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Everquest 2 Beginner Class Guide – Druids

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 Druid classes.

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    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. Druids are in the Priest sub-class, and focus on healing and enhancement. The two Druid sub-classes are Fury and Warden and are available to all races.

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    While the Fury has a fair amount of healing spells, and can function as a healer in most party scenarios, they also have a large amount of beneficial utility and damage dealing spells. Furys also have several debuff spells available at their disposal to lower the stats of enemies the group is facing.

    Furys are able to wear leather armor. This allows them to have more armor than their Mage cousins, but still unable to tank anything too close to their level. The primary stat of the Fury is Wisdom. Furys are able to use Hammers, Great Hammers, Staffs, Swords and Symbols for weapons. They are able to use both Bucklers and Symbols for shields.

    The Furys ability to kite is amazing. They have a variety of movement speed enhancing, snare, and DoT (Damage over Time) spells. This combination allows them to get a healthy lead on an enemy before having to recast one of their DoT spells, all the while, dealing damage through their current DoT spells. Furys are also able to teleport to a variety of locations including Antonica and Greater Faydark.

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    The Warden is a more healing and buffing version of the Fury. They have a wide array of regenerative direct heal and HoT (Heal over Time) spells. Wardens do have some damaging abilities, but they are primarily used for soloing and should only be used in group situations if there is a problem with dealing damage fast enough.

    Like their Fury cousins, Wardens are able to wear leather armor. Even given this fact, Wardens should never tank or take damage, especially in group situations. If a Warden is the primary healer, he should be protected at all costs. Generally speaking, if the Warden dies, the group dies, with no ability to heal or resurrect any fallen members.

    Wardens are able to use Hammers, Staffs, Symbols, Great Hammers and Swords for weapons. They are also able to use Symbols and Bucklers for shields. In addition to healing spells, Wardens are also able to change the form of their group into that of wolves, increasing their movement speed and damage done. They have a fair amount of group buffs, but not as many as Furys.

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