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#1 Nov 15 2013 at 12:30 PM Rating: Decent
ok. my question it's which class it's good to solo

I like group play but sometime I want play to solo

some people say necro, mage, ranger good at solo

but I want play beastlord

beastlord it's not good to solo?
#2 Nov 15 2013 at 1:34 PM Rating: Excellent
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mix8160 wrote:
ok. my question it's which class it's good to solo

but I want play beastlord

beastlord it's not good to solo?


Depends. I solo'd my BST up to lvl 70 back in 04 through 06 in bazaar gear. Back then, at the higher levels, mowing through light blues and dark blues -- depending on the era of the mob -- was fairly easy. It took a few tricks for even con and higher and not always successfully. We were pretty gimpy back in the day, no idea about nowadays with mercs, defiant, augs dropping like candy, etc.

Based on what I've read about some of the newer expansions, I don't know that BSTs will have an easy time of it in said expansions.

Necro, at least for me, is a solo champ and a handy dandy class in a group.
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#3 Nov 15 2013 at 3:29 PM Rating: Good
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I like my mage because necro I hear it all the time you do not need a group which solo play is fine but gets boring after awhile. With my mage I started off at level 2 got my pet out tier 5 apprentice merc healer in one day went from level 2 to 20 hitting hot zones amazing what mage can do.
#4 Nov 15 2013 at 3:46 PM Rating: Good
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"Solo" has changed since everyone has access to mercenaries. "Molo" you and merc, plus the "defiant" gear that drops like candy in every zone, plus the hotzones, easier kill mobs that are overcons (vs. historical mob difficulty), various potions in particular skinspikes, veteran rewards (if the account is 1 year old + in respects to paid history) and the very nice AAxp curve that makes the first several thousand AA waaaay faster than it used to be basically means:

Molo whatever you want. You will get to 50 before you know how to play the class. Most things you will get to 70 with ease, possibly needing to learn some strategies and/or change up your merc selection. For 1-50 I say go tank merc, even if playing a tank class.

The tank merc can take any class to level 50 without you doing anything. I mean... you aggro the mob, tank merc kills it. You spend 50 levels (not that long if you stick to hotzones) as a spectator and you are 50. Post 50 some people playing some classes feel it slows down. Being a gold account and having access to J1 mercs definately helps.

If you are going silver account, molo will still work great till 70s. Post 71 the aa limits start to pinch (especially for melee classes, particularly tanks). Defiant gear takes you through a whole bunch of otherwise task/faction/etc. locked armor tiers so you can be close to current without much difficulty. Many people lose patience with the aa accumulation grind (it's not hard, but can be boring --depends on your personality, playtime and goals in the game).

Mercs do eat some xp (but if you have the newest expac CoTF they earn xp too). I've taken several characters extremely fast to 50 using temperance buff, skinspikes and defiant gear in hotzones without the benefit of mercs in a few casual days of play. For me, 50-70 is always a much slower go.

IF you want to truly solo... necromancer is amazing at that. It is also the class that gains the least from a merc in my view. My necro had a cleric merc that I popped when the HP buff ran out and otherwise kept suspended. That necro easily got to 77 with over 1k AA before I got distracted.

Tradionally mages and beastlords are a good solo class. Beastlords hit a peak in the 55-65 range where AA and gear makes them really strong if you want. I'm not convinced they remain a great true solo class past 66 without a merc. Mages do.

Wizards can solo if you like kiting or are good at using the odd mix of semi area-of-effect spells the class has. Bards used to be unreal at swarm kiting (pretty sure that got nerfed a bit). Great bards solo alright still I believe, but if bard isn't meant for you... it will become difficult early on.

If you want intense.. a charm soloing chanter is one of the most effective things in the game. But you got to know the class and the mobs in every zone you want to play. You can't look away from the computer either. High risk, high reward. There was an era (Omens of War definately a part of this) where charm chanter wasn't good anymore, but they've done things to bring it back (though I don't know about 90+ game in that respect).

Druids can solo well either by kiting or root-rotting. Shaman can root-rot but it's not as effective for most players.

In times past: cleric, rogue, warrior, paladin, shadowknight and ranger were the harder classes to truly solo. With a merc they all work.

Clerics have been given reverse damage shields and can solo/molo much better now. As SK gain power, they can do "swarm killing". Paladin have to love killing undead, or enjoy levelling slowly solo. Rangers have sweet spots they can pile on AA using headshot ability and later vinelash.

Monk can solo (mostly due to good feign death), I'd say that's a slighlty more than average difficulty thing without a merc.

