Berserker / Monk / Rogue Guide
Hello there! This guide seeks to help you *blender your way to victory.* Asterisk
Overview
This class combo presents some interesting challenges and niche strengths (especially powerful in Duos) enabled by some friendly buffs and a full-melee approach, assuming your gear and stance-dance game is on point.
Class Roles
| Class
|
Primary Role
|
Secondary Role
|
Notes
|
| Berserker
|
Damage
|
Damage. That's kinda it.
|
Rampage provides the backbone of your offensive gains alongside the endurance-efficient Berserker stance, the costs of which are offset by late game Blood Runes. This also provides early access to chonky 2-handers until dual wield takes over, as well as Mage Hunter to beat out those pesky wizard bosses.
|
| Monk
|
Damage
|
Survivability
|
Feign Death, Mend, Evasive Stance and an excellent suite of skill caps make Monk the best splash in the game, IMO.
|
| Rogue
|
Damage
|
Sneakiness/Lockpicking
|
Backstab is a really fun way to do a really large amount of damage. This makes a jaunt into Striker Stance to wipe out a boss 30-50% faster very viable. Also has a fun suite of much needed utility from slows to lifetaps thanks to poisons.
|
Stats
| Stat / Scaling
|
Value / Formula
|
Applies To
|
Notes
|
| HP per point of Stamina
|
Placeholder
|
Placeholder
|
Placeholder
|
| Endurance per point of Stamina
|
Placeholder
|
Placeholder
|
Placeholder
|
| Armor Class per level
|
Placeholder
|
Placeholder
|
Placeholder
|
| Placeholder
|
Placeholder
|
Placeholder
|
Placeholder
|
Passive Skills
| Passive Skill
|
What It Does
|
Stat Cap
|
Notes
|
| Placeholder
|
Placeholder
|
Placeholder
|
Placeholder
|
| Placeholder
|
Placeholder
|
Placeholder
|
Placeholder
|
| Placeholder
|
Placeholder
|
Placeholder
|
Placeholder
|
Strengths
- Highest possible melee damage in the game, most likely.
- Despite being pure melee, has a splattering of useful utility
- Gear versatility lets you wear pretty much whatever gives the melee stats you need and AC will stay high.
Weaknesses
- Utility is going to get trumped by any real utility
- Poor HP Management tools
- Endurance struggles without proper downtime and short enough fights
Core Strategy
Ultimately, your strategy is simple: Toggle auto attack and auto skill on, try to switch into Striker if you know you won't need to stretch your endurance. If you run into something particularly challenging, you can FD in between active-skill combos and "FD Joust" the mob, avoiding virtually all auto attacks in between your rounds of burst.
Pulling
FD presents a challenge on this server without a duo partner, but it's still your best tool. The classic tricks of snare, root, mez, etc work well enough to split mobs, but the "forget" mechanics on this server do make it painfully slow to get the mob you want out of a stack. Take advantage of pulling back to corners or other places where you can take advantage of Line of Sight. When something starts going back home, unfeign and refeign immediately to potentially force the threat list window to reset. This window is your only way to have a clue what's going on with mob resets.
Tanking
Unfortunately, the ways in which this class minimizes incoming damage is offset by the strongest tank tool sharing the only BER/MNK/ROG resource pool. You don't take a lot of damage, but if you're wiping out your endurance, you won't have any left for Evasive. If you lean on evasive, you won't have any for your damage stances. Even then, you're going to find yourself switching between either offensive or berserker until you're at around 50% hp and mend is on cooldown, and evasive to buy time for mend to come back up. If you run out of endurance, you should be switching into balanced and switching between balanced and evasive. Outside of evasive, you're killable.
Healing
You get heals over time from Blood Rune and from Lifetap Poison. Both of which require being somewhat injured, so starting out in evasive isn't super helpful. Your best bet to take full advantage is to burst until you're at half health, mend to 75-90, and then lifetap poison/blood rune yourself stable until mend is off cooldown, burn the mob, repeat. Mend is your savior and you should get it on cooldown ASAP. Your other heals will total ~20 heals per second at best at the top end. That's currently not enough to sustain, so every fight is a race between your HP/Endurance and their HP.
Crowd Control
lol. You get an interrupt and a snare with berserker, and some stun proc in rogue, but no hard CC is a big weakness of this build.
Damage
This is all you do. Don't toggle auto attack on too soon or your active abilities will all swing at the air and be wasted for the first round.
Buffs and Debuffs
Rely on clickies and gear for this. Rogue poisons as seen below are a great tool and you can run multiple of them. Slow, Stun, Mana Drain, Snare, Cast Speed Reduction, Interrupt and a pushback from a junk Monk AA are all you have.
