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sirgog
10-01-2009, 11:14 AM
Nothing special, nothing new. What I did find interesting was that it was easier to solo that to beat grouped - used one mana potion on a failed attempt (while still figuring it out), then no resources save 2 Haste potions on the successful run.


Character: Numot-Khyber; Clr18/Ftr1 Str-based melee build. This is not at all the optimal toon for soloing this quest.


Strategy is as follows:

1) Get Jump over 20 - for Numot this just means equipping a +15 Jump ring.

2) Enter, buff with all 5 resists, Deathward and Freedom of Movement (not extended), then Divine Power and Divine Might (extended), then run to the first Cinderspawn room. Drop a max-empped-extended-quickened BB in the middle of the room, run for the Tiefling casters, and engage them in melee. Kill them, then kite the Tiefling melees thru the BB, then melee the Cinderspawn. Expect to need 2-3 Heal spells against the Cinderspawn, unless you get lucky with Air Guards.

3) Use the same tactic on the summoned Efreet in the next room. Run forward to the lever, pull it, then run back to the start and use the shrine (this is use-or-lose as you have no access to D-Door). Rebuff when back at the lever, then press onward.

4) Cast one or two max-empped-extended BBs, then pick up the book. Kite trash through BB, then engage the miniboss in melee.

5) Run toward the shrine in the middle of the quest (on the bottom level). Every time Dungeon Alert reaches green, drop a quickened max-empped-extended BB or two, and start blending devils. Healing and jumping over devils (hence the 20 Jump) are critical here. In particular, the pull near the shrine is deadly.

6) Rebuff, then press on with the same basic strategy. The final boss is ridiculously easy - if you have a Blindness Ward item equipped (I didn't), you won't even need to heal.

Strakeln
10-01-2009, 11:31 AM
Agreed on it being easier than when in a group. My first time in there, had several near-wipes and one final spectacular wipe. Went back in solo and cleaned the place up with BB.

Phidius
10-01-2009, 11:38 AM
Sadly, I have to agree with you. I'm leaving my solo-Sins screenshots on my computer, and I'm going to start doing screenshots of group completions with 0 deaths as something to consider an achievement.

Not going to clutter up your thread with moaning about Dungeon Scaling :D

Stamp3de
10-02-2009, 02:16 AM
It's even easier with FvS leap of faith :D

MrCow
10-02-2009, 03:16 AM
It's even easier with FvS leap of faith

Add invisibility with that leap of faith and you can usually pass through most of the devil teleportation spawns so that 85% of the devils do not aggro on you. It basically allows you to do the quest with only 6 kill spots (The first cinderspawn, the effreti, the table, the second cinderspawn, the devils at the end door, the end boss) as dungeon alert shouldn't turn into an issue.


What I did find interesting was that it was easier to solo that to beat grouped

Agreed. Most of my characters that could self heal in large doses have found the same results in Shavarath.


2) Enter, buff with all 5 resists, Deathward and Freedom of Movement (not extended), then Divine Power and Divine Might (extended), then run to the first Cinderspawn room. Drop a max-empped-extended-quickened BB in the middle of the room, run for the Tiefling casters, and engage them in melee. Kill them, then kite the Tiefling melees thru the BB, then melee the Cinderspawn. Expect to need 2-3 Heal spells against the Cinderspawn, unless you get lucky with Air Guards.

3) Use the same tactic on the summoned Efreet in the next room. Run forward to the lever, pull it, then run back to the start and use the shrine (this is use-or-lose as you have no access to D-Door). Rebuff when back at the lever, then press onward.

A couple things that may help you if you run it again. The cinderspawn are vulnerable to disruption. Due to DR it is often quicker to kill the Summoned Cinderspawn this way. Also, the effreti has no resistance to CON damage and can be rendered into an auto-crit status in ~25 hits. This makes it easy to bring down via melee damage afterwards (or a dreamsplitter).

Junts
10-02-2009, 03:34 AM
agreed, invasion is the only quest that my paladin really feels obligated to group in, none of my characters are very good at invasion, though maybe my caster could solo the endfight .. probably not with the fast healing.

sirgog
10-02-2009, 03:36 AM
Add invisibility with that leap of faith and you can usually pass through most of the devil teleportation spawns so that 85% of the devils do not aggro on you. It basically allows you to do the quest with only 6 kill spots (The first cinderspawn, the effreti, the table, the second cinderspawn, the devils at the end door, the end boss) as dungeon alert shouldn't turn into an issue.



Agreed. Most of my characters that could self heal in large doses have found the same results in Shavarath.



A couple things that may help you if you run it again. The cinderspawn are vulnerable to disruption. Due to DR it is often quicker to kill the Summoned Cinderspawn this way. Also, the effreti has no resistance to CON damage and can be rendered into an auto-crit status in ~25 hits. This makes it easy to bring down via melee damage afterwards (or a dreamsplitter).



Like the tips on invisibility.
The efreet and cinderspawn are fast kills - neither lasts more than 30 sec on normal or 60 sec on hard (got Hard done after posting this, same strategy but more care required and some resources). A disruptor would indeed be faster, though, nice tip.

This quest looks like it'll be a ten minute loot run solo on normal, once I get a couple of further things downpat.

Also I noticed you can drag the high-HP but not very deadly guardian of the six items along with you after killing his adds (the barrier disappears at this stage); allowing you to kill him with the bladebarriers you'd already be using later in the quest.

MagicianBlade
10-02-2009, 03:44 AM
i suppose the sad thing to say, is that from level 12, i can solo anything in the game that i can reach on normal.. but nothing on elite.

sirgog
10-03-2009, 01:13 PM
i suppose the sad thing to say, is that from level 12, i can solo anything in the game that i can reach on normal.. but nothing on elite.

A fair amount of stuff can be soloed on elite, the strategies are different and the play is more unforgiving, however.

Shade
10-03-2009, 04:54 PM
i suppose the sad thing to say, is that from level 12, i can solo anything in the game that i can reach on normal.. but nothing on elite.

Not really sad.. It's by design.

Every quest in the game on normal is designed to be easily soloable by any class. It's a feature of the new scaling system. Weaker solo classes like Rogues face oponents with much less hitpoints then say a Barbarian or Fighter may face.

Nothing is designed to be solo'd on hard or elite. Yet most can be anyways by good players.