Class Requirements

Bards  click here to return to top  Back to Top

Level: 85

Given the different rolls we can help augment with our songs an app needs to be able to be proficient in the categories of Crowd Control, Pulling, DPS and Survivability.

Playtimes : About 4 hours a night, 3 - 4 nights a week min.

Flags/Keys : Working on UF progression flags, we are currently raiding and destroying the highest end content on a nightly basis.

Raiding Experience : The higher the content the better.

Gear : As much HP as possible, as an app you need to be able to survive the ae's events throw at you while putting the least amount of strain on the healer.

Crowd Control- Be aware at all times, if you can assist an enchanter and help save someone you're good.

Pulling- For raid and groups, have adequate skill to move things along at a good pace.

Kiting- For when the situation calls for it.

Songs- Obtain them all, you never know when they'll be useful.

Instrument Mods- As a bard the higher the better giving the somewhat recent changes to the class.

/melody- Use it as a tool, not a crutch.

AA's- http://eq.magelo.com/profile/1393926

Emphasis on the AA requirements centers around your survivability and Augmenting your groups DPS.

Send a tell to Gweil in game if interested.

Beastlords  click here to return to top  Back to Top

  1. Level 85 with all expansions enabled.
  2. 1500 AA. (The following AA's should be maxed: Defensive, Roar of Thunder, Raven's Claw, Paragon, Focus Paragon, MGB, Pet Hold, Advanced Pet Discipline, Suspend Minion, Healing and Melee Offensive).
  3. Flags/Keys, Working on UF progression flags.
  4. A willingness to pay complete attention to the tasks at hand and follow instructions to the fullest.
  5. Know how to control your pet. Know your comfort levels and use good judgment as to when to even have him out of the box. (Our pets are normally up 100% of the time they may not always be in on the battle though, but there are events that it is just better to put them away).
  6. Desire to be a DPS class that fills the utility role when the need arises. Cast a heal when needed, SE and focus paragon freshly rez'd healers or slowing adds are expected of us to be done while bringing the pain.
  7. Willing to ask questions and grow as a Beastlord. We have a fine crew of Beasts with a vast amount of knowledge that will offer a considerable amount of information to help you improve.

Send a tell to Aaddarya in game if interested.

Berserkers  click here to return to top  Back to Top

Stats (minimum)
  • 1,000 AA min
  • 1,200 AA preferred
Recommended AA list
  • Planar Power 20/20
  • Combat Agility 28/28
  • Combat Stability 28/28
  • Natural Durability 6/6
  • Burst of Power 12/12
  • Enhanced Aggression 20/20
  • Ferocity 6/6
  • Punishing Blade 12/12
  • Blinding Fury 6/6
  • Blur of Axes 18/18
  • Cascading Rage 10/10
  • Combat Fury 6/6
  • Cry of Battle 1/1
  • Echoing Cry's 3/3
  • Flurry 18/18
  • Physical Enhancement 1/1
  • Reckless Abandon 3/3
  • Savage Spirit 6/6
  • Veterans Wrath 12/12
  • Throwing Mastery 3/3

All discs up to date.

Epic 2.0 (Its groupable with group gear now no reason not to have it.)

Bloodthirst Aura, Cry Havoc, and Ancient Cry of Chaos.

Fero and Cleave 6 Min. (Its on group gear so isn't unreasonable.)

Flags: Working on UF progression flags.

Days played will be checked. Hackers and Shroud exploit people need not apply.

No hidden EQplayers profile.

Magelo and EQplayers must be current.

Send a tell to Aaddarya in game if interested.

Clerics  click here to return to top  Back to Top

Here's what we'd like to see in terms of AAs and spells. Please keep in mind that you don't *have* to have all the AAs and spells listed here, but the more you have, the better your chances (and the more the clerics will love you!).