Managing your threat in a duo is kind of a breeze. Escape AA is very powerful for this, on a long cooldown, with hide and FD making up the bulk of your in-fight "get it off me" mechanics.
Leveling Strategy
Overall, you're just going to be slow killing one mob at a time. A duo with a shaman would be great for speeding things up, but it washes out if they're not doing almost as much DPS as you do.
Early Levels
Placeholder text.
Mid Levels
Placeholder text.
High Levels
Placeholder text.
Suggested Zones and Camps
| Level Range
|
Zone
|
Camp / Target
|
Notes
|
| Placeholder
|
Placeholder
|
Placeholder
|
Placeholder
|
| Placeholder
|
Placeholder
|
Placeholder
|
Placeholder
|
| Placeholder
|
Placeholder
|
Placeholder
|
Placeholder
|
Abilities
This section collects the relevant spell, song, and active-skill lists for this class combination.
| Berserker Spells or Songs
|
|
|
| Monk Active Skills
|
| Level
|
Ability
|
Skill
|
Cooldown
|
Description
|
Notes
|
| 25
|
Dragon Punch
|
Active combat
|
Shared special attack timer
|
Monk special attack.
|
Shares monk special-attack cooldown behavior where applicable.
|
| 20
|
Eagle Strike
|
Active combat
|
Shared special attack timer
|
Monk special attack.
|
Shares monk special-attack cooldown behavior where applicable.
|
| 17
|
Feign Death
|
Active utility
|
Feign Death timer
|
Allows a monk to pretend to be dead, often causing enemies to stop attacking.
|
Success depends on skill and circumstances.
|
| 30
|
Flying Kick
|
Active combat
|
Shared special attack timer
|
A powerful acrobatic monk attack using the force of the legs.
|
Shares monk special-attack cooldown behavior where applicable.
|
| X
|
Kick
|
Active combat
|
Shared combat timer
|
Damages an enemy. Some enemies require magic footwear.
|
Also available to Ranger and Warrior. Shares cooldown behavior with Bash and Slam.
|
| X
|
Mend
|
Active class ability
|
Mend timer
|
Allows a monk to heal themself. At lower skill levels, failure can cause damage instead.
|
Monk class ability.
|
| 5
|
Round Kick
|
Active combat
|
Shared special attack timer
|
Monk special attack.
|
Shares monk special-attack cooldown behavior where applicable.
|
| 8
|
Sneak
|
Utility
|
Skill timer
|
Allows cautious movement that can help bypass enemies when successful.
|
Also available to Rogue, Bard, Ranger, and selected races where available.
|
| 10
|
Tiger Claw
|
Active combat
|
Shared special attack timer
|
Monk special attack.
|
Shares monk special-attack cooldown behavior where applicable.
|
|
| Rogue Active Skills
|
| Level
|
Ability
|
Skill
|
Cooldown
|
Description
|
Notes
|
| 10
|
Backstab
|
Active combat
|
10 seconds
|
A rogue special attack that deals high burst damage with a piercing weapon. On EQLegends, Backstab can be used from the front, so rogues can “frontstab” without needing to stand behind the target.
|
Requires a piercing weapon. Shares cooldown behavior with other rogue combat actions where applicable.
|
| X
|
Disarm Trap
|
Utility
|
Skill timer
|
Allows a rogue to disarm dangerous traps on objects or in passages.
|
Rogue utility ability.
|
| X
|
Sense Traps
|
Utility
|
Skill timer
|
Allows detection of traps on objects or in passageways.
|
Also available to Bard.
|
| X
|
Sneak
|
Utility
|
Skill timer
|
Allows cautious movement that can help bypass enemies when successful.
|
Also available to Bard, Monk, Ranger, and selected races where available.
|
| X
|
Pick Lock
|
Utility
|
Skill timer
|
Allows locked doors or containers to be opened without the exact key.
|
Also available to Bard where applicable.
|
| X
|
Pick Pocket
|
Utility
|
Skill timer
|
Allows a rogue to attempt to steal coins or items from nearby targets.
|
Rogue utility ability.
|
|
Disciplines
| Berserker Disciplines
|
| Discipline Name
|
Level Obtained
|
Description
|
Duration
|
Reuse Time
|
Resistant Discipline
|
30
|
Grants +3 to all resistances increasing to +10 at 50th level
|
1 Min
|
60 Min
|
Fearless Discipline
|
40
|
Immunity to "Fear" and all spells that cause "fear"
|
11 Sec
|
60 Min
|
|
| Monk Disciplines
|
| Discipline Name
|
Level Obtained
|
Description
|
Duration
|
Reuse Time
|
Resistant Discipline
|
30
|
Grants +3 to all resistances increasing to +10 at 50th level
|
1 Min
|
60 Min
|
Fearless Discipline
|
40
|
Immunity to "Fear" and all spells that cause "fear"
|
11 Sec
|
60 Min
|
Stonestance Discipline
|
51
|
Joins your body with the strength of the earth, causing you to take greatly decreased melee damage [60% reduction]
|
12 Sec
|
6 Min
|
Thunderkick Discipline
|
52
|
Focuses energy into your feet, allowing you to perform an especially powerful Flying Kick.
