Pin Me

Everquest 2 Beginner Class Guide – Crusader

by: Finn Orfano ; edited by: Michael Hartman ; updated: 4/17/2012 • Leave a comment

The class set-up on Everquest 2 is somewhat complicated. Of the twenty-four classes available, only 18 are available to each race, depending on alignment. This guide will explain roles, abilities and races available to the Crusader class.

  • slide 1 of 3

    Overview

    The class system of Everquest 2 is divided into 4 arch-types, and then further divided into alignment specific classes, making a total of twenty-four different classes available. Crusaders are in the Fighter sub-class, and focus on casting a variety of spells and tanking. The two Crusader sub-classes are Paladin and Shadowknight.

  • slide 2 of 3

    Paladin

    Paladins are holy knights imbued with a wide range of healing and defensive spells. Paladins are a good aligned race and may start in either Qeynos or Kelethin. The races available to choose the Paladin class are Dwarf, Wood Elf, Fae, High Elf, Froglok, Barbarian, Erudite, Kerran, Human, Gnome, Half Elf and Halfling.

    Paladins have two primary stats that should be equally emphasized when selecting gear. Wisdom and Strength increase both the casting and melee abilities of the Paladin. Paladins are able to wear plate armor, which dramatically increases their defense. They are able to use Swords, Hammers, Axes, Staves, Spears, Great Swords, Great Hammers, Great Axes, Great Spears, Bows and Symbols for weapons. As for shields they can use Bucklers, Round Shields, Kite Shields, Tower Shields and Symbols. Great weapons should be used unless tanking. If tanking, a shield is always preferable to a two-handed weapon.

    The primary role of a Paladin is to tank, though they make decent back up healers and can deal a fair amount of damage with the right equipment. Their abilities range from group heals, threat transfers, resurrections, and death prevention spells to melee DD (Direct Damage) abilities and a mount summoning spell at level 20.

  • slide 3 of 3

    Shadowknights

    Shadowknights are crusaders of the evil gods, corrupted and filled with malice. They are an evil aligned race and may start in Freeport, Neriak or Gorowyn. This limits the races available to play Shadowknights to Gnomes, Half Elves, Humans, Kerra, Arasai, Iksar, Sarnak, Ogre, Troll, Ratonga, Dark Elves, Barbarians and Erudite.

    Shadowknights also have two primary stats. These are Strength and Intelligence, the former to emphasize melee and the latter spell casting. They are also able to wear plate armor and are able to use all the same weapons and shields as their Paladin counterparts. As with Paladins, shields should always be used when tanking in group situations.

    While Paladins have spells to resurrect and prevent death, Shadowknights have spells that keep the party members far away from death. Shadowy Elusion is a group evacuation spell that transports the entire party to a safe point in the zone, and can save groups when encounters go bad. They also have a feign death spell that can cause the Shadowknight or their target party member to appear dead and cause the monster to lose interest in them. Shadowknights drain health and stats from their enemies and come complete with a wide variety of DoTs (Damage over Time spells).

privacy policy