The Norrathian Newbie #4 – Which Race is Best for X Class?

edit (11/20/09): Traditions have changed since I wrote this post, refer to this link for updated traditions.

The Norrathian Newbie is back! I’ve finally dusted it off, and have decided on a new EQ2-related topic to discuss. Feel free to check out previous editions here.

As a Preface, I will say that I have written on this topic before. You can see that post here. When I wrote that post, it was before Game Update #40 (otherwise known as the expansion, “Rise of Kunark”) was released. At that time, racial abilities and stats meant little to a new character, and though I’m not going to retract my statement that “ultimately race does not affect the overall performance of a class”, it is fair to say that there is an optimal starting point, now. At this point I am going to list facts that could be easily found at any other informative gaming site, but also add some opinion, and hopefully help some people out that are curious as to “Which Race is Best for X Class”? Since my old post still gets a lot of traffic, I’m going to try to redirect it’s traffic to this post, which may prove to be more relevant.

All classes get a fairly balanced choice of racial traits, some modified dependant on if you pick a melee or spell based class. All classes get one trait that increases mitigation against a particular damagetype, along with two tradeskill enhancing traits. For simplicity, I’m not going to cover tradeskill enchancing traits, mainly because the common question isn’t “which race makes the best weaponsmith?”. Though the best case scenario would be to pick a race that is best suited for a particular class and tradeskill, many people avoid the tradeskilling portion of the game altogether, so we’ll be concentrating on adventuring only.

Also, because it may be confused what races can be what classes, it can be determined as follows: Good-only classes consist of Monk, Paladin, Illusionist, Conjuror, Mystic, Templar, Swashbuckler and Ranger. Neutral classes are Guardian, Berserker, Wizard, Warlock, Warden, Fury, Dirge and Troubador. Evil-only classes are Bruiser, Shadow Knight, Coercer, Necromancer, Defiler, Inquisitor, Brigand and Assassin.

Good Races:

Dwarven Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Short but Strong +3% HP Permanent
Body by Butcherblock +HP Regeneration, +STR 3 min, Recast 10 min
Dwarven Fortitude +5 STA Permanent
Defender of Kaladim +5 Defense Permanent
Rush into Battle sprint +10%, initial sprint cost -25% Permanent
Master of the Tumpy Tonic +5 to Artistry Permanent
Strong Heart +3% Disease Resistance Permanent
Aggressive Strike 2% heal crit and +5 ministration/2% melee crit and +5 aggression Permanent
Weapon Forger 5% increase to Weaponsmith success Permanent
Fury of Blades AE melee attack (4 targets) 2.0 cast, 2 minute recast
Innate Abilities
Name Effect Duration
Summon Tumpy Tonic Summons alcoholic 40 minute duration drink 3 second cast, 10 second recast
Mining Expertise 1 second reduction to mining Permanent

Dwarves racial traits are geared towards increasing hit points, defense, and they get an additional aoe attack to add to their repertoire. Depending on if you choose a caster or a melee based class, you will also gain +2% to heals or melee crits respectively. Knowing this, the best possible class choice for a Dwarf is one of the fighter archetype. Hit points are important to all classes, but more so to those melee oriented. A healer class would be a good secondary choice for a Dwarf, mainly because they would benefit from the increase to ministration and the heal crits. Scouts and Mages would see the least amount of benefit from Dwarven traditions.

Fae Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Aerial Dodging +1% Spell Damage and Healing crit chance,
+5 Defense skill
Permanent
Escaping Dive Blinks (teleports) target 10 meters in a
random direction and decreases threat
5 min Recast
Fae Dexterity +5 Agility Permanent
Fae Fire AoE (from caster) DD & DoT, Heat attack,
max 4 targets, 10 meter radius
Duration 6 secs, 2 sec Cast, 1 min Recast
Fae Flight +5% Movement in and out of combat Permanent
Forest Knowledge +5 Fletching skill Permanent
Glide Increased Jump distance (if not on a mount) Permanent
Magic of the Fae +3% max Power Permanent
Magical Teachings +5 Scribing skill Permanent
Toxic Protection Increases Mitigation vs Poison damage Permanent
Innate Abilities
Name Effect Duration
Wind Walker +50% movement speed Duration 36 secs, 5 min recast
Safe Fall 100% Safe Fall unless mounted or struck
while falling
Permanent
Infravision Grants Heat Vision 2 Hours