|
Next Flying Kick
|
4 Min
|
Whirlwind Discipline
|
53
|
Heightens your combat instincts, allowing you to Riposte every attack.
|
9 Sec
|
60 Min
|
Voiddance Discipline
|
54
|
Focuses your combat reflexes, allowing you to avoid melee attacks.
|
8 Sec
|
55 Min
|
Inner Flame Discipline
|
56
|
Fills your body with energy, causing your attacks to do greatly improved damage. [100% increase]
|
12 Sec
|
26 Min
|
Hundred Fists Discipline
|
57
|
Increases your hands speed, allowing you an increased attack rate and damage.
|
15 Sec
|
30 Min
|
Silentfist Discipline
|
59
|
Focuses your rage into your hands, allowing you to perform an especially powerful Dragon Punch.
|
Next Dragon Punch
|
9 Min
|
Ashenhand Discipline
|
60
|
Focuses energy into your hands, allowing you to perform an especially powerful Eagle Strike.
|
Next Eagle Strike
|
72 Min
|
|
| Rogue Disciplines
|
Note: Combat poisons can stack with other combat poisons, are single target and instantly cast. Only one utility poison can be active at a time.
| Discipline Name
|
Level Obtained
|
Description
|
Duration
|
Reuse Time
|
| Combat Blood Siphon Strike
|
1
|
Drains the life from your target, doing 56 damage every six seconds for 00:00:36, and healing your wounds for the same amount, effect Duration: 6 seconds.
|
Permanent
|
5 Sec
|
| Combat Asp Venom Strike
|
2
|
Deals 62 points of poison damage to your target.
|
Permanent
|
5 Sec
|
| Utility Weakening Strike
|
4
|
Weakens your targets limbs, slowing their attack rate for 0:03:30, effect duration 24 seconds.
|
Permanent
|
5 Sec
|
| Utility Hobbling Strike
|
5
|
Snare. Cut's circulation to your target's legs, slowing their movement speed for up to 0:03:00, effect duration 48 seconds.
|
Permanent
|
5 Sec
|
| Utility Concussive Strike
|
7
|
Causes your opponent to twitch violently, interrupting spell casting 75% of the time, pushback 2.
|
Permanent
|
5 Sec
|
| Utility Befuddling Strike
|
9
|
Causes your opponent to clutch their head, draining their mana by 110.
|
Permanent
|
5 Sec
|
| Utility Grounding Strike
|
11
|
Blocks the nerves to your opponent's legs, rooting them for up to 0:01:00.
|
Permanent
|
5 Sec
|
| Combat Stunning Strike
|
15
|
Injects a paralytic agent, stunning your opponent. This effect works on creatures up to level 50. Pushback 1.
|
Permanent
|
5 Sec
|
| Utility Banishing Poison
|
20
|
Dispel. Only one utility poison can be active at a time.
|
Permanent
|
5 Sec
|
Resistant Discipline
|
30
|
Grants +3 to all resistances increasing to +10 at 50th level
|
1 Min
|
60 Min
|
Fearless Discipline
|
40
|
Immunity to "Fear" and all spells that cause "fear"
|
11 Sec
|
60 Min
|
Counterattack Discipline
|
53
|
Allows you to perfectly time your counter attacks, riposting every incoming blow.
|
9 Sec
|
60 Min
|
Deadeye Discipline
|
54
|
Focuses your vision on you opponent, vastly increasing your hit rate.
|
18 Sec
|
30 Min
|
Nimble Discipline
|
55
|
Increases your combat reflexes, allowing you to avoid most attacks.
|
12 Sec
|
30 Min
|
Kinesthetics Discipline
|
57
|
Increases your combat sense, allowing you to dual wield and double attack every round.
|
18 Sec
|
30 Min
|
Blinding Speed Discipline
|
58
|
Focuses energy into your arms, increasing your attack speed.
|
18 Sec
|
30 Min
|
Duelist Discipline
|
59
|
Increase the damage done by all of your melee attacks. [100% increase]
|
12 Sec
|
30 Min
|
|
Stances & Invocations
| Berserker Stances & Invocations
|
| Name
|
Description
|
| Balanced Stance
|
All incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance.
|
| Berserker Stance
|
While this stance is active, attack speed and combat skill recharge rate is doubled and your chance to hit and combat skill damage is increased by 25%. Every point of damage dealt consumes half that amount in endurance, with a reduction based on your Strategy skill. You also take 8.3% of outgoing damage to yourself. Bonus damage from critical hits and similar effects do not cost endurance.
|
| Mage Hunter Stance
|
All incoming spell damage is reduced by 50% and incoming physical damage is reduced by 20%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your Strategy skill.
|
| Offensive Stance
|
Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance.
