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Viglin
08-24-2006, 12:57 PM
As their have been many threads, posts over the last few days, plus pms for advice[and request or two for my tips to be posted], ld like to present my Guide to Soloplay. Some are my tactics, some are tactics lve seen posted by others, all l believe will help.
One thing l will not be posting as "what you can do with so and so items" or "perfect builds", this guide is for those starting out in the way of Solo play.

Level of Quest to Solo when not using Solo Difficulty:
As each class is different, and some are better then others at Solo, ld suggest first trying a quest thats two levels below you. After your more familar,you can try higher. Some quests are easier, some are harder, so this is just an average.

Take your Time:
Sneak is your friend, even if you are more an elephant then a Ghost. While moving slow in Sneak, you have less chance of being spotted by more then one foe and getting overwhelmed. And except for the few timed quests, theres no bonus in finishing in record time. Take your time, you will greatly increase your chance of survival.

Pull Back:
Once you have your foe engaged, either thru Range or Sight aggro, pull back to a place you've cleared to do battle. This cuts down the chance of other creatures spotting your battle and jumping in.

If Feared, RUN:
Soon as l get Feared, l turn and run back in the direction l just came, running the Fear count down, and zig zagging to avoid ray spells slamming in my back.

Use their Traps against them:
Many quests[Missing in Action comes to mind]where you can let the traps do the work for you.

Smash and Collect everything:
This will help cover your high repair costs and get you some free potions. Plus good way to get healing potions, both from breakables and turning in collectables

Healing:
I try to carry around 10-20 cure light potions[yes wands are better, but not everyone can use wands], and usually end up using 2-5 of them, but pays to be overprepared. Shrines l avoid until lm all but out of health or spell points. After a time you just know how much you can take before you need to use them. I always try to save least 1 shrine for the final battle

Take out the following in order:
Just like in party, Casters, then Trippers[dogs, etc],Melee, then Archers. Named mobs vary on high much higher their CR is to those nearby and their class.

Fight Dirty:
Tripe, Sunder, Shocking Blow, ambush with Sneak damage, etc. Every little trick you know, put to use.

Carry a variety of Weapons:
Slash for Zombies, Bludge for Skeletons and Slimes, and ranged for Casters and ranged targets[target them, pull back until out of sight and just shoot them down, while l think this is wrong, while its here may as well use it]. Later on l know you need special weapons for DR etc, but this is a starter guide.

You dont have to kill Everything:
Even thou it may mean less exp[which is rare, because when l solo l do all optionals and get more exp then if l group, since most groups skip them], many quests you can avoid unnessary battles. Your exp is waiting at the end, so if things are tough, just avoid[sit in Sneak and watch the monsters pathing, etc]

What class is best for Solo:
Paladin, followed by Cleric. l get asked this alot. But, this isnt written in stone. My Necromancer solos pretty well. After reading others suggestions, "best solo class" is vary debatable.

You have 5 Minutes to get back in[UPDATE]:
Death doesnt mean you have to start from scratch or try a new quest. Once back in the tavern, you have 5 minutes to get back into the quest before it resets. This will cost you some exp, but its better then restarting the whole thing. Grab a meal and or a drink, and get back quick.

[B]Death does not always mean you have to recall!![UPDATE]:If you die close to the shrine...you can run to it and resurrect yourself. Try to make sure you have already found the shrine and opened its doors, so you can find your way back and enter...for some reason our ghosts cannot pass thru doors:rolleyes: . Some quests..the doors close after you open them thou:(

Pull around Corners or long pulls[UPDATE]:
To avoid archers pull a mob around the corner. Casters may follow you but very rare a archer will. Also, if you make a long pull, some may break off the chase and you will end up only fighting one or two foes instead of a group.

Dont use the Gongs!!![NEW]:
Its just not worth summoning more foes to battle. And if you happen to see a "Sentry" lurking near a gong, take it out fast so it doesnt summon friends to cause you grief.

Shield Block does more then Reduce damage[UPDATE]:Shield blocking stops special attacks of mobs...such as Spiders Poison, Undead special touch attacks, etc. Very useful in saving you from dying or constantly healing stat damage etc.

Ive avoided tips per class, just wanted to give a general overview of aids to people soloing. I hope this helps and that others can add suggestions.
I might in the future add more and post links to solo threads that have good suggestions.

Good luck:)

Tasellhoff
08-24-2006, 01:10 PM
As their have been many threads, posts over the last few days, plus pms for advice[and request or two for my tips to be posted], ld like to present my Guide to Soloplay. Some are my tactics, some are tactics lve seen posted by others, all l believe will help.
One thing l will not be posting as "what you can do with so and so items" or "perfect builds", this guide is for those starting out in the way of Solo play.

Level of Quest to Solo when not using Solo Difficulty: As each class is different, and some are better then others at Solo, ld suggest first trying a quest thats two levels below you. After your more familar,you can try higher. Some quests are easier, some are harder, so this is just an average.

Take your Time: Sneak is your friend, even if you are more an elephant then a Ghost. While moving slow in Sneak, you have less chance of being spotted by more then one foe and getting overwhelmed. And except for the few timed quests, theres no bonus in finishing in record time. Take your time, you will greatly increase your chance of survival.

Pull Back: Once you have your foe engaged, either thru Range or Sight aggro, pull back to a place your feared to do battle. This cuts down the chance of other creatures spotting your battle and jumping in.

If Feared, RUN: Soon as l get Feared, l turn and run back in the direction ljust came, running the Fear count down, and zig zagging to avoid ray spells slamming in my back.

Use their Traps against them: Many quests[Missing in Action comes to mind]where you can let the traps do the work for you.

Smash and Collect everything: This will help cover your high repair costs and get you some free potions. Plus good way to get healing potions, both from breakables and turning in collectables

Healing: I try to carry around 10-20 cure light potions[yes wands are better, but not everyone can use potions], and usually end up using 2-5 of them, but pays to be overprepared. Shrines l avoid until lm all but out of health or spell points. After a time you just know how much you can take before you need to use them. I always try to save least 1 shrine for the final battle

Take out the following in order: Just like in party, Casters, then Archers, then melee. Named mobs vary on high much higher their CR is to those nearby and their class.

Fight Dirty: Tripe, Sunder, Shocking Blow, ambush with Sneak damage, etc. Every little trick you know, put to use.

Carry a variety of Weapons: Slash for Zombies, Bludge for Skeletons and Slimes, and ranged for Casters and ranged targets[target them, pull back until out of sight and just shoot them down, while l think this is wrong, while its here may as well use it]. Later on l know you need special weapons for DR etc, but this is a starter guide.

[B]You dont have to kill Everything: Even thou it may mean less exp[which is rare, because when l solo l do all optionals and get more exp then if l group, since most groups skip them], many quests you can avoid unnessary battles. Your exp is waiting at the end, so if things are tough, just avoid[sit in Sneak and watch the monsters pathing, etc]

What class is best for Solo: Paladin, followed by Cleric. l get asked this alot. But, this isnt written in stone. My Necromancer solos pretty well.

Ive avoided tips per class, just wanted to give a general overview of aids to people soloing. I hope this helps and that others can add suggestions.
I might in the future add more and post links to solo threads that have good suggestions.

Good luck:)
good stuff but no rng/wiz love huh? Just pally and cleric love for soloing:( I am hurt man.

Viglin
08-24-2006, 01:14 PM
My necromancer{Sorceror} got mentioned mate, l was trying to avoid the "whats best solo class", but l get asked this alot, even earlier today.

Ive never tried to solo with a Ranger, that maybe on the cards:cool:

Tasellhoff
08-24-2006, 01:22 PM
My necromancer{Sorceror} got mentioned mate, l was trying to avoid the "whats best solo class", but l get asked this alot, even earlier today.

Ive never tried to solo with a Ranger, that maybe on the cards:cool:
I was just messin with ya man i understand you were just doing a broad selection. no worries.

Yuhjn
08-24-2006, 01:38 PM
If Feared, RUN: Soon as l get Feared, l turn and run back in the direction ljust came, running the Fear count down, and zig zagging to avoid ray spells slamming in my back.

Remove fear potions are available in the harbor and are extremely cheap (being a lvl 1 potion). They are several orders of magnitude better than the "run away" strategy.




Take out the following in order: Just like in party, Casters, then Archers, then melee. Named mobs vary on high much higher their CR is to those nearby and their class.

Not sure why you advise going for archers before melee.... I dont do that solo and I've never been in a group that does. You can break line of sight on archers easily and they do a lot less dmg than melee guys do.

