Class Versus Personality
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Class Versus Personality
I was just curious if you guys thought there was a link between a person's personality and which class they make at the charracter creation screen on a game like EQ.
I know I've always found Magicians, Enchanters, Bards, and Healers as fun. I hate playing a tank, or a pure nuker. I know about 90% of the druids I have met have been snobby little bitches.
Which personality traits are tied to which classes?
I know I've always found Magicians, Enchanters, Bards, and Healers as fun. I hate playing a tank, or a pure nuker. I know about 90% of the druids I have met have been snobby little bitches.
Which personality traits are tied to which classes?
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Re:
I used to play EQ the same way I play DoD now....I was the wildass who'd go charging in. In DoD it made sense because generally the players on the servers I was on were better, younger, and steadier of hand, so unexpected tactics worked to get kills.
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Found this on a forum somewhere, dunno who wrote it:
As a student of personality developement and influences I've made up a line of reasoning why certain classes seem to appeal to certain people. Keep in mind not everyone is exactly the same but in most cases according to other's I'm pretty correct;
Clerics: Appeal to folks that don't live exceptionaly fulfilling lives. Most people that play clerics are the type to adopt foriegn children and do other things which make them feel like they're making a difference.
Beastlords: Appeal to folks that have a hard time choosing whether to go out and party with friends or stay in and out of trouble. Independant in thoughts but very caring and giving they have alot of friends but may choose to relax alone most of the time.
Druids: In my opinion one of the most interesting player/class relationships. Alot of folks that play druids have harsh or complicated pasts that deep down they wish they could resolve but something prevents that. This is why druids appeal to the more "mature" crowd becuase they have more history to complicate.
Magicians: Spend most of the day in a situation they feel powerless to change. The folks that play magicians are the type that day dream about some "knight in shining armor" to rescue them.
Rogues: Appeal to people that are discontent with either who they are or who they see themselves becoming. They see using the instant hide/sneak ability a way of turning away from themselves and becoming non-existant if only for a little while.
Warriors: Though thought of as the hero's of the group situation most warriors actually are like the male counterpart to the magician wishing thier dream woman would come along and rescue them (since most clerics are female characters) OR the other reason for playing a warrior is craving a strong woman at your side, feeling invincable with her at your side.
Enchanters: control freaks pure and simple, which also leads to so form of **SMURF** retentiveness
Shadowknights: Appeal to folks that are exploring they're own strength dealing with real life situations.
Paladins: Have someone in thier life they wish to protect but are unsure if they can handle the responsibility.
Monks: High paced and dangerous fun. Most folks that play monks didn't pay much attention to role playing games until a friend showed them how there was glory in building a character. These people most likely view thier monks as a "streetfighter" type character that they've built.
Rangers: These people take an active role in resovling past issues. Also they fear misdirection in future plans.
Berserkers: Adventurous and innovative. These folks understand delayed gratification and have the drive to be exellent at everything they do.
Bards: These people are easily bored (almost to their own demise) and need constant stimulation to keep them interested. These folks are great to have around for their fast wit but a pain to keep locked down for more than a few hours.
Shamans: these people make great teachers and mentors. They strive to learn and love to instruct and take great pride in their accomplishments and the accomplishments of others around them. Anything important to you is important to them and they will do all they can to motivate you to success.
Necromancers: Appeal to loners that won't hesitate to help others when needed. They don't do things for wide known glory, thier own inner sence of accomplishment is quite enough tyvm.
Wizards: Seek the approval of others and feed off the praise other's give them. They're allways looking for ways to prove they're worth there weight and although a little insecure make great partners as they get very effective results.
As a student of personality developement and influences I've made up a line of reasoning why certain classes seem to appeal to certain people. Keep in mind not everyone is exactly the same but in most cases according to other's I'm pretty correct;
Clerics: Appeal to folks that don't live exceptionaly fulfilling lives. Most people that play clerics are the type to adopt foriegn children and do other things which make them feel like they're making a difference.
Beastlords: Appeal to folks that have a hard time choosing whether to go out and party with friends or stay in and out of trouble. Independant in thoughts but very caring and giving they have alot of friends but may choose to relax alone most of the time.
Druids: In my opinion one of the most interesting player/class relationships. Alot of folks that play druids have harsh or complicated pasts that deep down they wish they could resolve but something prevents that. This is why druids appeal to the more "mature" crowd becuase they have more history to complicate.
Magicians: Spend most of the day in a situation they feel powerless to change. The folks that play magicians are the type that day dream about some "knight in shining armor" to rescue them.
Rogues: Appeal to people that are discontent with either who they are or who they see themselves becoming. They see using the instant hide/sneak ability a way of turning away from themselves and becoming non-existant if only for a little while.
Warriors: Though thought of as the hero's of the group situation most warriors actually are like the male counterpart to the magician wishing thier dream woman would come along and rescue them (since most clerics are female characters) OR the other reason for playing a warrior is craving a strong woman at your side, feeling invincable with her at your side.
Enchanters: control freaks pure and simple, which also leads to so form of **SMURF** retentiveness
Shadowknights: Appeal to folks that are exploring they're own strength dealing with real life situations.
Paladins: Have someone in thier life they wish to protect but are unsure if they can handle the responsibility.
Monks: High paced and dangerous fun. Most folks that play monks didn't pay much attention to role playing games until a friend showed them how there was glory in building a character. These people most likely view thier monks as a "streetfighter" type character that they've built.
Rangers: These people take an active role in resovling past issues. Also they fear misdirection in future plans.
Berserkers: Adventurous and innovative. These folks understand delayed gratification and have the drive to be exellent at everything they do.
Bards: These people are easily bored (almost to their own demise) and need constant stimulation to keep them interested. These folks are great to have around for their fast wit but a pain to keep locked down for more than a few hours.
Shamans: these people make great teachers and mentors. They strive to learn and love to instruct and take great pride in their accomplishments and the accomplishments of others around them. Anything important to you is important to them and they will do all they can to motivate you to success.
Necromancers: Appeal to loners that won't hesitate to help others when needed. They don't do things for wide known glory, thier own inner sence of accomplishment is quite enough tyvm.
Wizards: Seek the approval of others and feed off the praise other's give them. They're allways looking for ways to prove they're worth there weight and although a little insecure make great partners as they get very effective results.
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Yeah, but the songs are so fast and short that they satisfy my small attention span. That is what I loved about Bards, you dont always have to play the same role in every group. Clerics are always going to heal, Wizards are always going to nuke, but bards could be twisting haste, mezzing, clarity, strength, resists, on and on.
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weren't all the RL EQ whores on Brell (and alot of other servers) RL women playing WE druids ?
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Wow - they have Burzlaff defined in precision accuracy there!Shamans: these people make great teachers and mentors. They strive to learn and love to instruct and take great pride in their accomplishments and the accomplishments of others around them. Anything important to you is important to them and they will do all they can to motivate you to success.
Dd
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