Bonus damage from critical hits and similar effects do not cost endurance.
|
| Ranged Stance
|
Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your Strategy skill.
|
| Striker Stance
|
Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance.
|
| Unyielding Invocation
|
Health regen excluding out of combat bonus regen is doubled, with a 25% resistance increase to loss of control from fear, mez, and charm. There is no mana cost to upkeep this stance.
|
|
| Monk Stances & Invocations
|
| Name
|
Description
|
| Balanced Stance
|
All incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance.
|
| Evasive Stance
|
You have a 95% chance to evade all incoming attacks. Every point of damage evaded consumes 2 endurance, with a reduction based on your Strategy skill. Evasion will fail if you have insufficient endurance, or while playing dead.
|
| Offensive Stance
|
Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance.
Bonus damage from critical hits and similar effects do not cost endurance.
|
| Ranged Stance
|
Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your Strategy skill.
|
| Striker Stance
|
Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance.
|
| Unyielding Invocation
|
Health regen excluding out of combat bonus regen is doubled, with a 25% resistance increase to loss of control from fear, mez, and charm. There is no mana cost to upkeep this stance.
|
|
| Rogue Stances & Invocations
|
| Name
|
Description
|
| Balanced Stance
|
All incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance.
|
| Evasive Stance
|
You have a 95% chance to evade all incoming attacks. Every point of damage evaded consumes 2 endurance, with a reduction based on your Strategy skill. Evasion will fail if you have insufficient endurance, or while playing dead.
|
| Offensive Stance
|
Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance.
Bonus damage from critical hits and similar effects do not cost endurance.
|
| Ranged Stance
|
Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your Strategy skill.
|
| Striker Stance
|
Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance.
|
| Unyielding Invocation
|
Health regen excluding out of combat bonus regen is doubled, with a 25% resistance increase to loss of control from fear, mez, and charm. There is no mana cost to upkeep this stance.
|
|
Alternate Advancement
| General AAs
|
General AAs are available to all classes, regardless of level or selection. These offer passive bonuses to stats, resistances, crafting skills, and a few automatically granted abilities such as Origin and Gather Party. Some of these are brand new to EverQuest Legends, such as Quick Buff which applies all your beneficial spells to all party/raid members at once.
| Name |
Ranks |
Cost |
Description
|
| Adamant Will |
4 |
2/4/6/9 |
This passive ability grants you an additional 20/40/60/80% chance to resist charm, and 15/30/45/60% chance to resist mesmerization spells. Requirements: Level 1.
|
| Alchemy Mastery |
3 |
3/6/9 |
This passive ability reduces the chance of failing Alchemy recipes by 10/25/50%. Requirements: Level 1.
|
| Baking Mastery |
3 |
2/4/6 |
This passive ability reduces the chance of failing Baking recipes by 10/25/50%. Requirements: Level 1.
|
| Blacksmithing Mastery |
3 |
2/4/6 |
This passive ability reduces the chance of failing Blacksmithing recipes by 10/25/50%. Requirements: Level 1.
|
| Brewing Mastery |
3 |
2/4/6 |
This passive ability reduces the chance of failing Brewing recipes by 10/25/50%. Requirements: Level 1.
|
| Circular Breathing |
4 |
2/3/4/5 |
This passive ability increases your endurance regeneration by 1/2/3/4 point(s). Requirements: Level 1.
|
| Combat Agility |
3 |
2/4/6 |
This passive ability increases your melee avoidance by 2/5/10%. Melee avoidance is the component of armor class that allows you to avoid incoming attacks and is derived from agility, item avoidance, and your defense skill. Requirements: Level 1.
|
| Combat Fury |
4 |
1/2/3/4 |
This passive ability increases your chance of performing a critical melee hit with all skills by 1/2/3/5%. Requirements: Level 1.
|
| Combat Stability |
3 |
2/4/6 |
This passive ability increases the armor class soft cap of your class by 2/5/10%. The armor class soft cap is the amount of armor class that functions at 100% effectiveness. Armor class gains in excess of this cap are reduced in effectiveness by a percentage based on your class and level. Requirements: Level 1.