Casters, then melee, then archers.






What class is best for Solo: Paladin, followed by Cleric. l get asked this alot. But, this isnt written in stone. My Necromancer solos pretty well.

Any wand whipping tank is as good as it gets. If you are mainly fighter you should consider splashing pali. If you are a barbarian you should get 1 level of ranger. Wand whipping will save you a great deal of cash in heal potions.



Further things I recommend to the solo artist include:

use protection from evil before you face any caster than can use hold, sleep, dance, or any of the other mind control spells. These potions are not too expensive and will save you many deaths.
AC is king. Make sure your build gets as much AC as possible.
Saves are important but not as much as AC
avoid dungeons with excessive enemy castersSome of my solo accomplishments include, but are not limited to:

tempest spine with a lvl9barb/lvl1ranger (I did have to reenter several times after rolling 1's against slay living, finger of death, etc.. if i could wear bloodplate or had a deathward item i could probably do it without a release... also note I had to bring a wizard friend in to open the int rune for me)
tangleroot parts 1-5 at lvl 4
tangleroot parts 6-end at lvl 5
redwillow at lvl 5

AngryBeaver
08-24-2006, 02:48 PM
I'd recommend changing it from "Best class" to "Easiest Class". Its simply alot easier to get good saves and ac from enhancements rather than feat/class selection and gear. The loh aka free life is also very handy. It also saves the epeen strength arguement for another thread.

I'd recommend telling people how to body pull. And how to drag pulls around corners to avoid ranged attacks. Perhaps even how to drag mobs over long distances so the path ai gets lazy and you end up with a single mobs to fight along a path.

Avoiding caster heavy dungeons isn't the answer. Being prepared for the casters is. You need your full line of potions, decent saves, deathblock later on and spell resistance gear helps.

Subroc
08-24-2006, 02:49 PM
For characters with a higher strength then dex get a returning throwing weapon. It frees up space then carrying a bow and arrows.

Viglin
08-24-2006, 02:58 PM
Some good points Angry, especially the "pull around corners to stay out of range", l do that myself and will update.

But the rest, remember, this is a starters guide, so lm avoiding posting what great items, potions etc will help.

Subroc, l use returning weapons, but again, Starters Guide:). Its not to hard if you break everything to get ranged weapons[especially in the Explosive Situation Quest].

Averla
08-24-2006, 03:11 PM
I'll chime in on the Best Class suggestions - Ranger and Ranger/Fighter are pretty amazing soloists:
* CLW CMW CSW wands
* great ranged DPS
* good melee DPS
* SOTR ftw
* great reflex saves
* solid AC
* minimal repair costs since you rarely get hit :P
* typically much better hide/move silently/ jump skill values - which really help solo
* some decent spells if you put the levels into ranger (protections, resists, barkskin, longstrider)
* Rangers Action Boost for get-away-quick speed

AngryBeaver
08-24-2006, 03:17 PM
How "starter" are you talking about? If your talking about just off the boat so to speak you should flip the recommended build to (battle)cleric. Loads of low level dps and plat free buffs/resists/protection/healing. One of the strongest solo builds later one as well. As a side benefit your never going to be waiting long to get a group if you ever wanted one.

Faenaro
08-24-2006, 03:48 PM
Bards are excellent solo artists as well. With Feanoro, my 10.4 level Drow bard, I've solo-ed Shan-to-kor, Tangleroot,a nd Brute's Barracks on Elite, plus a number of other quests.

With the right build you can have excellent healing, solid melee and ranged (high DEX and weapon finesse), good AC (I can currently get up to 37 while solo-ing), and good offensive punch (Hold Monster and a puncturing weapon are excellent). The downsides are relatively low damage and HP, although with Bardic song and Good Hope you can dish it out pretty well and you can always use UMD with a False Life wand. Also, Bards can use pretty much any wand at higher levels which means you can remove diseases, blindness, poisons, etc. on yourself and give yourself stoneskin and a number of other buffs.

Bards get my vote for solo artist extraordinaire.

Viglin
09-13-2006, 06:10 AM
Nudging for the following;
-Number of new players requesting solo advice, one even a guide
-Ive tested some new classes to solo with[a Halfling Ranger is scary, forget drow:)],
-Helped a new player last night, and he did something ld forgotten..dont ring the gongs[which is added now to my guide]

Is their way to post this in Newbie forum area as well, or do l just cut/paste and start a new thread there?

ddjunks
09-13-2006, 06:35 AM
Now, people will ask you for a dungeon guide for solo.

MysticRhythms
09-13-2006, 10:47 AM
Some other solo advice:

Carry potions or wands or clickies of all the stat enhancers. Many runes require a decent intelligence to get past them 9sometimes a 16 suffices, sometimes an 18 or 20 is needed). Some levers require an 18 or 20 Strength.

For bashing doors down, keep a wand or clicky of Burning Hands at your disposal. Potions of Heroism and Greater Heroism combined with Fox's Cnning might get your search up high enough to detect important secret doors (especially wehn combined with a wand or clicky of Detect Secret Doors). The umpteen rings of Rage you can get in one of the Harbor quests stacks with Bull's Strength and can help you get from 14 to 20 strength to get past certain levers.

All the various random potions of jumping and tumbling can help you get to those hard-to-reach enemies or help you to perch and not be struck back.

Spells like Obscuring Mist, Glitterdust and Grease have greater value as you know when and where you will cast them.

Potions and wands of Invisbility are also useful for getting past certain mobs.

Soloing is all about the clickies ...

GeneralDiomedes
09-13-2006, 10:57 AM
Healing: I try to carry around 10-20 cure light potions[yes wands are better, but not everyone can use potions], and usually end up using 2-5 of them, but pays to be overprepared. Shrines l avoid until lm all but out of health or spell points. After a time you just know how much you can take before you need to use them. I always try to save least 1 shrine for the final battle

What quest levels are we talking about here? I would say carry 10-20 cure mod and a few cure serious and have them hotkeyed for tight moments. If you are a Paladin make sure to take the extra lay on hands enhancement.

Viglin
09-13-2006, 11:06 AM
What quest levels are we talking about here? I would say carry 10-20 cure mod and a few cure serious and have them hotkeyed for tight moments. If you are a Paladin make sure to take the extra lay on hands enhancement.

A starters guide, the first few levels to get you use to solo play.

And thanks for poitning out an error in my Healing Tip, l see l said "not everyone can use potions"..was suppossed to say wands, fixed now:)

Aesop
09-13-2006, 11:13 AM
As a note you can farm collectibles in Tangleroot Gorge off the plants before the actual missions and turn them in for the following.

Cure Moderate Wounds Potions
Remove Blindness Potions
Remove Curse Potions

I have one character with about 80 Cure Mod potions 25 Remove Blindness and 20 Remove Curse from just doing that little area repeatedly. Just watch out for the Trog shamans and the Hob CLerics they can make you waste a few if you aren't careful. Otherwise this may help you save on money and there are a number of cabves in this area with chests and whatnot in them where I have pulled more than a few +3 drops.

Aesop

Viglin
09-13-2006, 11:16 AM
As a note you can farm collectibles in Tangleroot Gorge off the plants before the actual missions and turn them in for the following.

Cure Moderate Wounds Potions
Remove Blindness Potions
Remove Curse Potions

I have one character with about 80 Cure Mod potions 25 Remove Blindness and 20 Remove Curse from just doing that little area repeatedly. Just watch out for the Trog shamans and the Hob CLerics they can make you waste a few if you aren't careful. Otherwise this may help you save on money and there are a number of cabves in this area with chests and whatnot in them where I have pulled more than a few +3 drops.

Aesop

Many an hour l have spent in Tangleroot having fun hunting;
http://www.ddo.com/forums/showthread.php?p=507069#post507069

randar
09-13-2006, 11:22 AM
I am a WF i solo alot like most of deleras on norm at lvl 6 just to see if i can do it!

WF have high fort and con ( more hp better saves )
natural resitances ( better saves)
high AC ( admantine body) and good DR
we can heal with repair or curepots (until fortification)

I tried a hume barb and a WF barb!
WF barb has 20 hp less than hume barb
hume barb took 5 toughness wf took 2!

solo play WF out does huem barb 50/1!
Hume barb can run much faster give him that ^^

a neat trick for soloign mobs that shoudl not be soloable!
Beholders in von2 elder beholder in southern!

find the mob sneak far far away from him so you can nto tab him or lock onto him anymore!

use manual aimer for shooting and throwing wepons!