Berserker I find easy to level at first and get bored. Someone else with have to chime in about 50+ zerkers.
#5 Nov 15 2013 at 8:48 PM Rating: Good
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I have a mage that does really well soloing (as in no merc). I put alot of AA into my pets defense and offense and I can usualyl keep it healed through the average fight. Of course necromancer has probably always been the preferred solo class.
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#6 Nov 16 2013 at 4:17 AM Rating: Good
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nekokirei wrote:
mix8160 wrote:
ok. my question it's which class it's good to solo

but I want play beastlord

beastlord it's not good to solo?


Depends. I solo'd my BST up to lvl 70 back in 04 through 06 in bazaar gear. Back then, at the higher levels, mowing through light blues and dark blues -- depending on the era of the mob -- was fairly easy. It took a few tricks for even con and higher and not always successfully. We were pretty gimpy back in the day, no idea about nowadays with mercs, defiant, augs dropping like candy, etc.

Based on what I've read about some of the newer expansions, I don't know that BSTs will have an easy time of it in said expansions.

Necro, at least for me, is a solo champ and a handy dandy class in a group.

It's a game...have fun....One of the nice things about playing (in my case years) it is entertainment.... If you want to play a BST play it....if it doesn't work out, frustration , is just one of the emotions that the game brings out. If on Zek, there are added concerns.


Edited, Nov 16th 2013 2:18am by Vinney
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#7 Nov 16 2013 at 10:03 AM Rating: Good
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These days this is a simple question.

EVERY class can solo well with mercs.

EVERY class can solo at least OK without mercs, altho heals can be an issue with classes that have absolutely NO heal abilities, like warriors and rogues.

This is particularly true at lower levels, which means up to 75 these days. Beyond that soloing depends on whether you can tank summoning mobs. Or do you want to do like wizards and druids do, find non-summoners to kite.

Simple as dat...

It's also true that players level so fast these days that you could just level up a toon to 75 or so and if you do it properly (not being PL'd) and have learned the basics of the class, you'll have a pretty good idea if you want to accept the challenges of solo play beyond 75.
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#8 Nov 16 2013 at 12:09 PM Rating: Good
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fronglo wrote:
I have a mage that does really well soloing (as in no merc). I put alot of AA into my pets defense and offense and I can usualyl keep it healed through the average fight. Of course necromancer has probably always been the preferred solo class.


With their advantage over summoning mobs... and lack of love necromancers have been given post 85 with some core abilities, coupled with the fact that a lot of people don't want to kite, I wouldn't argue anyone saying that mages are the #1 solo class rolled and played since Seeds of Destruction expac.

OOC regen took away a big slice of the necro advantage too.
#9 Nov 18 2013 at 4:56 PM Rating: Excellent
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There's also two distinctly different solo objectives/methods which often get lost in the discussion. There are distinct differences between being able to blow through large numbers of lt blue mobs at a high rate of speed, and being able to solo mobs at or above your level consistently. There are advantages to both as well (exp gain tends to be a bit faster with the former, but you'll get better drops relatively speaking with the latter). This obviously only becomes an issue at all at higher levels, but as several people have pointed out, all soloing issues only matter at higher levels when mercs are involved.

The classes people tend to talk about as good soloing classes are often those better able to take on higher relative level mobs. Necros and mages specifically are good at this, with other classes having some capability if they use the right tactics. Again though, it's about what you're trying to do. My wizard can kite relatively high level mobs, but the amount of time/mana required makes this a poor exp gain choice and most stuff I'd be even considering loot on will almost certainly summon, so it's not something I do very often. In contrast though, I've found that with GL buffs on (specifically hp regen) my wizard can "tank" lt blues with ridiculous ease and at a silly rate of speed. Exp per mob isn't incredible, but kill rate more than makes up for it (We're talking mobs I can kill with one crit). A guildmate joined me with his necro while I was doing this, and he said he felt more or less useless. By the time his pet could engage anything, it was dead. Dots were pointless, obviously. He basically got in the habit of running ahead and agroing the next mob or two ahead of us knowing that I'd come along and just clean it up a few seconds later. This way he actually got to do something useful.

Point being that there are radically different styles of hunting as well, and even choice of camp at a given level will (and should) vary significantly based on the class you're playing. That necro would never have chosen to hunt where my wizard was hunting, and I'm reasonably sure I'd never pick the spots he solos in either. This means that how well a class solos can also vary based on level, not because of changes in spells/abilities (although there may be some), but because the content changes. In any 5 level range, the spell sets most classes get tend to be pretty constant, with core abilities being retained/upgraded along the way. But the content in any 5 level range will vary quite a bit. Mob makeup in zones vary, and just the theme/style of an expansion can affect things, sometimes in subtle ways.