|
| Crafting Mastery |
6 |
3/3/3/3/3/3 |
Training with the sages and merchants of Norrath gives adventurers the chance to hone their crafting skills. This passive ability allows you to raise 1/2/3/4/5/6 additional standard tradeskill (Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, or Tailoring) from its initial Specialization cap of 200 up to 300. Requirements: Level 1.
|
| Fear Resistance |
4 |
2/4/6/9 |
This passive ability grants you an additional 25/50/75/100% chance to resist most fear spells and increases the chance of breaking fear earlier. Requirements: Level 1.
|
| First Aid |
6 |
1/1/1/3/6/9 |
This passive ability increases the maximum health you can bind wound to 80/90/100/100/100/100% and increases the amount of healing provided by a single bandage by 0/0/0/10/25/50%. Requirements: Level 1.
|
| Fletching Mastery |
3 |
2/4/6 |
This passive ability reduces the chance of failing Fletching recipes by 10/25/50%. Requirements: Level 1.
|
| Foraging |
1 |
3 |
This passive ability increases your Forage skill cap by 50 points. Requirements: Level 1.
|
| Full Potential
|
1
|
0
|
This passive ability provides the following storage capacity increases. +50 Tradeskill slots, +25 Dragon's Hoard, +5 Activated Item Slots, +25 Equipment Slots, +25 Exaltation Slots. Requirements: Level 50.
|
| Gather Party |
1 |
0 |
Ability Activation ID: 5 - Refresh Time: 6:00:00 - Ability Timer(s): 99. This ability, when activated, will give everyone in your party the option of teleporting directly to your location. Requirements: Level 1.
|
| Innate Eminence |
5 |
3/3/3/3/3 |
This passive ability increases your strength, stamina, agility, dexterity, wisdom, intelligence, and charisma by 2/4/6/8/10 points. Requirements: Level 1.
|
| Innate Lung Capacity |
3 |
1/1/1 |
This passive ability increases the amount of air you can hold in your lungs by 10/25/50%. Requirements: Level 1.
|
| Innate Metabolism |
3 |
1/1/1 |
This passive ability reduces your food and drink consumption by 110/125/150%. Requirements: Level 1.
|
| Innate Regeneration |
7 |
1/1/1/2/3/5/5 |
This passive ability increases your health regeneration by 1/2/3/4/5/6/7 point(s). Requirements: Level 1.
|
| Innate Spell Resistance |
5 |
2/2/2/2/2 |
This passive ability improves your cold, disease, fire, magic, and poison resistances by 2/4/6/8/10 points. Requirements: Level 1.
|
| Jewel Craft Mastery |
3 |
2/4/6 |
This passive ability reduces the chance of failing Jewelcrafting recipes by 10/25/50%. Requirements: Level 1.
|
| Natural Durability |
4 |
2/4/6/2 |
This passive ability increases your maximum base health (derived from your stamina) by 2/5/10/12%. Requirements: Level 1.
|
| Origin |
1 |
0 |
Ability Activation ID: 331 - Refresh Time: 0:18:00 - Ability Timer(s): 20. This ability, when activated, transports you back to your starting city. You can check your origin location using the command /charinfo. Requirements: Level 1.
|
| Packrat |
10 |
1 for all ranks |
This passive ability reduces the weight of all equipped and carried items by 5/10/15/20/25/30/35/40/45/50%. Requirements: Level 1.
|
| Permanent Illusion |
1 |
5 |
This passive ability extends the duration of your beneficial illusion spells to 16.6 hours and allows them to persist when zoning. Requirements: Level 1.
|
| Pottery Mastery |
3 |
2/4/6 |
This passive ability reduces the chance of failing Pottery recipes by 10/25/50%. Requirements: Level 1.
|
| Quick Buff |
1 |
5 |
Ability Activation ID: 4 - Refresh Time: 0:10:00 - Ability Timer(s): 98. This ability, when activated, will cast all currently memorized beneficial spells on all valid group and raid targets in range, for full mana and reagent cost. NOTE: This ability will continue casting spells even if you have no mana left. Requirements: Level 1.
|
| Steadfast Will |
8 |
2/2/3/3/3/3/6/12 |
This passive ability grants you a 15/30/50/60/70/80/90/100% chance to endure what would otherwise be a stunning melee attack, from any angle, without being stunned. Requirements: level 1. Only tanks (WAR/PAL/SHD) can train the full 8/8, Rangers and Monks can reach 7/8 and all other classes are capped at 6/8. Requirements: Level 1.
|
| Stoicism |
5 |
2/2/2/2/2 |
This passive ability reduces how far incoming melee attacks push you backward by 10/20/30/40/50%. Requirements: Level 1.