Manual aim for where he shoudl be and toss/shoot into the darkness

a short while later your dice shoudl roll!
12+18 miss elder beholder ^^
repeat until dice stop rollign and he is dead!

I recieved no agro and nothign comes to kill me this way!
(didn't work in C06 loot run with boss due to angle of dang stairs)

just though a helpful solo tip ^^
(use on rust monsters often my WF brothers)

TheSwamper
09-13-2006, 04:37 PM
I love soloing on my ranger/rogue (5/1). For me, it never gets old doing the following: I sneak up upon a group of six or seven mobs, target one, then back away until I can't even see it any more, but still have a straight LOS. Fire off a few bow shots, which usually just pulls the one. If more, fire shots until they get close to melee range (or casting range). I hit longstrider spell and run. With patience, I can usually take out the entire group without them even getting an attack. I just love that.

DuckOfDeath
09-13-2006, 06:45 PM
Take out the following in order: Just like in party, Casters, then Archers, then melee. Named mobs vary on high much higher their CR is to those nearby and their class.


The proper order should be: casters, trippers, melee, archers. And always take out the harder hitters first and let the little guys poke around when you get to the melee.

DuckOfDeath
09-13-2006, 06:58 PM
Edited out my thoughts of what is the best class as it distracted from the intent of this thread.

Viglin
09-14-2006, 05:14 AM
The proper order should be: casters, trippers, melee, archers. And always take out the harder hitters first and let the little guys poke around when you get to the melee.

Trippers have rarely bothered me but l will add them, and l have found that Archers seem to hit more then melee mobs.

Viglin
09-14-2006, 05:15 AM
For best class I would have to say cleric (battlecleric spec). A paladin like any other class can be as good as a cleric if they spend on potions but then they are just spending money to be like the best class and not really the best class. A cleric can pretty much solo any quest any other class can while spending much less.

Well, after making and playing my ShadowKnight[Cleric/Wizard], l have to agree. But again, also relies a lot on a players skill.

This be why l did not want to list "the best solo class", but l was getting asked over and over.

jamesorr
09-14-2006, 09:06 AM
For best class I would have to say cleric (battlecleric spec). A paladin like any other class can be as good as a cleric if they spend on potions but then they are just spending money to be like the best class and not really the best class. A cleric can pretty much solo any quest any other class can while spending much less.

But money isn't really a factor. There is plenty of it, and for soloing you really don't need much more than a cure light wand if you are a paladin.

Elbereth
09-14-2006, 10:07 AM
Excellent start to the guide. I've been playing since beta and I never did understand all the people who complained about the lack of solo content in DDO. Almost everything is soloable (that doesn't require multiple people to flip switches at same time, etc).

Stuff I've done:
- WW, level 1 (WW on hard, level 2)
- STK (the old one when you could still stand in the hallway and the Guardian couldn't get you), level 3... tried the new one at level 3 and got owned by the Guardian :(
- Catacombs, level 3
- Tangleroot, level 5
- Kobold Assault, level 2
- Irestone, level 4
- Redwillow, level 5
- etc, etc, etc

Only things I would/add change to guide:

1) Be prepared. If you know you are going to be fighting hobgoblin casters, bring fire res/prot, kobolds on elite, bring lightning res/prot, etc. Facing curse casters? Bring curse removal. Carry blindness removal. Carry paralsysis removal. Self healing of some sort... duh. Ammo for ranged weapons. Yadda yadda yadda...

2) One of the simplest things that people never seem to do, especially in groups, but more importantly even when solo - use the "terrain". Facing a large group of melee opponents? Stand in the doorway. Facing off against a group of casters/archers across a chasm? Um... whip out the bow. In a lot of cases you can run up target one, then ran back out of target/visual range and still hit them with your ranged weapon(s). Caster around the corner? Jump out (to get agro), then jump back and let them come to you... they need line of sight to cast on you.

2b) Ranged is your friend. Do as much damage as possible from range, especially if you can avoid enemies return fire. You do not have to have something targetted to still be able to hit it with a ranged attack. I play in "mouselook" mode (i.e. press the 'T' key), so wherever I move the target reticle, that is where my ranged attack will go (assuming I have nothing targetted). This lets me shoot and hit opponents who are half behind corners, columns, ledges, etc, and whose own ranged attacks are blocked from hitting me.

3) Just because it's there, doesn't mean you have to do it. You don't have to complete every optional. You don't have to kill every mob. If the mission is doable solo but contains a single encounter that you just can't seem to win no matter what, but that is easily avoidable... don't do it! This isn't NWN, or Dungeon Siege, or Diablo... the only xp you get is for finishing the actual quest, that should be your only goal. Now on easier missions, sure get that conquest bonus and play whack-a-mole on boxes to get your ransack bonus, but on harder quests, skip it if it's too much trouble.

And two important points that Vig said that I'll emphasize.

- Take your time. Unless it's a timed mission, you have all the time in the world. No one is waiting for you except you. If that boss mob is below you and can't hit you with his ranged attack but you can hit him, albeit only on a '20', then fire up autoattack, and go eat a sandwhich or something. Any (hard) fight that doesn't consume any (meaningful) resources is a good fight (ammo isn't 'meaningful', I mean potions, wands, clickies, abilities, mana, hps, etc), even if it takes you 15 minutes.

- Just because you die once (rolled a one on a save, or got critted by the end boss twice in a row, or something silly like that), doesn't mean you "failed" the mission... you've still got 5 minutes to get back and continue.

P.S. Paladins are the best solo'ers. Best (shared) BAB, great AC, great hps, great saves, can use any weapon, can use any armour (except tower shields unless spend feat or take a level of fighter), self healing, self restoration, self blindness removal, self poison removal/protection, self elemental resistance/protection, immunity to fear, immunity to disease, etc. Yes clerics are nice too, but unlike paladins, they are mana limited whereas a paladin only needs a bit of mana to throw out the occassional buff (if that... most of my 'paladins' are multi-classed and I never get high enough in paladin to cast a spell anyway... wands for the win).

P.P.S. Unlike group play, where specialization is prized, when soloing multi-classing is your friend. A level (or two, or three hehe) of ranger or paladin adds healing and other useful abilities to your fighter or rogue or barbarian. A level or two of sorcerer/wizard adds combat wand usage, as well as useful stuff like feather fall, detect secret doors, and knock. Not to mention a nice boost to will saves (the Achilles' heel of most melee characters). Similarly, a level or two of cleric is really helpful. Splashing a level or two of rogue or bard adds useful tons of skill points (jump to reach hard to reach places, tumble to greatly reduce or even outright avoid falling damage, open locks, disable device, search, spot - see invisible mobs coming before they hit melee range, etc) and the all important UMD skill (if you have no other wand ability amongst your other class(es)). Yadda yadda, etc, etc... blah blah blah...

Heladron
09-14-2006, 10:24 AM
My advice for kobold shaman is a hit and run type of tactic. You body pull a shaman and then hide around a corner. When he comes to cast on you jump out and put some hurting on it. When it jumps back to cast, you duck back around the corner to avoid most of the spells it can cast. Sometimes a magic missile will get around the corner :mad: a bug if I have anything to say about it:mad: . When the bugger comes back to get you in it's sights finish him off. Repeat as necessary until it's laying dead at you feet.

Note this also works decent for Kobold Throwers, or any other creature that jumps back before doing an attack or cast.

Edit: I guess the poster above me took some of the thunder out of this one, but this tip basically details his point number 2.

Viglin
09-14-2006, 10:33 AM
Excellent start to the guide. I've been playing since beta and I never did understand all the people who complained about the lack of solo content in DDO. Almost everything is soloable (that doesn't require multiple people to flip switches at same time, etc).

Stuff I've done:
- WW, level 1 (WW on hard, level 2)
- STK (the old one when you could still stand in the hallway and the Guardian couldn't get you), level 3... tried the new one at level 3 and got owned by the Guardian :(
- Catacombs, level 3
- Tangleroot, level 5
- Kobold Assault, level 2
- Irestone, level 4
- Redwillow, level 5
- etc, etc, etc

Only things I would/add change to guide:

1) Be prepared. If you know you are going to be fighting hobgoblin casters, bring fire res/prot, kobolds on elite, bring lightning res/prot, etc. Facing curse casters? Bring curse removal. Carry blindness removal. Carry paralsysis removal. Self healing of some sort... duh. Ammo for ranged weapons. Yadda yadda yadda...