Cleric AAs:
  • Combat Agility: 28/28
  • Combat Stability: 28/28
  • Natural Durability: 6/6
  • Planar Power: 15/15
  • Expansive mind: 20/20
  • Gift of Amazing Exquisite Mana: 1/1
  • Healing Adept: 9/9
  • Healing Gift: 18/18
  • Innate Enlightenment: 5/5
  • Mental Clarity: 18/18
  • Mnemonic Retendion: 1/1
  • Quickened Curing: 3/3
  • Radiant Cure: 9/9
  • Spell Casting Mastery: 3/3
  • Spell Casting Reinforcement: 3/3
  • Spell Casting Subtlety: 12/12
  • Bestow Divine Aura: 1/1
  • Celestial Regeneration: 15/15
  • Divine Arbitration: 3/3
  • Mass Group Buff: 1/1
  • Spell Casting Reinforcement Mastery: 1/1
  • Touch of The Divine: 10/10
  • Unfailing Divinity: 3/3
  • Divine Resurection: 1/1
Cleric Spell List

RGC, DI, Pureblood and Antidote.

Send a tell to Thunderboy in game if interested.

Druids  click here to return to top  Back to Top

Stats (minimum)
  • Level: 85
  • Mana: 25k or more
  • Resists: 700 minimum in each
AA (1200 minimum)

Must have ALL healing AA's, must have max AAs in Radiant Cure and SOTW.

Flags

Working on UF progression flags.

Spells / Items / Foci
  • Must have all rank 2 spells through 85
  • Must have RGC and Pureblood
  • Must have decent foci like mana preservation and spell haste
  • Must have a shrink item, the faster the cast time the better
  • Must have Epic 2.0
Play times

I need a minimum of 70% attendance from any druid recruit, but the higher the attendance, the better.

Gear

Gear comes with raiding. The more you play, the more you will get geared up. The less you play, the less you get. It's common sense. (shamelessly stolen from the warriors!)

Experience

The Diligence Druids (aka Dilidruids) are among the best on the server (if not THE best!), so be prepared to know your class and how to play it well. We are healers and we are nukers...know the difference and know when it's appropriate to nuke and when you better be healing your ass off! Experience in high end raiding is a must. The longer you've played, hopefully the more you know about EQ. You must love EQ, love to raid, love to die and willing to stay on to the end (and not log off after failing an event the first time).

We are healers on the raids. You will be doing little to NO nuking at all. You are a priest and your number 1 priority on raids will be to heal!

Talk to Thunderboy in game if you are interested.

Enchanters  click here to return to top  Back to Top

Be at the current level cap and have a good exp buffer. Be prepared to do a lot of soloing or grouping. If you don't have all the expansions needed then scrap up a few dollars to get what's need and then we can be serious.

Spells: If you dont have all your spells or at least rk1 of all your new ones then stop being lazy and get them.

HP/Mana: The more, the better.

AA's: 1500+ If you have tradeskill AAs instead of important stuff be prepared to grind.

Playtimes: Raids start at 830 EST Mon - Fri, and an hour earlier on Sundays. Be on as much as possible during that time. The higher Raid Average the better.

Flags: Impress us by having what you can as far as the progression missions/flags/keys required for current expansion. You honestly and unfortunately can't rely on guildies to jump when you say jump and help with it.

Experience: BEFORE YOU APPLY, you will need to pass a test administered by Kizfuri and Renaii that will help us know your strenghts and weaknesses (if any). A lot will be expected of an applicant Enchanter. Ability to control 8-40 targets for long periods of time is expected. Casting 2-3 spells back to back nonstop while trying to fit in buffs and runes isn't uncommon. If you find that unreasonable, dont waste our time.

Attitude: Must be able to get along with fellow chantermates and communicate. Must be able to be told something once and remember it next time. I hate repeating myself. Take initiative actions as far as MGBing, buffing the dead, etc. Must have goals, gear wise, focuses, AA's, etc. Must understand your spells and know what to do with them, know what you're capable of. Even the longest played toons can learn something new so don't be afraid to share your knowlegde (reasoning) and be open to suggenstions and critism. Be a regular raider, a team player - even the best chanter cant keep a raid safe from adds when dead or oom.

*If your Tash has ever been resisted, don't waste our time.*

Think you've got what it takes then talk to me first, Renaii.

Magicians  click here to return to top  Back to Top

Stats (minimum)
  • Level: 85
  • Mana: 25K or more
  • HPs: 23K or more
  • Resists: 500 minimum in each

Working on UF progression flags.

AA's should have 1k spread between pet nuking and mana regen also the first 3 in spell subtelty are required.

Should have 2.0 mana regen clickie mana pool clickie required.

Optional clickies tss group bp, oow bp clickie anguish preferred, theater of blood bp.

