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failchen
07-05-2012, 02:16 AM
Wall of text incoming from a newbie, tl;dr at the end ;)

Over the last days I played a lot and tried out different build ideas I found in these forums, but in the end I can't really decide which build to take! First I started a pure healing cleric, but my experiences in pugs were frightening and playing solo got old very fast since apparently it's only about healing and following my hireling. Going with a healing cleric doesn't seem to be the number one solo choice. Or is it?

A THF Paladin starting out as a rogue was my next step. Being able to do things myself everything felt a lot smoother and I could complete all the adventures including traps. Searching is more often the problem. Plus the THF doesn't really feel right for my taste :(

Then I toyed around with a Tempest Trapmonkey to see how TWF feels. Dealing with traps is easier compared to Pala/Rogue in these early levels but I noticed that it's almost impossible to find and disable stuff on anything higher than normal in quests around my level up to six. Am I doing something wrong here or am I just missing Int/gear/levels? Another thing I don't like is that I get beaten up a lot more compared to the pala, thanks to lower AC I guess, and the low willsave really annoys me. I can only imagine how this will be when I hit the nasty mobs in higher levels. Again, will this be better with gear/levels?

To get the most out of trapskills I made a Rogue/Wizard but haven't played her a lot so far since it's as exciting as playing my cleric. I follow my hireling and defender, hypnotizing and charming stuff while they beat everything up. It's rather effective so far since they do like ten times my damage and I can stand in the back and watch them play. Most of the time I don't even have to do something besides trying to manage the hireling KI or healing him - only taking WF hirelings because of this. I've yet to find a trap/door I couldn't deal with even on higher difficulties. It is effective yet boring and I wonder when this will change? When will I be factor and not my followers? When I finally reach Palemaster at 12? This seems to be a long way off. Plus I avoided Undead so far. Will those parts of the game be any kind of fun without being able to charm/hypnotize?

When combining all my experiences so far I'd really like to make a TWF Paladin and it figures I'd need Drow for that. However this doesn't seem to be a good starter build and I don't have cash/tomes/gear waiting to get it working :(

Probably I could write a lot more, but this is more than enough and I have to thank everybody who actually read it ;)


tl;dr: when building a character for soloing, is it really mandatory to have a splash of rogue for handling traps? Or in other words: would it be possible to get most out of the game without rogue-multiclassing despite being forced to solo most of the time?

Arkenvis
07-05-2012, 03:01 AM
*snip*
tl;dr: when building a character for soloing, is it really mandatory to have a splash of rogue for handling traps? Or in other words: would it be possible to get most out of the game without rogue-multiclassing despite being forced to solo most of the time?

With a bit of effort (and hireling management, if you're inclined to use them), any class can be solo-friendly; it's all a matter of how quickly you want to complete quests, and your ability to handle higher difficulties if you're inclined to run hard/elite. You don't have to take a rogue (or artificer) level unless you really want to disarm traps--If you do, start with the rogue level and keep your skills capped. Since you say you're a new player, it may help you more to not take the rogue level--Part of rogue splashing (and doing it well) is knowing how many of your precious build points need to be devoted to Int in order to maintain your trap skills (at the least Search and Disable): Remember that non-rogue class levels will cost you two skill points for each full rank of cross class skills. It's easier on a rogue-splashed wizard because you can max Int and have skill points to spare.

The most important things are to find a class that you enjoy playing, and playing in the manner that's most fun for you. The lower levels can feel very slow if you don't group with XP zergers, but there's nothing wrong with playing at your own pace. I'm one of the "flower sniffers" that doesn't worry much about my exp per minute, I prefer isolating enemies and taking them down one by one (or charming them and letting them rip each other apart). It's slower, but I enjoy it. I do tend to adjust my tactics in groups though, preferring quick takedowns, and reducing incoming damage through tactical feats or crowd control spells.

Satinavian
07-05-2012, 03:09 AM
Over the last days I played a lot and tried out different build ideas I found in these forums, but in the end I can't really decide which build to take! First I started a pure healing cleric, but my experiences in pugs were frightening and playing solo got old very fast since apparently it's only about healing and following my hireling. Going with a healing cleric doesn't seem to be the number one solo choice. Or is it?A good solo build should be able to dish out a lot of damage or the quests take forever. That is the problem with a healing cleric, they have far more healing than ever needed for one person, but lack the power to dish out. Offensive cleric builds would work for soloing

Then I toyed around with a Tempest Trapmonkey to see how TWF feels. Dealing with traps is easier compared to Pala/Rogue in these early levels but I noticed that it's almost impossible to find and disable stuff on anything higher than normal in quests around my level up to six. Am I doing something wrong here or am I just missing Int/gear/levels? I don't know the toon, but i would certainly guess it's the gear. To have gear for elite at level traps, you can't rely on loot you find by chance, you have instead to buy trade the higher level versions, get +5 tools and find a way to buff yourself (skillboost, Foxes cunning, heroism) and other items to help (e.g. Voice of the master). A Tempest trapmonkey should be able to get every trap in the game at leve including elite as i can say from experience. Notable exception is one trapped chest in the quest "Cabal for one". Also there are some rumors about some trap difficulties being off since the update, can't comment on that.