|
| Tailoring Mastery |
3 |
2/4/6 |
This passive ability reduces the chance of failing Tailoring recipes by 10/25/50%. Requirements: Level 1.
|
| Widened Perception
|
1
|
12
|
This passive ability increases your number of loadout slots by 1. Requirements: Level 25
|
|
| Archetype AAs
|
Every class in EQL has Archetype AAs, some classes have more than others. The Archetype tab will show you all of the Archetype AAs available to your currently chosen class combo.
| Name |
Ranks |
Cost |
Description
|
| Acrobatics |
3 |
3/6/9 |
This passive ability reduces the damage that you take from falling by increasing the effectiveness of your safe fall skill by 10/20/30%. Requirements: Level 1.
|
| Ambidexterity |
1 |
9 |
This passive ability increases your chance to successfully dual wield by 32%. Requirements: Level 1.
|
| Burst of Power |
3 |
3/6/9 |
This passive ability increases your flurry chance (up to two extra attacks after a primary slot triple attack) by 7/11/15%. Requirements: Level 46.
|
| Companion's Discipline |
1 |
2 |
This passive ability allows you to give your pet advanced commands. Hotkeys for these commands can be created using the pet control window. Hold and Greater Hold - /pet hold -or- /pet ghold. When your pet is in the hold state, your pet will only attack something when you tell it to, and your pet will continue to attack anything on its hate list after that point. Once the encounter is finished, your pet will automatically go back to a held state. If your pet is never told to exclusively attack anything, your pet will never attack anything, even if something is attacking it. The greater hold state forces your pet to not add anything to its hatelist unless specifically added by you. You can add a target to your pet's hatelist with either /pet attack or /pet qattack. Requirements: Level 1.
|
| Critical Affliction |
3 |
3/6/9 |
This passive ability increases the chance your damage over time spells will deal critical damage at each 6 second interval they are active by 3/6/9%. Requirements: Level 1.
|
| Destructive Cascade |
3 |
2/4/6 |
This passive ability increases the damage dealt by your critical damage over time spells by 125/150/175%. Requires Critical Affliction rank 1/2/3. Requirements: Level 1.
|
| Destructive Fury |
3 |
2/4/6 |
This passive ability increases the damage dealt by your critical direct damage spells by 30/60/100%. Requirements: Level 1, Fury of Magic at Level 1.
|
| Double Riposte |
3 |
3/6/9 |
This passive ability grants you a 5%/10%/15% chance to perform a double riposte. Requirements: Level 15.
|
| Exodus |
1 |
6 |
Ability Activation ID: 43 - Refresh Time: 1:12:00 - Ability Timer(s): 3. This ability, when activated, teleports all group members within a 100 foot radius to a relatively safe location in your current zone with a 0.1 second cast time. Requirements: Level 10.
|
| Finishing Blow |
3 |
2/4/6 |
This passive ability grants your critical melee attacks a 100% chance to deal 100/200/300% damage to level 50/53/55 and lower NPC targets with 10/12/15% or less health. Requirements: Level 1.
|
| Fury of Magic |
4 |
1/2/3/4 |
This passive ability increases your chance to land a critical hit with your direct damage spells by 2/4/7/10%. Requirements: Level 1.
|
| Healing Adept |
3 |
2/4/6 |
This passive ability increases the effectiveness of your instant-duration healing spells by 2/5/10%. Requirements: Level 1.
|
| Healing Boon |
3 |
3/6/9 |
This passive ability increased chance that your heal-over-time spells will exceptionally heal their target by 3/6/10%. An exceptional heal does double healing value of the spell for that 6 second interval. Requirements: Level 1.
|
| Healing Gift |
3 |
2/4/6 |
This passive ability grants your instant-duration healing spells a 3%/6%/10% chance to score an exceptional heal. An exceptional heal doubles the healing value of the spell. Requirements: Level 1.
|
| Improved Bash |
1 |
6 |
This passive ability allows you to use your bash skill to be used without a shield, and will always use the base AC from among equipped weapons or shields. The Improved Bash AA can now utilize the best item (weapon or shield) from the primary, secondary, or Any slots. Requirements: Level 1.
|
| Innate Camouflage |
1 |
5 |
Ability Activation ID: 80 - Refresh Time: 0:00:07 - Ability Timer(s): 2. This ability, when activated, grants you standard invisibility for up to 20 minutes. Requirements: Level 40.