A Fae’s racial traits are more focused on increasing avoidance and power, and decreasing hate. As such, a young Fae would be best suited towards a scout or mage class. Bothclass archetypes generate hate through DPS, so both need as many threat decreasers as possible, and higher avoidance for when they manage to steal aggro. A well versed healer could make a Fae as well, but better combinations exist.

Froglok Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Astounding Leap Blink and Deaggro Instant (recast 5 min)
Soft Landing 25% Reduction in falling damage Permanent
Fervor of Marr 10% Reduced power cost for Metal Shaping Permanent
Marr’s Glorious Blade AOEcrushing damage 2.0 casting time (recast 2 min)
Crusader’s Respite Out-of-Combat Health regen, +Wis 3 min, 5 min recast
Natural Acrobat +5 AGI Permanent
Cold Blooded +Mitigation vs Heat and Cold Permanent
Spontaneous metamorphosis +3% Max Health Permanent
Valor In Battle 2% heal crit and +5 ministration/2% double attack and +5 crushing Permanent
Zealotry of Marr 5% increased Weaponsmithing success Permanent
Innate Abilities
Name Effect Duration
Gills Water Breathing Permanent
Hydromotion Water Walking (walk/jump on the bottom of the body of water) Permanent

With a mixed bag of racial traits, Frogloks are suitable for most any class. However, the best class choices in my opinion would be healer or scout. A Froglok healer would benefit from heal crits, agility (avoidance), and the threat decreaser, as healers can steal aggro as well. A Froglok scout would also benefit from agility, the deaggro, and the + to melee skills.

Halfling Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Mischievous Strike Piercing attack, Melee skill debuff .5 second cast, 30 sec recast
Wisdom of Riverdale +5 WIS Permanent
Protection of the Jum Jum All damage ward 1.0 second cast, 5 min recast
Jumjum Regimen +3% Max Health Permanent
Poison Expertise 25% increased poison trigger Permanent
Light on Feet +Out-of-Combat HP Regen, +AGI 3 min, 10 min recast
Rivervale’s Protection +Mental resist Permanent
Niami’s Tutelage 5% success chance to Provisioner skills Permanent
Pants Patcher 10% power reduction to Tailor reactions Permanent
Vale Protector 2% melee crit and +5 piercing/2% heal crit and +5 ministration Permanent
Innate Abilities
Halfling’s Feast 25% increased duration for food/drink Permanent
Always Prepared Summons 40 min duration food ? cast, ? recast
Infravision Grants Heat Vision to caster Instant, 2 Hours

A Halfling’s best choice is to be a scout. With an additional debuff, a short ward, extra poison triggers, and melee crits, it’s only obvious. A good secondary choice could be a healer, but some of the racial traits would be wasted.

High Elf Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Arcane Knowledge +3% max Power Permanent
Connisseur of Fine Wines +25% Drink Duration Permanent
Elven Wisdom +5 Wisdom Permanent
Esoteric Study +5 Scribing skill Permanent
Fury of Felwithe Heat AOE, DD Instant, 2 sec Cast, 2 min Recast
Gilding of Felwithe +5 Artificing skill Permanent
Graceful Movements +5 Defense & Parry Permanent
Harmonious Mind Out-of-Combat Power Regen & +Wis 3 mins, 10 min Recast
Tenet of Takish’Hiz Increases Mitigation vs Magic damage Permanent
Training of the Koada’Dal +2% Spell Damage and +5 Disruption/+2% Heal Crit and +5 Ministration Permanent
Innate Abilities
Name Effect Duration
Intricate Creation Tradeskill Power Reduction Permanent
Mind over Matter Slow Fall Until Cancelled

High Elves are best suited for the magical arts. Additional power, wisdom, spell damage or heal crits, clearly make the mage and healer archetypes the best choice.