2) One of the simplest things that people never seem to do, especially in groups, but more importantly even when solo - use the "terrain". Facing a large group of melee opponents? Stand in the doorway. Facing off against a group of casters/archers across a chasm? Um... whip out the bow. In a lot of cases you can run up target one, then ran back out of target/visual range and still hit them with your ranged weapon(s). Caster around the corner? Jump out (to get agro), then jump back and let them come to you... they need line of sight to cast on you.

2b) Ranged is your friend. Do as much damage as possible from range, especially if you can avoid enemies return fire. You do not have to have something targetted to still be able to hit it with a ranged attack. I play in "mouselook" mode (i.e. press the 'T' key), so wherever I move the target reticle, that is where my ranged attack will go (assuming I have nothing targetted). This lets me shoot and hit opponents who are half behind corners, columns, ledges, etc, and whose own ranged attacks are blocked from hitting me.

3) Just because it's there, doesn't mean you have to do it. You don't have to complete every optional. You don't have to kill every mob. If the mission is doable solo but contains a single encounter that you just can't seem to win no matter what, but that is easily avoidable... don't do it! This isn't NWN, or Dungeon Siege, or Diablo... the only xp you get is for finishing the actual quest, that should be your only goal. Now on easier missions, sure get that conquest bonus and play whack-a-mole on boxes to get your ransack bonus, but on harder quests, skip it if it's too much trouble.

And two important points that Vig said that I'll emphasize.

- Take your time. Unless it's a timed mission, you have all the time in the world. No one is waiting for you except you. If that boss mob is below you and can't hit you with his ranged attack but you can hit him, albeit only on a '20', then fire up autoattack, and go eat a sandwhich or something. Any (hard) fight that doesn't consume any (meaningful) resources is a good fight (ammo isn't 'meaningful', I mean potions, wands, clickies, abilities, mana, hps, etc), even if it takes you 15 minutes.

- Just because you die once (rolled a one on a save, or got critted by the end boss twice in a row, or something silly like that), doesn't mean you "failed" the mission... you've still got 5 minutes to get back and continue.

P.S. Paladins are the best solo'ers. Best (shared) BAB, great AC, great hps, great saves, can use any weapon, can use any armour (except tower shields unless spend feat or take a level of fighter), self healing, self restoration, self blindness removal, self poison removal/protection, self elemental resistance/protection, immunity to fear, immunity to disease, etc. Yes clerics are nice too, but unlike paladins, they are mana limited whereas a paladin only needs a bit of mana to throw out the occassional buff (if that... most of my 'paladins' are multi-classed and I never get high enough in paladin to cast a spell anyway... wands for the win).

P.P.S. Unlike group play, where specialization is prized, when soloing multi-classing is your friend. A level (or two, or three hehe) of ranger or paladin adds healing and other useful abilities to your fighter or rogue or barbarian. A level or two of sorcerer/wizard adds combat wand usage, as well as useful stuff like feather fall, detect secret doors, and knock. Not to mention a nice boost to will saves (the Achilles' heel of most melee characters). Similarly, a level or two of cleric is really helpful. Splashing a level or two of rogue or bard adds useful tons of skill points (jump to reach hard to reach places, tumble to greatly reduce or even outright avoid falling damage, open locks, disable device, search, spot - see invisible mobs coming before they hit melee range, etc) and the all important UMD skill (if you have no other wand ability amongst your other class(es)). Yadda yadda, etc, etc... blah blah blah...

Some great advice, especially the part lve Bolded...terrian, used right, changes the course of any battle. Ive found standing at the top of the short stairways is great to if your in a hall and the doorway is to far off..especially against dogs and such.

One day, l hope to put everyones suggestions into one post as the Best of Solo Tips Guide.

Heladron
09-14-2006, 10:40 AM
Sounds can be used to distract mobs or get them where you want them. One tactic I like to use is to shoot an arrow or other ranges weapon at a wall or ground to get a mob(s) to go where I want them.

For example say I have seen a mob but he hasn't seen me and then he walked around the corner. (Sample dungeon below)

*********
* ^ Mob
* ******
* *
*Me*

^ = Shoot arrow at that point in wall. The mob will go to search there so you can target him. Now back up kind of far so he disappears and then shoot at him. Usually you can pull just him and the rest of the group, if there is one, will stay back because they can't see you. This works quite well. It's kind of hit and miss with spiders. They seem to get a bit confused by it.

REMEMBER: Ranged weapons are your friends (DEX will make them really your friend) So is the Weapon Finesse feat. You can turn a turnip of a caster into a melee monster with this feat (of course AC is your problem now). My Ranger/Rogue/Wizard can attest to this since he was designed specifically for a Duo, but solos nicely too.

Heladron
09-14-2006, 10:46 AM
Further things I recommend to the solo artist include:
[LIST=1]
use protection from evil before you face any caster than can use hold, sleep, dance, or any of the other mind control spells. These potions are not too expensive and will save you many deaths.


Just one thing that I'd add is consider Drow for this also. SR is wicked against casters early in your solo career. I don't know this for a fact, but I could swear just yesterday that Deezil's face went :eek: when my SR at up his fear spell.

Ulfr
09-14-2006, 11:27 AM
At risk of sounding class based or UMD wand based, I like to charm enemies onto my sides for extra support for my squishy types. Melee warrior types generally make for good charmed ones and are usually easier to charm. Ranged attackers and casters usually end up with both being throwers but, the casters save more often.

As a general rule, I try to keep more than one charmed at any time, or at least one charm and one real pet. It's rather unusual for two charms to drop at the same time and when one does, the remaining charms will sally forth to your support.

Viglin
09-14-2006, 01:34 PM
Good suggestions, the shooting to make noise[lve done this with barrels, never tried on walls etc], and charming foes[My Necromancer charms undead any chance he gets]

I add these to the list later:)

DuckOfDeath
09-14-2006, 08:32 PM
Edited out my thoughts of what is the best class as it distracted from the intent of this thread.

DuckOfDeath
09-14-2006, 09:34 PM
1) Be prepared. If you know you are going to be fighting hobgoblin casters, bring fire res/prot, kobolds on elite, bring lightning res/prot, etc. Facing curse casters? Bring curse removal. Carry blindness removal. Carry paralsysis removal. Self healing of some sort... duh. Ammo for ranged weapons. Yadda yadda yadda...

Sorry being prepared is a great tip and I dont mean to be mean but the bold part just made me laugh.


2) One of the simplest things that people never seem to do, especially in groups, but more importantly even when solo - use the "terrain". Facing a large group of melee opponents? Stand in the doorway. Facing off against a group of casters/archers across a chasm? Um... whip out the bow. In a lot of cases you can run up target one, then ran back out of target/visual range and still hit them with your ranged weapon(s). Caster around the corner? Jump out (to get agro), then jump back and let them come to you... they need line of sight to cast on you.

Here are some tips on using terrain:
1. Bows have a longer range than spells so you can shoot at casters without being shot at if they cannot close the distance like from across a chasm.
2. Standing in the doorway is great against just melee mobs or if you have protection from the casters. However if you dont the best place is jst to the side of the doorway so the casters shoot the walls and the melee mobs come through slower.
3. Use corners. Casters will not come around the corner if you give them something to shoot at every once in a while. So fight near the corner making sure you can see the caster. When he looks like he is going to cast a spell move so the corner blocks the spell then move back to give him something to shoot at. Otherwise he will come around the corner to get line of sight and you will have nothing to hide behind. Works well with bows. Pop out to shoot and when he is ready to cast jump back behind cover.
4. Learn mob pathing. Most mobs will not jump down off a ledge. So you climb up the ledge to lure them up there then jump down and shoot at them as they run all the way back down the ramp.


2b) Ranged is your friend. Do as much damage as possible from range, especially if you can avoid enemies return fire. You do not have to have something targetted to still be able to hit it with a ranged attack. I play in "mouselook" mode (i.e. press the 'T' key), so wherever I move the target reticle, that is where my ranged attack will go (assuming I have nothing targetted). This lets me shoot and hit opponents who are half behind corners, columns, ledges, etc, and whose own ranged attacks are blocked from hitting me.

Although doing as much damage at range is a good idea starting combat with a ranged weapon is not always a good idea. The reason being is that body pulling will usually get you less mobs to aggro than pulling with a ranged weapon. If you can get a few mobs to follow you instead of the whole group it is usually a better idea. In these cases it is usually melee mobs that will follow you and unless you are higher level with SOTR you will want to melee them instead of have a bow out.