Can wear off in under 20 minutes, but is instant-cast and has only a 7-second cooldown.
|
| Innate Invis to Undead |
1 |
3 |
Ability Activation ID: 37 - Refresh Time: 0:00:07 - Ability Timer(s): 53. This ability, when activated, renders you invisible to most undead creatures for up to 27 minutes. Requirements: Level 40.
|
| Intimidation |
1 |
0 |
This passive ability causes successful uses of your intimidate skill to trigger Intimidation I which causes a level 70 or lower target to run away in fear for 0:00:18. Requirements: Level 1.
|
| Mass Group Buff |
1 |
9 |
Ability Activation ID: 35 - Refresh Time: 1:12:00 - Ability Timer(s): 1. This ability, when activated, doubles the mana cost of your next spell or ability that can be affected by the Mass Group Buff and causes it to land on all allies within the spell's radius. Requirements: Level 50.
|
| Master of All |
1 |
10 |
This passive ability allows you to increase all your specializations. Specialized schools of magic benefit from a reduction in mana cost and fizzle chance. Requirements: Level 20.
|
| Mastery of the Past |
3 |
2/4/6 |
This passive ability makes it impossible for you to fizzle level 20/40/52 or lower spells. Requirements: Level 1.
|
| Mend Companion |
1 |
5 |
Ability Activation ID: 58 - Refresh Time: 0:10:00 - Ability Timer(s): 2. Mend Companion I, when activated, instantly heals your pet for 5000 health. Requirements: Level 39.
|
| Mental Clarity |
4 |
2/3/4/5 |
This passive ability increases your mana regeneration by 1 points per rank. Requirements: Level 1.
|
| Mnemonic Retention |
6 |
1/1/2/2/3/3 |
This passive ability increases the capacity of your spell casting window allowing you to memorize 1/2/3/4/5/6 additional spell. Requirements: Level 1.
|
| Persistent Casting |
6 |
1/2/3/4/5/6 |
This passive ability grants you a 11% chance (per rank) to regain your concentration and complete a spell cast when stunned. Requirements: Level 1.
|
| Pet Affinity |
1 |
2 |
Allows your pet to benefit from group beneficial spells and songs. Requirements: level 1. NOTE: This AA is not required for Quick Buff to affect your pet for single-target spells. This AA is required for "group" spells to affect your pet. Requirements: Level 1.
|
| Physical Enhancement |
1 |
3 |
This passive ability increases your melee avoidance by 2% and your armor class soft cap by 2%. Requirements: Level 1.
|
| Point Blank Fire
|
1
|
0
|
This toggleable ability causes your auto attacks to prefer your ranged weapons, even in melee range. Additionally allows for double and triple attacks from ranged attacks regardless of toggle state. Requirements: Level 1
|
| Quick Damage |
3 |
3/6/9 |
This passive ability reduces the base cast time of direct damage spells that have an initial cast time of 3 seconds or more by 2/5/10%. Requirements: Level 1.
|
| Rampage |
1 |
5 |
Ability Activation ID: 109 - Refresh Time: 0:10:00 - Ability Timer(s): 81. This ability, when activated, performs a single primary slot combat round on all creatures within a 40 foot radius. The cooldown for this ability is reduced by 1 minute each time Frenzy or Cleave is used. The reduction is only 40 seconds if the player is in Berserker Stance. Requirements: Level 30.
|
| Spell Casting Deftness |
3 |
2/4/6 |
This passive ability reduces the cast time of beneficial spells that have a duration and an initial cast time of at least 3 seconds by 10/25/50%. Requirements: level 1. Requirements: Level 1.
|
| Spell Casting Mastery |
3 |
2/4/6 |
This passive ability reduces the mana cost of all spells by 2/5/10%. Requirements: Level 1.
|
| Spell Casting Reinforcement |
4 |
2/4/6/8 |
This passive ability increases the duration of beneficial spells that you cast by 5/15/30/50%. Spells that grant invulnerability and combat abilities are exempt from this extension. Requirements: Level 1.
|
| Spell Casting Subtlety |
3 |
2/4/6 |
Ability Activation ID: 25 - Refresh Time: 0:00:01 - Ability Timer(s): 0. This toggleable ability reduces the amount of hate generated by your attacks and spells by 5/10/20%. Requirements: Level 1.
|
| Thief's Intuition |
4 |
3/6/9/15 |
This passive ability reduces the reuse time of your Sense Traps and Disarm Traps skills by 1/3/5/5 seconds.