Wood Elf Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Elvish Spirits +25% Drink Duration Permanent
Faydark’s Champion +2% Ranged Crit and +5 Ranged/+2% Healing Crit and +5 Ministration Permanent
Faydwer Fashions +5% Tailoring success Permanent
Forest Fire Heat AOE, DD Instant, 2 sec Cast, 1 min Recast
Gift of the Faydark 10% power reduction of Fletching skills Permanent
Light Footed Reduces snare effects by 25% Permanent
Natural Recovery Out-of-Combat Power Regen and +sta 3 min, Recast 10 min
Shield of Nature +Mitigation vs Disease damage Permanent
Vitality of the Fier’Dal +3% max Power Permanent
Wisdom of the Faydark +5 Wis Permanent
Innate Abilities
Name Effect Duration
Keeper of the Forest 1 sec reduction to gathering/foresting Permanent
Camo Stealth 1 min, 5 min recast
Infravision Grants Heat Vision 2 Hours

Simply put, Wood Elves are geared for healing. Additional power will be gained, additional wisdom, and healing crits seal the deal. A secondary choice that would work fairly well would be that of the ranger class, simply because of the + to ranged and ranged crit.

Barbarian Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Brewmaster 5% provisioning success chance Permanent
Herbology +5 Alchemy Permanent
Sprint into Battle Initial Sprint Power cost reduced by 25%, +10 sprint speed Permanent
Battle Reprieve Out-of-Combat Health regen, +str 3 min dur, 10 min recast
Barbaric Rage At 30% health or below, +defensive skills Permanent
Blizzard +Cold Resist Permanent
Halasian Authority 5 str Permanent
Defender of Everfrost +1% melee crit, +1% double attack and +5 parry/+2% heal crit and +5 ministration Permanent
Tundra Slam DD + 2.5sec stun/knockback Instant, 30 sec recast
Tribal Strength +3% health Permanent
Innate Abilities
Name Effect Duration
Tundra Endurance +5% movement speed Permanent
Summon: Halasian Brew Summon alcoholic 40 min drink ? cast, ? recast

Barbarians are built to tank, and built to last. Every last racial trait points to the tanking profession. Additional health, + to defensive skills, extra strength, extra health, and an additional stun all adds up to being a meat shield. You may have noticed the optional + to heal crits and ministration. Just ignore that. It’s there to trick you.

Erudite Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Arc of Lightning Magic Encounter AoE, DD 3 min Recast
Casting Fury +2% Max Power and Casting Time reduced by +5% Passive
Chemist +5 Chemistry Passive
Erud’s Teachings +2% Spell Crit Chance and +5 Disruption Passive
Homeward Bound Reduces Call of City spells by 10 min Passive
Intellect of the Sage +5 INT Passive
Intellectual Feasting +25% to Food Duration Passive
Magical Protection +3% Magic Resist Passive
Scholarly Pursuit +5% Success to Sage Tradeskill Class Passive
Ward of Glyphs DPS Magic-absorbing rune 20 sec duration, 5 min recast
Innate Abilities
Name Effect Duration
Clear Mind Out-of-Combat Power Regen Bonus Passive
Falling Grace Slow Fall Until Cancelled

Erudites are most definitely geared towards being mages. Additional power, crits, disruption, intelligence. It all makes sense doesn’t it? One note, an Erudite Paladin or Shadowknight would benefit from all of these racial traits, though they would be leaning more heavily on their spell-casting talents than their tanking.