3) Just because it's there, doesn't mean you have to do it. You don't have to complete every optional. You don't have to kill every mob. If the mission is doable solo but contains a single encounter that you just can't seem to win no matter what, but that is easily avoidable... don't do it! This isn't NWN, or Dungeon Siege, or Diablo... the only xp you get is for finishing the actual quest, that should be your only goal. Now on easier missions, sure get that conquest bonus and play whack-a-mole on boxes to get your ransack bonus, but on harder quests, skip it if it's too much trouble.

I just wanted to add that many times this means dont go for that chest. I know its nice to get loot but many times that optional chest is the hardest encounter in the quest and something you may not survive.

Edited out my thoughts of what is the best class as it distracted from the intent of this thread.

Grenfell
09-15-2006, 12:21 AM
Multiclassing will gimp your character more than help it. Other than stat runes there is nothing that will keep your class from completing a mission even without the skill from another class. Sure it may be hader on certain quests but multiclassing IMHO makes all the quests a little harder and not just a few quests harder.

With all due respect, my "Batman" build -- either the 6F/2P/2R version or the 4F/3P/3R version -- is quite probably the best soloist in the game today. He routinely does things that a single-class -- even a jack-of-all-trades like a Bard -- would find difficult if not impossible. Without multiclassing, it is quite unrealistic to have a character that:

- Achieves 52 AC self-buffed
- Achieves +36 to hit
- Opens all doors, disarms all traps in all but TF and VON 5 Elite.
- Takes no damage from Fireball, Flamestrike, Lightning Bolt, etc. on a save.
- Has +18/+18/+12 in saving throws
- Casts Cloudkill when needed; casts Restoration if level-drained
- Heals himself with nearly all Divine wands
- Uses nearly all Arcane wands when necessary

The only quests I cannot solo are those where someone else needs to pull a lever. I know the OP is talking about "beginning soloist" but let's make it clear that the multiclasser is THE way to go for soloing.

/gren

MysticRhythms
09-15-2006, 08:40 AM
But the point is that money is a factor otherwise every class is basically the same. What is the difference in a paladin that can buy wands and a fighter that uses potions? The only real difference is the cost. So saying that any class is capable because they have alot of money isnt really saying much. However saying that a particular class can do all those things without buying anything is a standard by which you can judge them better.

The higher-charisma classes and those with Haggle as a skill (Paladin, Sorcerer, Bard and Rogue) will be saving money and making more money. Clerics will still have to buy items, including wands, to solo well. They'll probably have to pay higher premiums than anyone but Fighters, Barbarians, Rangers and Wizards. They'll also make less on their loot.

Heladron
09-15-2006, 09:03 AM
With all due respect, my "Batman" build -- either the 6F/2P/2R version or the 4F/3P/3R version -- is quite probably the best soloist in the game today. He routinely does things that a single-class -- even a jack-of-all-trades like a Bard -- would find difficult if not impossible. Without multiclassing, it is quite unrealistic to have a character that:

- Achieves 52 AC self-buffed
- Achieves +36 to hit
- Opens all doors, disarms all traps in all but TF and VON 5 Elite.
- Takes no damage from Fireball, Flamestrike, Lightning Bolt, etc. on a save.
- Has +18/+18/+12 in saving throws
- Casts Cloudkill when needed; casts Restoration if level-drained
- Heals himself with nearly all Divine wands
- Uses nearly all Arcane wands when necessary

The only quests I cannot solo are those where someone else needs to pull a lever. I know the OP is talking about "beginning soloist" but let's make it clear that the multiclasser is THE way to go for soloing.

/gren

I agree with you Gren nothing beats a Rogue's Evasion, except improved evasion. That is a wicked ability and I always take 2 levels of rogue no matter what so that I can get it. Evasion lets a rogue with a +12 save become nearly invincible in the STK fire traps. I had a Ranger/Rogue that was saving on rolls of 2 in the STK fire traps and taking no damage at all. That means there was a 5% chance of him missing a save. Gotta love those odds.

I also agree with Duck that Multiclassing can gimp a character. You really need to know what the heck your doing when you multiclass (Gren you are my idol because those are some pretty awesome stats). Multiclassing will force you to skip things like BAB in the early levels but you can compensate by taking Weapon Focus. You just have to take the right classes at the right time or you will Gimp the character. Duck has really great insight into the game mechanics. I am sure many soloists do.

I like to consider soloists and DUO-ists, in my case, very enlightened players since we choose to play like ninjas. We purchase equipment carefully and take advantage of every stat. (I spend countless hours reading D&D PHB) I usually spend a couple hours before leveling just to work out all the numbers like how many hit points I am going to get, what my saves will be, how many skill points will I get and a where am I going to spend them. Do I have enough money for repairs? (Catacombs shreds weapons to bits if you fight everything)

Do I think that we're better than other players, NO. I think we're different. I have been in some awesome groups with lots of light banter and laughter and I wouldn't give that up for anything, but sometimes I want to put on the Ninja suit and mop WW with Kobold Blood and it's a great feeling when two guys take down the boss in STK. It's just unfortunate that we had to be level 6 to do it. Also had to spend 1300+pp to do it because of the weapons.

Anyway, I really enjoy this thread and I have started putting the content into a word document. I know Viglin started this thread and I have given him big credit in the document. I am going to try to finish it today. I just don't know where to post it when it is finished.

Vig, I sent you a message, but haven't heard from you. Please respond if you read this. I would like to collaborate on a document. I have it started and would like you to look it over. We can take a discussion offline.

Talish
09-15-2006, 10:01 AM
When out numbered with nowhere to go keep your back to the wall.
Minimizing how many can attack you at one time will often save your life.

I solo with my ranger and love every minute of it. As to which class is best to solo, that really depends on the players knowledge of their class and their abilities to play more than anything else. I've watched my husband solo with his Sorc at lvl and do quite well it's amazing to watch sometimes.

Although an avid soloist I really do prefer duoing. Two people facing a dungeon head on tend to do rather well when both are used to solo play and from time to time it really is nice to know that your back is covered. :)

Viglin
09-15-2006, 10:39 AM
And this be why l didnt want to say which is a better solo class, and just keep the tips general. Dont want arguing on your wrong, l can do this etc etc:(

Heladron, sorry l sometimes forget to check messages, will do.

Talish, l will duo with you anytime:o :D :cool:

Talish
09-15-2006, 12:59 PM
Talish, l will duo with you anytime:o :D :cool:

Woo Hoo!!! A date :D

AngryBeaver
09-15-2006, 01:05 PM
And this be why l didnt want to say which is a better solo class, and just keep the tips general. Dont want arguing on your wrong, l can do this etc etc:(l:

And yet you started that ball rolling in the opening post....



What class is best for Solo: Paladin, followed by Cleric. l get asked this alot. But, this isnt written in stone. My Necromancer solos pretty well.

Viglin
09-15-2006, 01:17 PM
And yet you started that ball rolling in the opening post....

Didnt you happen to notice l said l get asked this a LOT? Or that it isnt written in stone?

Pease classify what you would call trolling.....

AngryBeaver
09-15-2006, 01:34 PM
Didnt you happen to notice l said l get asked this a LOT? Or that it isnt written in stone?

Pease classify what you would call trolling.....

Not so much trolling as pointing out a logical inconsistency. You didn't want this thread to turn into a class debate, but you yourself were the first to suggest which classes are best to solo with.

Viglin
09-15-2006, 01:42 PM
HMm true enough, l could edit it out, or just hope people post ideas, not "whats best"

Since your here Angry, any solo suggestions?

Heladron
09-15-2006, 01:51 PM
The unOfficial Freelancers Guidebook to soloing.

I have posted a Rough Draft of a word document Here (http://www.frontiernet.net/~trice7454/TheFreelancersGuidebook.zip)

Look it over. The content is derived entirely from this post and where possible full credit was given. It is not a 100% inclusion of all information here since it's been trickling in since yesterday, but I have kept up with the flow the best that I could.

Viglin, gave me the green light to compile this so without further ado...

I'll try to keep up with any other posts that get added, but this document is a good start for anyone who wants to have a go at soloing.

AngryBeaver
09-15-2006, 02:18 PM
The best suggestion I have is "Your going to die". Its something that happens to even the best solo player, but its something the best solo players view as a challenge. After you die take a moment to reflect what happened, why it happened and backscroll through the combat log. Sometimes the solution be comes apparent quickly and other times it takes some more levels/gear to resolve itself. In the extreme it might ever require a twinking of your build to get past.

