This article was written by the god Shadowfax
and posted on July 25, 2011.
It was updated May 14, 2013.
A hitter is a player who deals out damage via melee
combat. Hitters are an important part of any group,
whether the goal is equipment, fame, or just running
some experience. This article will help you prepare
for the role of hitting by discussing character options and
equipment and by explaining what is generally expected of
Hitting is a task best suited for the fighter classes, namely
thieves and warriors, because they have higher intrinsic
to-hit bonuses and skills suited for melee combat.
Thieves have trip, which deals damage and impedes the
target's ability to cast spells or flee. Shadow bind lowers
a target's defenses and also prevents fleeing. They also
have knife throwing and other throwing options, such as
potions or grenades. Thieves would be remiss if they
didn't backstab to start a fight and use shadow strike
or bloodletting stab to keep it going.
Warriors have several special attacks designed to deal extra damage,
such as kick, bash, and leap attack. They also have moves like
double attack, cleave and whirlwind, which allow warriors
to hit multiple enemies at once. Specialized skills like
feint or riposte disorientate opponents. Berserk is a signature class skill
especially suited for hitting, and revenge drives a
warrior into hitting as hard as possible. Warriors also have unarmed
combat options at their disposal, like jab and lunge.
Most of these skills require
movement to use, so having a lot of movement is
ideal for any hitter. Shadow skills also consume mana.
Despite the skill optimization of fighters, the role of hitter tends to
transcend class because of the widespread availability
of hitter eq, especially at higher levels. Also, while it
is true that hitters can deal more damage using
movement to fuel special attacks, they aren't completely
dependent on movement in the way casters depend on
mana. A player who is out of mana cannot cast any
spells whatsoever, but a hitter out of movement is still
just as effective at ordinary melee combat as he is at full
movement...he just can't use any skills.
High strength is vital for increased damage while
hitting and the ability to wield heavy weapons, since
weapons tend to be more powerful the heavier they
are. A higher dexterity allows one to attack more often,
and constitution gives you more movement for skills.
Here we'll describe a few common hitter equipment
sets. Keep in mind that, for the most part, a hitter set is
typically used in a group setting, with a tank responsible for
the hitter's defense and healers to cure damage and
provide refreshes. It is usually too risky to use
a hitter suit while alone due to its lack of armor.
Sometimes abbreviated "hitdam", this is
often the default option for a hitter equipment set. It
features a mix of attacks, hitroll and damroll, sacrificing
defense and spellcasting when necessary. Eq improving
str, dex, con, movement, moveregen or warrior skill level
may also be in set.
Balancing attacks, hitroll and damroll depends somewhat on
personal preference and is a subject of some debate.
Some like lots of attacks because they get more chances to
hit in a fight, and it can help defeat an enemy with high
parry and/or dodge. Some favor hitroll because
they like to consistently deal damage, even against
heavily armored mobs, while others find a higher
damroll more satisfying due to the high damage sends
that they tend to bring. Others will use eq with the
warrior skill level effect in order to increase their
combat power while berserking. Try to find the balance that
works for your tactics; you may even find it helpful
to build a set for each effect so that you are prepared
A set focused completely on maximum damroll serves
two purposes. The more common reason is for backstabbing, because
that skill doesn't factor speed or hitroll into the
equation to land, so a high damroll is preferable at
the expense of all other eq effects so that backstab
can do the most damage possible. Thieves also
can accessorize with eq bestowing thief skill level
bonuses in order to increase the probability of a
higher backstab multiplier.
other reason for such a set is for fighting mobs with
poor AC where a high hitroll isn't necessary.
A lot of eq orientated toward hitters offers its power at the
expense of spellcasting, but, in certain situations, some find it
beneficial to have eq that improves both hitting power
and the ability to cast spells. Clerics can cure wounds
without cast level because healing spells are not effected by
level. Mages might hit while blasting to increase
damage to an enemy. Necromancers can hit while
assisting their constructs and while using spells to manage
other minions. Battlecasting is more common in small groups where
players are filling more than one role.
Most solo suits are designed to not only balance attacks,
hitroll and damroll, but armor and possibly spellsave as well.
Though such a set seems an unlikely candidate for a
a group setting, it can prove to be a useful
set for hitters who are danger of being attacked but
still need to dish out a respectable amount of damage. Some mobs use
special attacks, area spells, or are notank and affect hitters
in spite of a tank's protection.
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