Gnome Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Lost in the Crowd Shrink, deaggro, lower 1 threat position Instant, 5 min recast
Clockwork Army Summons 3 clockwork dumbfire pets 25 sec duration, 5 min recast
Steamfont’s Magical Barrier +Magic Resist Permanent
Forge Invention 10% Reduced Power cost for Weaponsmithing Permanent
Chemical Calculations 5% increased success chance at Alchemy Permanent
Ak’Anon’s Innovation +5 Int Permanent
Healthy Appetite 25% Increased Food duration Permanent
Flash of Insight +3% Max Power Permanent
Clear Mind Out-of-Combat Power Regen, +Int 3 min, 10 min recast
Meldrath’s Teachings +2% melee crit and +5 parry/+2% spell crit and +5 focus Permanent
Innate Abilities
Name Effect Duration
Clockwork Expertise +10 Tinkering and reduced Power usage Permanent
Illusion: Clockwork Clockwork illusion Until Cancelled

Another race that would excel at being a scout or a mage. Gnome scouts would enjoy the deaggro, melee crits, and the intelligence. Gnome mages would enjoy the same, swapping out melee crits with spell crits.

Half Elf Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Ayr’Dal Adornment +5 Artificing skill (Jeweler) Permanent
Elven Reflexes +5 Agility Permanent
Forest Navigation +5% Movement (out-of-combat) Permanent
Gift of the Faydark +5% Fletching success (Woodworker) Permanent
Hardiness +1.5% max Health & Power Permanent
Misfits Trickery Decrease Threat and -1 hate position Instant, Recast 5 min
Mixed Knowledge +1% Combat Crit and +5 Parry/+1% Spell Crit and +5 Focus Permanent
Piercing Stab Piercing DD, mit debuff 1 min, Recast 1 min
Rebellious Spirit +Mitigation vs Magic damage Permanent
Tend Wounds Out-of-Combat Health Regen, +Str 3 min, Recast 10 min
Innate Abilities
Elven Heritage 1s reduction to gathering and foresting Permanent
Camouflage Stealth 1 min, 3 min recast

Half-elves are one of the easiest classes to fit in any mold. Though they are most optimal filling the shoes of a scout or mage, they are hearty enough to be a tank and wise enough to be a healer. My ideal pick would be scout.

Human Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Bayle’s Strike Slashing DD 30 sec recast
Clothier +5% Tailoring success Permanent
Diplomacy Soothe spell, does not affect epics 20 secs, 2 min Recast
Diversity +5 All (primary) Crafting skills Permanent
Environmental Adaptability +Mitigation vs Cold & Heat damage Permanent
Perserverance +5 Sta Permanent
Ruggedness +3% max Health Permanent
Tend Wounds Out-of-Combat Health regen, +Str 3 mins, 10 min Recast
Urban Sprawl -10 min on recast times of City Recall spells Permanent
Versatility +7 Crushing, Slashing, Piercing, Ranged,
Deflection, Disruption, Defense, & Ministration
Permanent
Innate Abilities
Name Effect Duration
Multitalented .5s reduction to all harvesting times Permanent
Will to Survive Summon 40 min duration drink 3 sec cast, 10 sec recast

Like Half-elves, Humans are a true jack-of-all-trades race. Judging by racial traditions alone, I would suggest a Human tank class, but they don’t truly excel at anything.

Kerra Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Leaping grace Deaggro, teleport 5 min recast
Claw Slashing DD, mit debuff 1 min recast
Gift of the Land 10% reduced Alchemy Power cost Permanent
Timber Shaper +5 Fletching Permanent
Feline Grace 25% falling damage reduction Permanent
Kerra Speed 5% Out-of-Combat movement speed buff Permanent
Ancestral Protection +Divine resist Permanent
Fleetness of Foot +5 agi Permanent
Tribal Knowledge +3% max Power Permanent
Murrar Shar’s Guidance 2% melee or healing crit, +5 parry or ministration Permanent
Innate Abilities
Name Effect Duration
Feral Rage +50% movement speed in & out-of-combat 36 sec duration, 5 min reuse
Sneak Attack +15% movement speed when stealthed/invis Permanent
Sonicvison Gives everything a nice yellow tinge and allows you to see in dark Toggled

The Kerra are a stealthy race, complete with deaggros, crits, and + to agility. Based on these racial traits, a scout class would be optimal. A caster or healer would benefit from Kerran traits as well, so don’t rule them out just yet.