Final rank: grants a chance to innately sense traps when near them. This passive chance is only half as effective as your active Sense Trap skill. Requirements: Level 1.
|
|
| Berserker AAs
|
| Berserker Class AAs
|
| Name |
Ranks |
Cost |
Description
|
| Blood Rune |
3 |
1/2/3 |
Melee and ability critical hits give you 5/10/15% of the damage done as an absorption shield, up to 5/8/10% of your max hitpoints. Requirements: Level 1.
|
| Innate Power Strike |
1 |
0 |
Grants the Berserker an increased chance to critically strike. Requirements: Level 1.
|
| Tireless Sprint |
1 |
3 |
Ability Activation ID: 372 - Refresh Time: 0:25:00 - Ability Timer(s): 3. This ability, when activated, increases your movement speed by 125% for 18 seconds. Requirements: Level 10.
|
| Unbound Fury |
3 |
0 |
This passive ability increases your chance to land a critical hit with your melee attacks and abilities by 2/4/6%. Requirements: Level 12/30/50.
|
|
| Monk AAs
|
| Monk Class AAs
|
| Name |
Ranks |
Cost |
Description
|
| Dragon Force |
1 |
5 |
Ability Activation ID: 116 - Refresh Time: 0:00:06 - Ability Timer(s): 7. This ability, when activated, pushes your target backwards and deals 10 damage. Requirements: Level 15.
|
| Improved Mend |
3 |
3/6/9 |
This passive ability gives you a 10/20/30% chance to perform a superior mend, doubling the healing of your mend skill. Requirements: Level 1, First Aid at Level 3.
|
| Purify Body |
1 |
9 |
Ability Activation ID: 98 - Refresh Time: 0:30:00 - Ability Timer(s): 87. Purification I, when activated, instantly cures you of up to 20 detrimental effects (excluding charm, fear, resurrection, and revival sickness). Requirements: Level 15.
|
| Rapid Feign |
3 |
3/6/9 |
This passive ability reduces the reuse time of your Feign Death skill by 1/3/5 second(s). Requirements: Level 17.
|
| Unbound Alacrity |
3 |
0 |
Gives a passive 3/6/10% increase in your current and maximum haste value. Requirements: Level 12/30/50.
|
|
| Rogue AAs
|
| Rogue Class AAs
|
| Name |
Ranks |
Cost |
Description
|
| Chaotic Stab |
1 |
0 |
This passive ability allows your backstab attacks to deal minimal backstab damage if you are not behind your target. Requirements: Level 1.
|
| Escape |
1 |
9 |
Ability Activation ID: 102 - Refresh Time: 0:05:00 - Ability Timer(s): 89. This ability, when activated, allows you to escape combat from NPCs that are 20 or fewer levels higher than you, causes you to be the last possible target of rampage attacks from any current attacker, and triggers Evader's Invisibility which grants permanent invisibility. This ability consumes 2% of your endurance to activate. Requirements: Level 10.
|
| Innate Sneakiness |
1 |
0 |
Grants the Rogue the ability to move while using Hide, provided that the sneak ability is also active. This allows them to move around unseen by most creatures. Requirements: Level 1.
|
| Purge Poison |
1 |
5 |
Ability Activation ID: 107 - Refresh Time: 1:12:00 - Ability Timer(s): 12. This ability, when activated, cures you of 1200 poison counters. Requirements: Level 15.
|
| Shroud of Stealth |
1 |
5 |
This passive ability provides you a previously unheard of level of stealth that increases the invisibility offered by your Hide skill to tier 2, shadowing you from creatures that normally see through standard invisibility. Requirements: Level 35.
|
| Unbound Lethality |
3 |
0 |
Gives a passive 10/15/20% bonus to the duration of all poisons. Additionally lowers the resist value of all poisons by 25/50/75. Requirements: Level 12/30/50.
|
|
| Special AAs
|
Special AAs require achievements to unlock.
| Special AAs
|
| Name |
Ranks |
Cost |
Description
|
| Banestrike |
4 |
0 |
This passive ability improves the base damage of your melee attacks and the power of your damaging and healing abilities by 2/4/?/?%. Complete Slayer achievements to progress this ability. Requirements: Level 1.
|
|
Important Synergies
Placeholder text.
- Placeholder
- Placeholder
- Placeholder
Gear Priorities
Placeholder text.
| Class
|
Priority
|
Notes
|
| Berserker
|
Placeholder
|
Placeholder
|
| Monk
|
Placeholder
|
Placeholder
|
| Rogue
|
Placeholder
|
Placeholder
|
For class-specific gear references, see:
Useful Quests and Items
Placeholder text.
| Item / Quest
|
Class
|
Why It Matters
|
| Placeholder
|
Placeholder
|
Placeholder
|
| Placeholder
|
Placeholder
|
Placeholder
|
| Placeholder
|
Placeholder
|
Placeholder
|
Class-specific quest references:
Example Group Tactics
Placeholder text.
Standard Fight
- Placeholder
- Placeholder
- Placeholder
Multiple Pulls
- Placeholder
- Placeholder
- Placeholder
Named / Difficult Mobs
- Placeholder
- Placeholder
- Placeholder
See Also