivion, while a warden's probably gonna whack on it.
3) I've seen that halflings have a racial trait that makes them invisible. How does this work and when can I get it?
Every 10th level (10, 20, 30, etc) you can choose a racial trait. Pick it at level 10. A word of warning. It's 3 minutes in length, has a 30 minute recast, and roots wyou while it's in effect. In other words -- it's useless. If you want to be invisible, be a scout (stealth at level 1) or a mage (invisibility at level 15), or. . anything (invis/stealth totems are usable at level 30). 4) Does anyone have a listing of Necro pets along with pictures?
EQ Summoners does. 5) Can a Dirge describe the playstyle of their class? I guess I am wondering if it is just cast 5 buffs, forget about em and renew once an hour, and DPS. Or does it require some skill? ( Like it did in EQOA on PS2, or EQ1 aswell I believe.)
Dirges have 9 buffs requiring concentration that they can mix and match as determined by the needs of the group or raid make-up. Generally there are 5 that are considered "generally best about 90% of the time" but then that's where your skill comes in -- putting up the best ones the rest of the time. In combat, they have a ton of debuffs, a combintation of melee and ranged attacks, a stealth attack, and a flank/rear attack that can require a bit of skill to use. After they get their resurrection spell, they're often tasked for rez duty on raids so the healers can keep healing too. Knowing the right time to cast the Oration of Sacrifice or the Cacophony of Blades is a most excellent skill too, as it can save a group from a wipe in that criitcal moment.
That said. . . it's not like you're gonna be twisting songs like in EQ1 either Thanks!