Old spells to have Summon muzzle of mowcha, Summon plate of prime, Summon molten orb, and Rathe's strength.

Please talk to Aaddarya in game if interested.

Monks  click here to return to top  Back to Top

Stats (minimum)
  • Level 85
  • Working on UF progression flags
  • 150+ Total Days Played in game
  • 1500+ Alternate Advance levels (see details below)
  • Current and up to date Magelo profile
  • EQPlayers Profile with full gear, aa's, and playtime visible
The following aa's are REQUIRED aka NON NEGOTIABLE
  • Combat Agility & Stability 20+ /28
  • Discordant Defiance 10/10
  • First Aid 3/3
  • Innate Run Speed 5/5
  • Origin 1/1
  • Planar Power 20/20
  • Combat Fury 5/5
  • Enhanced Aggression 10/20
  • Ferocity 6/6
  • Ambidexterity 1/1
  • Crippling Strike 1/12
  • Critical Mend 6/6
  • Destructive Force 3/3
  • Eye Gouge 6/12
  • Grappling Strike 1/1
  • Hastened Death 7/7
  • Hastened Mend 6/6
  • Hastened Purification 6/6
  • Heightened Awareness 5/5
  • Imitate Death 1/1
  • Physical Enhancement 1/1
  • Planar Durability 3/3
  • Purify Body 1/1
  • Rapid Feign 3/3
  • Stonewall 10/10
  • Strikethrough 6/12
  • Unflinching Resolve 3/3
  • Weightless Steps 3/3
The following are also requirements in no order of importance:
  • The ability to follow directions.
  • The ability to ask questions when uncertain of said directions.
  • The ability to get along with other people including those you may or may not like at all.
  • The ability to communicate effectively often in multiple channels during events.
  • The ability to consistently raid 4+ days/nights each week.
  • The ability to communicate times when you will be unavailable to raid. (Outside a established pattern or schedule which has already been made known.)
  • Drive to improve your character while assisting the guild in progressing.
  • Solid Understanding of Disciplines and Skills of the monk class.
  • Ability to effectively "Pull" any given raid/group/task/expedition if required or asked.

These are bare minimum requirements to place an application to join our ranks if the monk class is open for recruitment. I do NOT have AC/HPS requirements as gear is largely a non issue once a trial begins. That does not mean gear, augments, foci, and mod2's will not be verified and or scrutinized before the application will be processed. We are an end game progression guild I'd expect no less than the best group gear available as a minimum prior to applying.

Send a tell to Toomuch in game if interested.

Necromancers  click here to return to top  Back to Top

Stats (minimum)
  • Level: 85
AA (500 minimum)
  • Life Tap Crit 80%
  • DoT Crit 70%
  • ND as max level
  • Spell Casting Mastery at max level
  • Summon Corpse (while not used much for CR, can be handy for quick Corpse drag of key class, mostly your corpse for the EE and coffins)
  • Willful Death - max level
  • Pet hold
  • Pet focus
  • Life Burn
  • FD
  • CoS or AA invis
Flags

Working on UF progression flags.

Spells
  • Mana Dumps (Necro are DPS class but dump every now and them)
  • Necro Rez
  • EE creation spells
Group Leader AAs
  • HoTT
  • Path to PC
Misc

All zone maps, and know by heart how to get to all raid zones.

Able to control pet at all time, control DPS (no breaking mez), primary CR for raids.

Necromancer need to do there best to live a wipe in a safe location to rez cleric in even if a cleric is camped.

Talk to Crazynutz in game if you are interested.

Paladins  click here to return to top  Back to Top

Stats (minimum)
  • Level: 85
  • HPs: 30k or more
  • AC: 4500 or more
  • An updated magelo
AAs: (1800 wisely spent AA's minimum)
  • Maxed Combat Agility
  • Maxed Combat Stability
  • Delay Death
  • Mystical Attuning
  • Healing Gift
  • Healing Adept
  • Combat Fury
  • Double Riposte
  • Veteran’s Wrath
  • Fear Resistance
  • Maxed Hand of Piety
  • Maxed Say Undead
  • Speed of the Knight
  • Knights Advantage
  • Maxed Radiant Cure
  • Shield Block
  • Must have Fearless
  • Must have MGB
Flags

Working on UF progression flags.