A challenge for me was killing beholders. An antimagic field is quite unpleasant for (battle)clerics and the obvious goal is to stay alive long enough to kill it. Your options for killing it are either melee or circle strafe/cast. Staying alive long enough to do either is the heart of the challenge. A beholder does 5 types of attacks: finger of death, scorching ray, telekinesis, petrify and disintigrate. Since you can't buff its apparent you need gear to better survive. Item wise the ideal combination ended up being deathblock, saving throw, spell resist, fragment and an improved fire resist item. Once you've equipped all that you end up seeing that the challenge to beholders wasn't the fight itself it was aquiring all the gear to wear for the fight.

DuckOfDeath
09-15-2006, 03:13 PM
Edited out my thoughts of what is the best class as it distracted from the intent of this thread.

Neon
09-15-2006, 03:41 PM
How about a Wiz/Rogue build? I think this is an interesting solo build. Avoid most battles, and now with Naic's bosses are doable.

DuckOfDeath
09-15-2006, 03:43 PM
Edited out my thoughts of what is the best class as it distracted from the intent of this thread.

Mythrus
09-15-2006, 03:45 PM
Great Post and much Kudos to the OP :)
IMHO the fighter / cleric combo is the best at soloing.
I recently made a build that has been working great for me =)
I am currently a 2 Pally, 2 Fighter, 2 Cleric and I have soloed STK 1 & 2
WW 1-4 on normal then Hard, all the harbor Quests (Normal/hard some on Elite), Catacombs All, and the first 4 parts of Tangelroot. I plan on finishing this build as a 3 Pally, 4 Fighter, 3 Cleric. :D

The only thing I will lose out on is a BAB +1, and 6 hp. With this build I will have better saves, some pally abilities (the ones that actually count) a ton of feats from the fighter and the ability to cast as a 3rd lvl cleric... CMW wands FTW!

DuckOfDeath
09-15-2006, 03:46 PM
HMm true enough, l could edit it out, or just hope people post ideas, not "whats best"

Since your here Angry, any solo suggestions?

Ok I am sorry I am probably the one that spurred the whats best debate. In an attempt to remedy the situation I edited out all my comments that pertained the the whos best debate.

In any case perhaps a suggestion is to remove the whats best portion out of the guide and replace it with the strengths and weaknesses of the various classes.

MysticRhythms
09-15-2006, 03:47 PM
I'd call a +26 to hit, a 48 AC and being able to open locks and traps to get at some of the better chests in the game a lot more than "pretty good at a few things."

And as for your cleric not having to buy wands to accentuate his ability, I'd like to know how well you solo quests like Graverobbers or other quests that have little or few shrines. How well do you perform on Freshen the Air without wands and potions?

Viglin
09-15-2006, 03:52 PM
Ok I am sorry I am probably the one that spurred the whats best debate.

In any case perhaps a suggestion is to remove the whats best portion out of the guide and replace it with the strengths and weaknesses of the various classes.

Nah its fine, one thing about open forum, its open to all:)

And so far, compared to most threads, we have been very civil.

I really cant do the Strength/weakness thing, cause lve only played 4 classes.

Maybe one day. Till learn, learn from everyones input:)

LogannX
09-15-2006, 04:12 PM
Great thread with the exception of the "who's the best soloer" stuff. Don't get me wrong that would be a great discussion on its own. It just sidetracks from the rest of the thread discussing soloing tactics.

Soloing, especially after lvl 5, for me anyways, has been a fun challenge and its really helped me learn my characters. On top of that its made me a better group player.

One thing I do alot before a solo expedition is buy patron buffs that would be appropriate and tumble nomatter what so i can be a backflipping ninja in my own private world.Occasionally if I im into the quest and the buffs fade i will go get them again if i think it'll be tough.

Rys...Khyber

Grenfell
09-15-2006, 04:13 PM
The jack of all trades is a master of none. The thing is that what would you be losing if you just made this guy a pure paladin? Opening some optional doors and disarming traps you can either be immune to or heal any damage you get. You can be immune to all those spells anyway (except the flamestrike which you will most likely only take 1/4 damage anyway). Casting those arcane spells is really not necessary. On the other hand you really miss out on high level enhancements which IMHO are much more important.

That would be true if we were talking about the best overall character. There are builds that excel in raid situations (e.g., Intimidate Tanks) and those that excel in small groups and those that excel in solo play. As this discussion is purely about solo play, I am merely contesting your notion that multiclassing gimps characters.

As it happens, I have a pure paladin, who does solo Threnal South (as one example). It takes me five times as long, with five times the effort, to do that with my Holy Avenger paladin as it does to do it with my Batman. Just one example: killing granite gargoyles. Both can do it, but my Holy Avenger has to bash away, have the gargoyles go into sleep mode, wait, then bash away all over again. My Batman lays down Cloudkill, then simply waits them out. Guess which character takes (a) less damage, and (b) takes less time to kill six granite gargoyles? Another example -- my Avenger has to run all over South to find the dang key, and has to fight three Ice Flensers to find the dang key. My Batman just unlocks those doors. Guess who has an easier time soloing South?

How about VON 4? Both can do it; but who has an easier time doing it?

Now, it just so happens that both of my characters are fantastic in group situations because of what each brings to a group. My Batman pushes 60+ AC and 40 Intimidate in a group situation, and I disable all non-TF-on-Elite traps, and I Raise Dead if the Cleric is down. -- how exactly is that gimped or less than useful?

I do agree with you and Heladron that you have to be careful when making hybrid builds to make sure that you're retaining utility in group situations. However, that caution applies to ANY character, not just hybrids. I've teamed with pure 10 clerics who didn't have Extend or Empower Healing, but was walking around with Tower Shields and Combat Casting with 18 Con. How gimped is that?


The thing I often see when people make solo builds is that they often try to make a build that can do everything. You dont need to be able to do everything. IMHO you just need to be really good at a few things and that will enable you to overcome the things you lack. When you try to be to much you end up being okay at everything but not really good at anything. Except for a few stat locks there really isnt any particular class skill you need to do a quest.

With all due respect, how exactly does a 2-handed DPS specialist Fighter solo Threnal South while keeping it cost- and time-effective? He could be really good at killing things fast -- but what do you do about three angry fire reavers? That's a LOT of Fire Prot and Cure Serious Wounds potions you're sucking down there. How do you propose that my support/buff/heal Bard, who is REALLY good at buffing melee, healing, and keeping my party perma-hasted solo Gwylan's Stand? Do I haste Zared Mightyhoof to death?

The truth is that the soloist and the specialist are different goals for a character. You could have one that is awesome at solo, but terrible in a group; conversely, you could have a character that absolutely shines in a group but couldn't solo his way past Kobold's New Ringleader. And sometimes, if you plan things right, you could have a character that can be both. Multiclassing properly really helps to bring an additional dimension to a character that if properly constructed would take things to the next level.

Just as ONE example, and we don't even have to go to the complexity of the Batman, in a group setting a 10 Cleric and a 9 Cleric/1 Paladin are functionally equivalent assuming the same feats and enhancements and gear. But in soloing, the 9/1 Cleric is by superior due to martial weapons, Trip, Sunder, and higher AC/Saves.

/gren

daydrmrzzz
09-19-2006, 06:21 PM
Here are some additional tips for low level soloing, assuming you will not be getting any gear from one of your other characters (non-twinked).
1) Do the first quests 8-9 times, recalling out before finishing in order to maximize the number of potions, collectibles and chests you can loot.
2) The pre-harbor quests can only be solo'd once, do them on normal difficulty when you plan on finishing the quest (to maximize the xp). You can do them on solo difficulty as you are learning them and looting them without finishing.
3) When you earn enough xp to level, consider holding off the training. When you gain a level, you will get less xp per dungeon. You can wait until you are 1 XP below gaining a second level before training.
4) If you are primarily a melee/stealth character, multiclassing is better. If you are going to be a caster, take no more than 1 or 2 levels in other classes, otherwise you wont get the higher level spells.
5) If you plan on multiclassing, take the one with the most skill points/ level as your first class. You get 4x this amount at first level. For example, if you plan on combining fighter and rogue, at 2nd level you would have 34 skill points taking rogue, then fighter, but only 16 skill points going fighter, then rogue (ignoring human and intelligence bonuses).

roggane
09-20-2006, 02:18 AM
1 other to add..

My ranger was having a few problems with casters.. i.e. hold.

So I thought I'd try getting a Sheild of sp resistance +15. Works like a charm against the spells.

