Hey, I gotta put in a vote for DRUID here. I've played every class at least a bit, and I keep going back to my dr00d whenever I want to just goof around and explore. Maybe that's part of the reason since they're probably the best pure travellers in the game. But druids are multi-talented in many other ways. Consider:
Decent DPS, both nuke and dot... magic, fire and cold. One of my early guilds I used to be the biggest damage-dealer on raids until the wizards "grew up." ;)
Solid healer, very close to as good as clerics, including having their own version of Promised Restoration; can cure as well. Has 90% rez, as well as "call to corpse" for later cleric 96% rez
Great buffs: HPs, regen, STR, SPEED, LEV, etc.
DAMAGE SHIELDS: super for PLing at all levels, especially the heavy-duty short duration and limited #hits special versions
PORTS: both self and group
EVACS: including instant
INVIS: can instant self- and group-invis and it never drops prematurely
TELEPORT TO BIND: great for moving groups around
Invulnerability AA---triggered, but this can sometimes suck---example just recently I died because this AA triggered and I couldn't cast an evac under its "protection" yet it doesn't prevent you being stunned. So when the AA wore off I was standing there like an idiot with a boss and six of his minions waiting. Even instant evac isn't THAT "instant." On the other hand, this AA has saved my butt many a time, as long as I don't get stunned so overall it's a PLUS!
Excellent Solo class... best class to "quad-kite", altho only useful at lower levels since in its infinite "wisdom" Sony has never seen fit to upgrade our ranged aoe nukes..../glare
Can snare, ensnare (14-min duration with AAs... nobody matches THAT!), root (with and without damage (so as not to break mez)---plus low-resist versions available), charm animals (OK big woot, but has its albeit very situational uses), knockback-root, debuff, cancel magic, etc. Has aoe versions of snare and root in multiple "flavors." About only useful negative spells not available to druids are mez and slow... in terms of beneficial spells, we CAN haste...but only our pets!
CAN SUMMON A PET! OK, Bobo is useless, but he's cute!
CAN HOLD AGGRO LIKE A b*stard! Ok, maybe not very often called-for. But I do recall long ago on a Vex Thal raid I wagered with the guild's main tank (a warrior) that I could tank a named as well as he could. I guess he mentioned it to the RL and he called me on it. So I tanked one of the VT nameds and held aggro 100% of the entire fight, much to the surprise of the raid. The secret? Chain-snaring! Fast-cast and mobs hate to be snared. If holding aggro during a named fight is the need, druids are the answer! If damage mitigation due to high AC and related stats are the need cuz the named hits like a Mack truck... not so much. ;)
There are others which I will add later. Bottom line, very multi-talented toon, fun to play solo, group or raider. Certainly a class to be mentioned in any thread entitled "Most fun EQ class"!
Edited, Jul 26th 2012 10:50am by Sippin
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR