I have not adventured my 50 toons in nearly 2 weeks....its just not as fun...hopefully the expansion will change that.
My only upper level tunes are Dirge and Templar.
Upper level castors typically have one (fire/poision etc) debuff and or buff that is raid/mob very crucial for specific raids.
Wizzys pump mana at high levels.
Group invisors are very desireable for some things.
Warlocks have insane dps most of the time and particularly on certain mobs.
Summoners/necros (pet class) can use their pets for the old ranger death touch absorbin pull.
Once again, perhaps the most misunderstood toon is the enchanter classes....they are a tadd difficult to play well and solo, but very desireable. You still see high levels who have no idea what 'breaking mez' means....there are raids that I wouldn't wanna try (but have) without a chanter, and I notice their positive effect in a group.
Dirges and troubadors appear they will change a bit with the melee rewrite. Buffing to 400+ agi apparently won't be as big a deal for the troubadors (post rewrite), but they will be able to reduce aggro for everyone in the group but the MA.
Dirges will get their buffs upped a bit, and they will be able to land an aggro producing song on anyone in their group. Since healers will generate more aggro after the rewrite (gain aggro everytime their wards/reactive heals go off), the role of the dirge\troubador MAY become very crucial in this area.
Since starting this post, I have played a sorceror to 18 and a ranger to 23. At least early, this is NOT your EQI ranger....the dps is their, but toss in quite a bit of survivability. I hear the same for the evil counterpart...the assasin.
I have a level 22 shammy/mystic....pretty much similar to the EQI with debuffs not quite as important in most fights this level. They are much better healers at this level than in EQI. In addition, as with all healing classes, they can contribute a bit of dps as well.
I have no feel for the melee type dps oriented berzerker/monk.
People who play evil clerics (Inquisitors) rave about them.
I also don't know much about the rogues types, except their is some healthy dps and unhealth aggro grabbing ability there, lol.
Evidently class differentiation (which really kicks in post 35 or so) will be much greater when the expansion comes out in September (raising max level from 50-60).
Preliminary reviews of folks on the exchange enabled servers (where Sony, for a modest % fee in RL dollars, allows items to be sold in an Ebayish atmosphere) is very mixed. Probably the largest guild on my server moved to one, supposedly for the lower population to allow them to get to contested mobs, but I suspect if it really goes strong, the guild leader stands to make some serious real life coin. At least the temptation is there.
Just like in EQI....EQII is gonna be so broke for a while with the melee rewrites. I just don't see any way around it, I hope I am wrong, but how could I be, ya know?
I will say, exploits seem to be shut down a lot quicker in II then they were most times in I.
I still box a lot in EQII. Great with just my 2, fine with a third, a recipee for disaster in a full group underground, at least for me.
I have boxed raids, I would not recommend it as a first or second choice for anyone. There are no real Ronco toons in EQII (ie set it and forget it). Having said that, you (or rather I) can effictively box a toon thats just a warm body to supply buffs, etc, and concentrate on the main toon. But two mission critical toons...sheesh.
I have heard of and seen some 3 boxers. Someone with third party macroing might be very effective in certain situations. I tried it once...sheesh.
Most EQII toons are versatile enough that they can pretty much keep your interest just running the one.