Helpful Things
  • Must have DA hammer from Grieg's End.
  • Must have a way to Gate, Invisi, Levitate and Shrink.
  • HEpic is a plus for the clicky.

Please contact Simwean in game for more information.

Rangers  click here to return to top  Back to Top

Must be level 85

Minimum of 1500 well spent, not including tradeskill AAs

25K Hit points, unbuffed

Working on UF progression flags.

150+ days played in game

Current EQ players profile with days played and gear visible

The ranger class is currently closed, however, if you wish you can talk to Aaddarya in game.

Rogues  click here to return to top  Back to Top

Must be level 85.

Minimum of 1500 well spent AA including SoS and Escape.

24K Hit points, unbuffed.

Working on UF progression flags.

150+ days played in game.

Current EQ players profile with days played and gear visible.

No part time raiders need apply.

Willing to improve self and ask questions.

Please talk to Aaddarya in game if interested.

Shadowknights  click here to return to top  Back to Top

  1. LEVEL 85
  2. You must have full defensive aa's, this includes shield block, and AC aa's.
  3. You better have good ac augs, we get hit a lot and we do a lot of tanking. AC > HP or the SKs will laugh at you.
  4. Know how to No damage off tank.
  5. You must be drunk 4/5 raids per week or you just wont understand us SD's.
  6. If you think the F word is bad, dont be an SK.
  7. Know when to dot and when to aggro. If its a burn fight and your full mana one of us will say something to you.
  8. Due to how easy aa's are to get we'd like to see at least 1000 aa's from any SK that applies.
  9. Must be willing to take orders on the fly, things change and we have to adjust, knights have a heavy role in this guild, maybe more than other guilds so being able to make changes fast is very important.
  10. Full defensives are a MUST, Knowing who/what to aggro is a MUST, OFF tanking is a MUST. Dying to stupid shit IS STUPID. Dont die to ramp, dont be afraid of 90 percent rez's, must have Fearless aa's. Oh ya and max HT is very important. We have a very important role and if we need an SK, we want an SK that will continue to improve him or her self.
  11. You must have all flags that are current to our progression. Working on UF progression flags.

If you have any questions please ask Lobot in game.

Shaman  click here to return to top  Back to Top

As a Diligence Shaman you are a dual purpose character. You are first and foremost a dps class. What this means is you need to be able to slow the mobs, maximize melee dps output, and be prepared to inflict maximum damage on those mobs when and where it is appropriate. If you are getting summoned or having the mob charging after you you are going to wipe the raid. Know your agro and know what and when is to much.

You are also a priest class, that means you are a healer. Your heals are not as powerful as a cleric but they do not fall short in the long run. On raids you will be expected to keep your group alive as well as maximize dps, not just one or the other. In some groups you may be the only healer in the group, you will need to learn how to manage mana efficiently and maintain maximizing dps.

In addition, you are one of the few classes in the game with buffs that are effective on all classes. This means you will get tells for buffs, use tell windows if you must or learn how to use /TT. This will target the last person to send you a tell. But dont be afraid to inform the person sending you a tell that it will be a minute if the person is asking in the middle of a fight.

Level: 85

Minimum of 1500 class specific Alternate Advancement Points (AA'S) /p>

Keys and Flags - Due to the latest expansion you need to have completed to teir 8 as a minimum and be working or done with teir 9.

Alternate Abilities break down

We have limited our requirements to 1500 AA's but there are some that are required. You will not be approved for a trial with 250 AA's in inate stats or tradeskills, try subtracting those types of AA's from your total and see where you are. If this brings you below 900 please work harder on your AA's before applying, we will be looking at what you have not just a total count.

The following AA's do not have to be maxed to current expansion but if they are not maxed to pre- expectations then you need to do some work on your alternate abilities prior to applying to Diligence.

General Alternate Abilities:
  • Combat Agility
  • Combat Stability
  • Delay Death
  • Innate Stamina
  • Innate Wisdom
  • General Sturdiness
  • Mystical Attuning
  • Natural Durability
  • Planar Power
Archtype Alternate Abilities:
  • Abundant Healing
  • Critical Affliction
  • Destructive Fury
  • Expansive Mind
  • Fury of Magic
  • Gift of Exquisite Radiant Mana
  • Group Perfected Levitation
  • Hastened Curing
  • Healing Adept
  • Healing Boon
  • Healing Gift
  • Mental Clarity
  • Mental Stamina
  • Mnemonic Retention
  • Quickened Curing
  • Radiant Cure
  • Spell Casting Fury
  • Spell Casting Mastery
  • Spell Casting Reinforcement
  • Spell Casting Subtlety
  • Persistent Casting
Class Alternate Abilities:
  • Affliction Mastery
  • Ancestral Aid
  • Ancestral Guard
  • Call of the Ancients
  • Call of the Wild
  • Cannibalization
  • Destructive Cascade
  • Fortified Intervention
  • Hastened Ancestral Aid
  • Hastened Union of Spirits
  • Hastened Virulent Paralysis
  • Mass Group Buff
  • Pact of the Wolf
  • Quick Buff
  • Spell Casting Reinforcement Mastery
  • Spirit Walk
  • Turgur's Swarm
  • Union of Spirits
  • Virulent Paralysis

Send a tell to Rommuluss or any Diligence shaman in game for more information.

Warriors  click here to return to top  Back to Top

Stats (minimum)
  • Level: 85
  • HP: 29k or more
  • AAs: 1500 or more
  • Resists: 300 minimum in each
  • AC: 4250 or more (can be discussed)
  • Played Days: You must be a veteran warrior.

Must have ALL defensive AAs and all Offensive AAs. Resolute Defiance, AET and other useful AAs are a definite must have as well.

FLAGS

Working on UF progression flags.

SPELLS / ITEMS / FOCI
  • Must have all discs
  • Must have aura from PoR
  • Must have a shrink item, the faster the cast time the better
  • Haste 45%
  • Must have all form of melee focii.
  • Minimum of 3 instant clickies. I don't care what it is as long as you can get them up instantly . (DoDH arc piece are the best)
PLAY TIMES

This is the biggest requirement. We all have real lives, but for 3-4 hours a night, all our warriors play hard. With good playtimes come great rewards. Anything below 60% and I'll give you a no vote, no part time shit allowed we are already full of that. So, come to play hard. Our warrior crew is friendly, helpful and knowledgeable, but we don't like freeloaders. Also, don't play 90% and skip your regular real life duties, only to fall down to 50% or lower attendance because you skipped your wedding, missed grandma's birthday or suddenly get the urge to coach a pee-wee badminton league. Bottom line: steady raider, no half time warriors...

GEAR

Gear comes with raiding. The more you play, the more you will get geared up. The less you play, the less you get. It's common sense. However, if you are a 20khp/3.6kac tank and think you are God's gift to warriors, hasta la bye-bye. This isn't a one man show. Our warrior team is dynamic and we work with each other. There is no Alpha tank, and I regularly take volunteers to tank, because our warriors are that good and I have faith in them all. I'd prefer someone under geared, but with heart and passion, then an uber tank with an attitude that makes Sam Kinison look like Mr. Rogers. Also, a balance of HP and AC is what I look for; don't have 18000hp and 2.2kac, that's just not going to happen. Altough i don’t practice what i preach, im full AC.

EXPERIENCE

Having experience with encounters that we do is a big plus. It's much easier for us to get a better idea of your abilities, if you are familiar with our raiding encounters. Being knowledgeable about EQ in general is a big plus as well. We're not looking for Monster Mission levelers, or folks who have been power leveled. Trust me, we will know. Having ice procs in your tanking weapons is a good sign you'll get the boot. You must love EQ, love to raid and love to die. You must be someone who sticks out the hard parts and sticks to the end of raids.

Diligence has always been a strong tank class guild, knights included. Diligence warriors and knights work as a team, some have leading roles, some more supportive, but you should be prepared to jump in and fill any role at a moment's notice and help back up if asked. If you're not sure of something, don't hesitate to ask questions.

Send a /tell to Tanisth if interested and get to know me and let me get to know you.

Wizards  click here to return to top  Back to Top

Gear: No question there. Augs may be a issue but can be fixed. The thing we hate to see the most is no augs at all.

AA's: Should have the basics, or at least most of each, such as crit, spell casting subtlety, gom, and stat increasing aa's. All of them would run you about 800 AA at least.

We feel that we can work with almost anyone...cause the gear will come quick and AA's are easy to grind.

We would want someone who has a good/friendly attitude and obviously the proper playtimes.

Talk to Athgaurd in game if interested.