The most obvious class affected by this is probably the paladin. As mentioned above, if fighting undead of the right relative level and the right mix, paladins can solo very very well. But if the conditions aren't right, they solo pretty poorly. And "conditions not being right" can be as simple as "not enough undead in a close enough geographical area", or "no undead at all in a given level range". For undead hunting to be effective for a paladin, basically all the mobs in a given camp area have to be undead. And there have to be enough undead to occupy the paladin at the relative level he's at. Even if there's a nice camp with nothing but undead in it, if the paladin can clear them all in half the time it takes them to respawn, he's left sitting around either waiting for respawn, or running around slowly fighting the non-undead mobs in the adjacent camps. This gets tricky given that it seems like many times the devs view undead in zones, not as their own set of mobs but purely as a method to make it harder for folks to just invis to where they want to go. So you'll see camps of live mobs, with occasional roaming undead in between them. Not enough to make hunting them worthwhile for a paladin, but just enough to be annoying for everyone else.

While less dramatic, I think every class has choices like that and camp makeups that are preferred. The thing about soloing, is that you are the sole determiner of where you hunt, so a good part of how effective you'll be is you finding the best camp for your hunting style with the class you're playing at the level you are at. And this is absolutely going to be different from class to class. And that doesn't automatically make some "better" than others. More different.
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#10 Nov 20 2013 at 9:28 AM Rating: Decent
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gbaji wrote:
There's also two distinctly different solo objectives/methods which often get lost in the discussion. There are distinct differences between being able to blow through large numbers of lt blue mobs at a high rate of speed, and being able to solo mobs at or above your level consistently. There are advantages to both as well (exp gain tends to be a bit faster with the former, but you'll get better drops relatively speaking with the latter). This obviously only becomes an issue at all at higher levels, but as several people have pointed out, all soloing issues only matter at higher levels when mercs are involved.

The classes people tend to talk about as good soloing classes are often those better able to take on higher relative level mobs. Necros and mages specifically are good at this, with other classes having some capability if they use the right tactics. Again though, it's about what you're trying to do. My wizard can kite relatively high level mobs, but the amount of time/mana required makes this a poor exp gain choice and most stuff I'd be even considering loot on will almost certainly summon, so it's not something I do very often. In contrast though, I've found that with GL buffs on (specifically hp regen) my wizard can "tank" lt blues with ridiculous ease and at a silly rate of speed. Exp per mob isn't incredible, but kill rate more than makes up for it (We're talking mobs I can kill with one crit). A guildmate joined me with his necro while I was doing this, and he said he felt more or less useless. By the time his pet could engage anything, it was dead. Dots were pointless, obviously. He basically got in the habit of running ahead and agroing the next mob or two ahead of us knowing that I'd come along and just clean it up a few seconds later. This way he actually got to do something useful.

Point being that there are radically different styles of hunting as well, and even choice of camp at a given level will (and should) vary significantly based on the class you're playing. That necro would never have chosen to hunt where my wizard was hunting, and I'm reasonably sure I'd never pick the spots he solos in either. This means that how well a class solos can also vary based on level, not because of changes in spells/abilities (although there may be some), but because the content changes. In any 5 level range, the spell sets most classes get tend to be pretty constant, with core abilities being retained/upgraded along the way. But the content in any 5 level range will vary quite a bit. Mob makeup in zones vary, and just the theme/style of an expansion can affect things, sometimes in subtle ways.

The most obvious class affected by this is probably the paladin. As mentioned above, if fighting undead of the right relative level and the right mix, paladins can solo very very well. But if the conditions aren't right, they solo pretty poorly. And "conditions not being right" can be as simple as "not enough undead in a close enough geographical area", or "no undead at all in a given level range". For undead hunting to be effective for a paladin, basically all the mobs in a given camp area have to be undead. And there have to be enough undead to occupy the paladin at the relative level he's at. Even if there's a nice camp with nothing but undead in it, if the paladin can clear them all in half the time it takes them to respawn, he's left sitting around either waiting for respawn, or running around slowly fighting the non-undead mobs in the adjacent camps. This gets tricky given that it seems like many times the devs view undead in zones, not as their own set of mobs but purely as a method to make it harder for folks to just invis to where they want to go. So you'll see camps of live mobs, with occasional roaming undead in between them. Not enough to make hunting them worthwhile for a paladin, but just enough to be annoying for everyone else.

While less dramatic, I think every class has choices like that and camp makeups that are preferred. The thing about soloing, is that you are the sole determiner of where you hunt, so a good part of how effective you'll be is you finding the best camp for your hunting style with the class you're playing at the level you are at. And this is absolutely going to be different from class to class. And that doesn't automatically make some "better" than others. More different.


This is an excellent point...my best solo'r was a cleric. If I could find a zone with undead, I could kill at an amazing rate. With the heals my cleric has, I could easily tank and kill reds at 65 ( which now is low level, but a the time was near max ...Smiley: sly ) so if you can pick your hunting area, like gbaji said, you can find many classes that solo well...
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