Ariakas_Bloodletter
09-27-2006, 07:08 AM
Not sure why you advise going for archers before melee.... I dont do that solo and I've never been in a group that does. You can break line of sight on archers easily and they do a lot less dmg than melee guys do.

Casters, then melee, then archers.




Yeah and trippers are in order only for those without reflex saves, I take the anklebiters out last because my builds always have at least a 10 reflex sav, so worstcase scenerio is I get to do a lot of dmg before I get tripped and dont stay down long. so for me its

caster, melee, trippers, rangers

This isnt a commandment to me like most though, I play it by ear, If a caster gets up on a lege or I get picked by the melee I go ahead and take them out first. Ive found at times Ive wasted more hpts goin after a slippery caster and gettin beat on in the process. Most the time a good picking order works though yal are right

Fennario
09-29-2006, 11:22 AM
I always solo all of Tangleroot at level 4. I find that I usuallly want so many of the end rewards, its just faster to do it myself than to wait around on 4 or 5 different groups. Plus, by the time I get all of the stuff I want, I gain enough XP to level. :D Here is the list of toons that I have done it with:

1. Pally - the easiest toon to get through
2. Cleric - with all the buffs and heals at your fingertips...pretty easy as well
3. Bard - a charmed hobgoblin platoon comes in handy...misadventure usually beat me in the kill count :D
4. Ranger - ranged tactics, speed boost and wand whipping got him through with little problem
5. Fighter - believe it or not, the fighter was the hardest for me. No spells, no healing abilities...made it very expensive.

So for me, I have learned that the pally and cleric are the easiest to solo with. The bard was by far the most fun with his charm, invisible, fascinate tactics. And the fighter was the least enjoyable and most expensive.

Straton
11-01-2006, 06:56 AM
I have tried to solo with almost every class and imho the best toon i ever had for soloing was one i made based on the batman build by grenfeld. He is 2r/2p/6f and gets the levels with this succession r-f-p-p-f-f-f-f-f-r. Lvl 1 is the hardest to solo with but after lvl 3 it becomes very easy, with some good items you can heal, disable traps, find secret doors, fight, defend and make your saves. I would realy urge u to try this build and see how good it is. By the way he is excellent in parties as well, he can be the main rogue, he can rez using scrolls (after lvl 8), he is naturally the main intimidate tank!!
Hope u try and enjoy!!!;)

Have fun everyone!!:)

MysticTheurge
11-10-2006, 02:51 PM
I meant to add, but had lost the thread...

Use Doors - Just cause you're not blocking for squishies doesn't mean you shouldn't still block in doorways. Enemies get a +2 bonus when they're attacking from behind you. If you can keep them all to one side of you, you'll get hit less often

Viglin
11-10-2006, 04:53 PM
I meant to add, but had lost the thread...

Use Doors - Just cause you're not blocking for squishies doesn't mean you shouldn't still block in doorways. Enemies get a +2 bonus when they're attacking from behind you. If you can keep them all to one side of you, you'll get hit less often

Ouch...its in me sig and you lost it...now lm hurt:p

Ll have to get to updating the guide with all these cool tips people have added lately:D

D'rin
11-10-2006, 06:39 PM
A character with 1st lvl rogue then the rest ranger would be a very good solo build. I can solo very well with my ranger as is but the splash of thief one will get you more exp by disabling the traps instead of just evading them. Not to mention being able to open some locks and doors that I can't. 2 lvls of thief early on would be nice to get evasion sooner but you loose out on some very nice ranger abilities that you get at 11th. Also by having a lvl of rogue you will be able to get a good umd score which will help with equipment and usage of the few divine wands that a ranger can't use.
Once the lvl cap is raise again and we see what the higher lvl ranger feats are it might be a good idea to take a second lvl of ranger early to get evasion asap. If you did this with a 32 point build elf you could easliy get a 28-32 dex depending on how you wanted to distribute your other points.
I may even make a solo build for when my guild or friends are not on and may do just this character. T
I would also put a plug in here for the pally10/rogue 2 build. Great saveas and the ability to disable, open locks etc.

MysticTheurge
11-10-2006, 07:25 PM
Ouch...its in me sig and you lost it...now lm hurt:p

I don't read sigs. I mean I don't turn them off, but I 'zone' them out, as it were.

binnsr
11-14-2006, 05:35 PM
I just wanted to note that TangleRoot isn't so easy to solo now that Fire Prot doesn't save you from all the damage and Fire Resist pots only drop the first 10 points of searing light damage.

Magelight
11-15-2006, 12:18 PM
Great guide... lots of valuable points.

I decided to do a test on solo play to see where the challenge of questing alone at level goes from enjoyable experience to frustrating cycle of death. So I created a character (Brinity Eyesolo - Ghallanda) and gave her only one item (call it a family heirloom) which was mithril chain mail that she could use from the beginning. I did all the quests on solo (when possible) and then on normal, as well as the "open areas", picking up weapons and items along the way without ever being in a group.
I found that the challenge is minimal for level 1 quests, interesting for level 2 (in particular ww and stealthy repossession (quite hard if you're not stealthy ;) ), and exciting for level 3 (some of the tough ones being Kobold Assault (Torbren's way made it easier), the Swipe Signet and Setting the Wards (running from Marguerite)). I had a few deaths especially Marguerite who seemed to haunt (hunt?) me down repeatedly, but nothing that one would get too frustrated over. However, many level four quests at level become exceedingly difficult to complete solo. The depths are quite easy solo/normal and Tangleroot (lev 4 ones) and the first of the Fire Caves are fun challenges to solo. Rest for the restless cannot be done solo, the timer makes Freshen the Air very tough and the Endgame for the sanctuary, STK (part 2) and Irestone Inlet are somewhat to very overwhelming for solo play, leading poor Brinity to a frustrating cycle of death. Possibly (even probably) my techniques and limited knowledge of the game (in particular builds) have led me to this end but I believe the experiment will have to finish at level four. If you have any thoughts or questions regarding the experiment, please free to comment.

Regarding tips on soloing most of the points I would make have been made but I would suggest the following to emphasize:

Collectibles (in particular the ones that collectors are looking for only one) are invaluable for getting good gear if you aren't getting hand me downs or are just starting out and they do save you lots of gold.
The side to side dance against ranged attacks is a fun technique to avoid damage.
Take your time and stay ranged as much as possible (though once in a while have fun and rush in like a madman/madwoman...).
The point of the lay of the dungeon/landscape is an excellent one, use it to your advantage and try to always be in a one on one melee situation.
Frustrated by a quest... try another one... and/or take time to ponder what you need to bring and what might work. Rushing back may lead to excessive DP, which is never fun to see on your xp bar...
Even when soloing, reply to invites, it's the polite thing to do.

Just my thoughts, toss or take as you see fit.

Magelight
(Torbren, Brinity, Torbar and Nordwind - Ghallanda)

Viglin
11-18-2006, 02:15 PM
Great guide... lots of valuable points.

I decided to do a test on solo play to see where the challenge of questing alone at level goes from enjoyable experience to frustrating cycle of death. So I created a character (Brinity Eyesolo - Ghallanda) and gave her only one item (call it a family heirloom) which was mithril chain mail that she could use from the beginning. I did all the quests on solo (when possible) and then on normal, as well as the "open areas", picking up weapons and items along the way without ever being in a group.
I found that the challenge is minimal for level 1 quests, interesting for level 2 (in particular ww and stealthy repossession (quite hard if you're not stealthy ;) ), and exciting for level 3 (some of the tough ones being Kobold Assault (Torbren's way made it easier), the Swipe Signet and Setting the Wards (running from Marguerite)). I had a few deaths especially Marguerite who seemed to haunt (hunt?) me down repeatedly, but nothing that one would get too frustrated over. However, many level four quests at level become exceedingly difficult to complete solo. The depths are quite easy solo/normal and Tangleroot (lev 4 ones) and the first of the Fire Caves are fun challenges to solo. Rest for the restless cannot be done solo, the timer makes Freshen the Air very tough and the Endgame for the sanctuary, STK (part 2) and Irestone Inlet are somewhat to very overwhelming for solo play, leading poor Brinity to a frustrating cycle of death. Possibly (even probably) my techniques and limited knowledge of the game (in particular builds) have led me to this end but I believe the experiment will have to finish at level four. If you have any thoughts or questions regarding the experiment, please free to comment.