Arasai Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Escaping Dive Area Deaggro and 10-meter teleport Instant, 5 min recast
Aerial Dodging 2% melee crit or spell crit, +5 defense Permanent
Glide Jump farther (long hang-time) Permanent
Arasai’s Endurance In-combat Power Regen Permanent
Arasai’s Flight +5% movement Speed Permanent
Magic Protection +3% Magic Resistance Permanent
Arasai Savvy +5 Intelligence Permanent
Neriak Precision +5 Artificing Permanent
Transmograpy +5 Transmuting Permanent
Dark Envy 5% Melee and Spell Crit
10% Increased Casting Speed
+25 DPS, -Parry, -Defense
24 seconds, 5 min recast
Innate Abilities
Name Effect Duration
Wind Walker +50% movement speed 36 sec, 5 min recast
Safe Fall Safe Fall, unless mounted or struck while falling Permanent

The Arasai are much like their Fae cousins, though their class choices will be different, as they reside on opposite sides of the fence. Just like the Fae, their racial traits are very similar, and best class choices are scout or mage.

Dark Elf Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Knowledge of Neriak +5 INT Permanent
Shadow Slip Teleport 10 meters, deaggro, -1 Threat Position Instant, 5 min recast
Poison Expertise +25% trigger count of poisons Permanent
Fueled by Hate Out-of-Combat Power Regen, +Mit vs magic 3 min, 10 min recast
Hateful Mind +3% max Power Permanent
The Foci’s Magical Protection +Mit vs magic Permanent
Innoruuk’s Gift +2% Double Attack and +5 Piercing/+2% Spell Crit and +5 Disruption Permanent
Poison Crafter +5% Alchemy success chance Permanent
Pursuit of the Arcane -10% Power cost for Sage abilities Permanent
Fury of Innoruuk 5% Melee and Spell Crit,
+10% Casting Speed
+35 Attack Speed, -Parry, -Defense
30 seconds, 5 min recast
Innate Abilities
Name Effect Duration
Master of the Shadows +15% movement speed while stealth/invis Permanent
Hover Slow Fall Until Cancelled

For whatever reason, the Arasai and Dark Elves share almost the same exact racial traits, most likely because the Arasai were created by Dark Elves. Thusly, the same class choices apply; scout or mage.

Iksar Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Dark Medicine +5 Chemistry Passive
Greenmist Salvation +3% Disease Resist Passive
Honed Body +5 AGI Passive
Legacy of the Shissar +3% Max Health Passive
Proficient Swimmer Water Breathing Passive
Reptilian Grace -25% Falling Damage Passive
Tough Scales +5 to Defense and Deflection Passive
Venemous Strike Disease DD + DoT 12 sec duration, 1 min recast
Venril’s Guidance +2% Melee Crit and +5 Parry (Melee)
or
+2% Spell Crit and +5 Focus (Caster)
Passive
Whipstitch -10% Power cost for Tailor skills Passive
Innate Abilities
Name Effect Duration
Reptilian Ancestry Out-of-Combat Health Regen Passive
Defensive Coloration Stealth 10% of power every 3 sec for 1 min or until power runs out, 5 min recast
Aquavision Clear view under water 2 hours

The Iskar are another durable race. Their racial abilities point them to the tank classes. Other melee oriented (scout) classes may be suitable for you, but a tank would be ideal.

Ogre Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Battle Rest Out-of-Combat Health Regen, +Str 3 min, 5 min recast
Oggokian Trade -10% Power cost for Weaponsmithing Permanent
Rallosian Readiness +5 Metal Shaping Permanent
Brute Strength +5 Str Permanent
Impenetrable Will Stun Immunity 10 sec, 5 min recast
Armor of the Feerott +Physical Mit Permanent
Rallos Zek’s Blessing +3% Health Permanent
Many Marches -10% initial sprint Power cost, +10% sprint speed Permanent
Shoulder Slam DD + short stun Instant, 30 sec recast
Oggokian Aggression 2% Melee Crit, +5 Aggression Permanent
Innate Abilities
Name Effect Duration
Rock Thrower 1sec reduction to mining Permanent
Commanding Presence Enlarges caster by 20% Until Cancelled

Big, dumb, strong. By hey, they can take a beating and dish it out as well. The + to physical mitigation clearly points to the tank classes, not to mention all of their other abilities. Essentially, they’re an uglier version of the Barbarians.

Ratonga Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Poisonous Bite Poison DD + DoT 10 sec, 30 sec recast
Dark Agenda +3% max Power Permanent
Soul Mending Out-of-Combat Health regen, +agi 3 min, 10 min recast
Poison Expertise +25% poison trigger count Permanent
Instruments of the Underfoot +5 Metal Shaping Permanent
Pitiful Plea -1 Threat position Instant, 5 min recast
Poison Play -10% Power cost on Alchemy skills Permanent
Rodent Reflexes +5 Agi Permanent
Street Thug 2% Melee crit or Spell crit, +5 Piercing or Disruption Permanent
Antidote +Poison Mit Permanent
Innate Abilities
Name Effect Duration
Shadow Lurker +15% movement speed while stealthed/invis Permanent
Rob Pick Pocket Instant, 5 min recast
Sonic Vision Instant 2 Hours, Instant recast

Like the other small races, Ratonga are predisposed to being scouts. A good second pick is a mage class, though it will be less beneficial.

Sarnak Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Weapon Production -10% Weaponsmith power cost Permanent
Reflexive Landing -25% Falling damage Permanent
Stride +5% movement speed Permanent
Junglewalk -25% movement penalty from snares Permanent
Spirituality +3% Divine Resistance Permanent
Insight +5 Wis Permanent
Carpenter’s Touch +5 Sculpting Permanent
Fire Breath Heat Front-Arc AoE, 3 targets Instant, 2 min recast
Break Will +2% Bonus to Un-Resistablility of Taunts/Spells Permanent
Herbal Supplementation 2% Melee crit or Healing crit, +5 Crushing or Ministration Permanent
Innate Abilities
Name Effect Duration
Hunter’s Fury +50% movement speed 36 sec, 5 min recast
Gathering .5 second reduction to all harvesting times Permanent
Fish Vision Grants fish vision to the caster 2h duration,2 sec recast

The Sarnak don’t have any racial abilities that point to any one class archetype. Really, all abilities are fairly general, and could be used by any class. More lean towards healer than anything else, but the choice is ultimately yours.

Troll Traditions

Choose one of these every 10th level up to 80.
Name Effect Duration
Brutal Bashings DD + Stun Instant, 30 sec recast
Swamp Breath Water Breathing Permanent
Cazic Thule’s Gift Fear Immunity 10 sec, 5 min recast
Mender of the Mire +5% Armorer success chance Permanent
Gift of Innothule +Disease Mit Permanent
Maniacal Madness +3% max Power Permanent
Troll Gourmet +5 Artistry skill Permanent
Tasty Things +25% food duration Permanent
Bog Bully +5 Strength Permanent
Thule’s Guidance 1% Melee crit, 1% Double Attack, +5 slashing Permanent
Innate Abilities
Name Effect Duration
Innothule’s Blessing Out-of-Combat Health Regen Permanent
Summon: Filthy Water Summons 40 minute duration drink ? cast, ? recast

Kinda big, kinda dumb, kinda strong. The Troll’s racial trait choices also lean towards tanking, though any melee oriented class would work. Weak spell casters.

I hope this updated version of my previous article comes in handy for new players, and even for the old as a quick reference. As a quick note, all of the above tables were copied directly from the EQ2 Wikia. My apologies for any sloppy formatting, still getting used to the new wordpress dashboard setup (and a bit rusty with tables, especially ones that were copied).

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