Regarding tips on soloing most of the points I would make have been made but I would suggest the following to emphasize:

Collectibles (in particular the ones that collectors are looking for only one) are invaluable for getting good gear if you aren't getting hand me downs or are just starting out and they do save you lots of gold.
The side to side dance against ranged attacks is a fun technique to avoid damage.
Take your time and stay ranged as much as possible (though once in a while have fun and rush in like a madman/madwoman...).
The point of the lay of the dungeon/landscape is an excellent one, use it to your advantage and try to always be in a one on one melee situation.
Frustrated by a quest... try another one... and/or take time to ponder what you need to bring and what might work. Rushing back may lead to excessive DP, which is never fun to see on your xp bar...
Even when soloing, reply to invites, it's the polite thing to do.

Just my thoughts, toss or take as you see fit.

Magelight
(Torbren, Brinity, Torbar and Nordwind - Ghallanda)


Nice read, let me add to your points thou;

*Rest for the Restless-Can be soloed..whe nyou get trapped in the cage...Recall out then come back in...or use Dimensional Door.

*Just soloed Freshen the Air, now that they have changed it makes it a lot easier then before.

*Ive soloed entrire Catacombs before Mod4..havent done it since, l hear Endgame is much harder now.

*Love soloing Irestone Inlet...especially now they telport back...if you get too many on you just run till they warp/wander back.

Hope these little tips cut down the frustration if you try to solo these again

So far...at level 7...lve soloed about 95% of the time;)

MysticTheurge
11-18-2006, 04:13 PM
*Ive soloed entrire Catacombs before Mod4..havent done it since, l hear Endgame is much harder now.

Before Mod 4, eh?

So sometime between now and February? ;)

Viglin
11-19-2006, 04:15 PM
Before Mod 4, eh?

So sometime between now and February? ;)

DOH, before mod 3...you knew what l meant:P

Thou curious what it is like now...l may have to take another run thru Drydens dirty laundry.

MysticTheurge
11-19-2006, 05:04 PM
DOH, before mod 3...you knew what l meant:P

But of course. If I didn't know what you meant, I would've been confused, rather than being presented with the perfect opportunity for a little humor.

Viglin
11-19-2006, 05:10 PM
But of course. If I didn't know what you meant, I would've been confused, rather than being presented with the perfect opportunity for a little humor.

I know mate, thats why was doing this:p :p :p :p

Magelight
11-20-2006, 02:36 PM
Nice read, let me add to your points thou;

*Rest for the Restless-Can be soloed..whe nyou get trapped in the cage...Recall out then come back in...or use Dimensional Door.

*Just soloed Freshen the Air, now that they have changed it makes it a lot easier then before.

*Ive soloed entrire Catacombs before Mod4..havent done it since, l hear Endgame is much harder now.

*Love soloing Irestone Inlet...especially now they telport back...if you get too many on you just run till they warp/wander back.

Hope these little tips cut down the frustration if you try to solo these again

So far...at level 7...lve soloed about 95% of the time;)


Thanks for the tips... much appreciated.
Still getting burned often on some of these quests (lack of fire resistance...:D )

binnsr
11-20-2006, 03:02 PM
I've (re-)discovered the joy of the House-P resist buffs. For 300gp, he'll give you 30-minutes of lvl7 fire resistance. Definately makes soloing easier now that we have super-mini-dragon-fire-mephits and nearly all the mobs use scorching ray.

mossie20
11-22-2006, 09:48 PM
I have a lvl 10 Ranger using a Heavy Repeater. I solo fairly well. Stormcleave on elite is challenging, but can be done with a Ranger. Shot on the run is the key. Nice post.

Berjik
11-27-2006, 01:56 PM
KEY TO SOLOING:

Use the terrains, doors, corners,objects,height to your advantages.

VonBek
12-17-2006, 01:13 AM
Just tried the recall trick. I think its been neutered. Got locked in, recalled, and reentered.

The trap point had reopened. And, the gate to the remainder of the map was down.:(


[sic]
*Rest for the Restless-Can be soloed..whe nyou get trapped in the cage...Recall out then come back in...[sic]

Cambo
12-17-2006, 04:43 PM
Just tried the recall trick. I think its been neutered. Got locked in, recalled, and reentered.

The trap point had reopened. And, the gate to the remainder of the map was down.:(


That would be a strange move by the dev's if it was intentional for this quest....the only advantage it gives here is for the "soloer".

Viglin
12-18-2006, 07:37 AM
Just tried the recall trick. I think its been neutered. Got locked in, recalled, and reentered.

The trap point had reopened. And, the gate to the remainder of the map was down.:(

Ok that would indeed suck, when l got on today l will try it just to see if you didnt get bugged.

If it does as you say then l guess that would qualify as a secret "fix".

Dungnmaster001
12-27-2006, 10:09 PM
I've noticed that gates like this open if there is no one alive in an instance, not just this quest but others also. The ambush in butcher's path (think it's butcher's path anyway) where the gates close when you open the chest is where I first saw it. I was soloing and got my rear handed to me but as soon as I died the gates opened and I could run to the shrine. So apparently when you recall the same thing happens and when the cage opened, the other gate went down since only one can be up at a time... don't know when this change happened though.

Viglin
03-02-2007, 05:17 AM
Been noticing quite afew new players asking about soloing, and with the more dungeouns getting the solo option added, figured may bump this.

Oh, and lve run Rest for the Restless recently...recalling out still works, so it may have just bugged.

miceelf88
03-03-2007, 09:39 AM
If anyone has any idea how to successfully solo the endgame for the Dryden series, I'd love to hear it. I have to admit this one really has me stumped.

Viglin
03-03-2007, 12:33 PM
If anyone has any idea how to successfully solo the endgame for the Dryden series, I'd love to hear it. I have to admit this one really has me stumped.

Make sure your buffed as hell[including if possible Mage Armor, Shield, etc for "force ac"]....potion of Pro vs Evil and Shield of Faith help big time.
If you can afford it, Haste potion also
Big bonus is if youve already got a ghost touch weapon, otherwise just swing and hope;)

Then, step up behind Drydens throne...not the far back wall as lve seen groups do. Target Dryden, spawn the Wraith, then kill it and the two hounds[if you can web em before you start the speech, even better].

As long as you dont move, you wont get the eye of the Arcane and the archers, making the battle a hell of a lot easier.

VonBek
03-03-2007, 02:20 PM
Then, step up behind Drydens throne...not the far back wall as lve seen groups do. Target Dryden, spawn the Wraith, then kill it and the two hounds[if you can web em before you start the speech, even better].

As long as you dont move, you wont get the eye of the Arcane and the archers, making the battle a hell of a lot easier.

I always triggered the Wraith before getting behind the dais. I need to run this again to try it from behind the throne itself.

UPDATE: Tried n Died behind the chair. The arcane came at me ASAP. Got behind the dais the second time, and got them all. Any ideas?

VonBek
03-22-2007, 09:01 AM
From : Overpowered by Arcane Skeleton (http://www.ddo.com/forums/showthread.php?p=1034529#post1034529)

It's somewhat general tactics and advice, and it is in keeping with the Drydens thoughts here. If you avoid undead extermination quests like my friend does, you may need a refresher. So here's the short version:

Arcanes can pull you down fast. If you're used to a group backing you up with heals and buffs to deal with them, you may need to rethink your approach a bit.


BLUNT weapons work. Blunt weapons with Undead bane on them work better. Swords and missiles have seriously reduced effects.
Healing effects hurt them. But, their damage output may exceed your healing output. Paladin's LoH can be very useful here, but CLW may be to slow.
Armor helps little against an Arcane's spells. (So, if you have the Two Weapon Feat, and two blunt weapons, and sufficient ToHit bonuses, perhaps you might come out better than using a shield?)
Pull their cohorts away so you isolate the Arcane, if at all possible. If its not possible, prioritize the Arcane.
Anything that blocks the Arcane's spells is helpful. Doors, walls, fire, protection at Normal difficulty are your friends.

VonBek
03-22-2007, 09:13 AM
I just wanted to note that TangleRoot isn't so easy to solo now that Fire Prot doesn't save you from all the damage and Fire Resist pots only drop the first 10 points of searing light damage.

I still had some of the Red Dragon cookies buried deep in my pack and they helped. But kiting the witch docs with a bow, and pulling them through traps which I could jump (where possible), helped take care of their fire casting.

The toon was a Rogue 2 / Ranger 2 (though I added a level of Rng just before Zulkash and Yarkuch). I made avoidance a priority near the bridge, too. Draw the mobs away from their posts by sneaking a returning throwing item into thier vicinity. When they walk to the impact noise, I'd slip past them. At times I've used this to pull one mob from a pack and isolate it for some one-on-one death therapy. Repeating as needed.