Another thing I don't like is that I get beaten up a lot more compared to the pala, thanks to lower AC I guess, and the low willsave really annoys me. I can only imagine how this will be when I hit the nasty mobs in higher levels. Again, will this be better with gear/levels?paladin has an easier time to survive, ranger does more damage and has more points for traps. No, that won't change in principle. But the ranger should still be able to solo quite well.


To get the most out of trapskills I made a Rogue/Wizard but haven't played her a lot so far since it's as exciting as playing my cleric. I follow my hireling and defender, hypnotizing and charming stuff while they beat everything up. It's rather effective so far since they do like ten times my damage and I can stand in the back and watch them play. Most of the time I don't even have to do something besides trying to manage the hireling KI or healing him - only taking WF hirelings because of this. I've yet to find a trap/door I couldn't deal with even on higher difficulties. It is effective yet boring and I wonder when this will change? When will I be factor and not my followers? When I finally reach Palemaster at 12? This seems to be a long way off. Plus I avoided Undead so far. Will those parts of the game be any kind of fun without being able to charm/hypnotize?It will change at lv 7, when you get both firewall and a way to heal yourself in undead form. Next jump in power is indeed at lv 12, when you get better undead forms and a ranged attack that costs no sp. And fw does even more damage to undead.

Soloing wizards usually don't use hirelings at all.

When combining all my experiences so far I'd really like to make a TWF Paladin and it figures I'd need Drow for that. However this doesn't seem to be a good starter build and I don't have cash/tomes/gear waiting to get it working :(Yes, twf pallies with traps are difficult to build and gear. It's not impossible, but i really would suggest to wait for a later life to try that. Then you get 34 points to distribute, know the game a lot better, have some rare gear and a lot of money.


tl;dr: when building a character for soloing, is it really mandatory to have a splash of rogue for handling traps? Or in other words: would it be possible to get most out of the game without rogue-multiclassing despite being forced to solo most of the time?Well, you could alternatively also splash artie ;)

No, it is possible to play the game without disabling traps. But that is a lot easier, if you know it well enough to know, where the traps are and what they do. Also, elite traps are deadly, hard/normal traps not.

FrozenNova
07-05-2012, 05:49 AM
If you're soloing, you're probably not playing on elite.
If you're not playing on elite, then the vast majority of traps can just be ignored. They don't hurt enough to kill you, especially if you have some energy resist potions.

In terms of hitting traps, you are missing gear and potions. For a trapper to function, he needs to keep his search and disable gear up to date. In addition, heroism potions and fox's cunning potions provide the boost occasionally needed for some traps.

Paladins with rogue splashes can't get traps - they don't have enough skillpoints to keep the skills maxed.
Rangers can, easily, since they get search as a class skill and plenty of skillpoints alongside it.

Wizards don't solo well at low levels, this is true. Wizards don't have enough sp or efficiency to deal enough damage to kill all the mobs they meet. Wizard soloing is usually about using invis and charms to get through with minimal sp expenditure, and using efficient AoEs when slaughter is demanded.

You don't need to be a trapper to solo. Lots of quests have traps that can just be ignored, or have no meaningful traps at all.

There's no such thing as a "healing cleric", unless you mean "all clerics". Healing, on a cleric, does not require any significant build investment. Hence, clerics choose between melee and DC-based offensive casting when considering their build.

My own advice would be to get used to pugging. I don't find DDO to be an inherently entertaining singleplayer game - while it's certainly possible to solo a considerable amount of the content, half the fun in playing an mmo is playing it alongside others. You're not "forced" to solo most of the time - the prevailance of public groups in DDO is up there as one of its best features.

Arianrhod
07-05-2012, 06:42 AM
In my experience, the trick to soloing with a healing cleric is to build it as a healer, then proceed to play it as a self-buffing meleer until about 11th level, when clerics finally get some decent offensive spells and enough spell points to use them. Also, when you don't have trap skills, go slow till you learn where the traps are, and perfect the fine art of leaping backward when one goes off, then studying it for a few seconds to get the timing down so you can buff with the right resist & run/jump through it :)

ReaperAlexEU
07-05-2012, 07:00 AM
Wall of text incoming from a newbie, tl;dr at the end ;)

Over the last days I played a lot and tried out different build ideas I found in these forums, but in the end I can't really decide which build to take! First I started a pure healing cleric, but my experiences in pugs were frightening and playing solo got old very fast since apparently it's only about healing and following my hireling. Going with a healing cleric doesn't seem to be the number one solo choice. Or is it?

A THF Paladin starting out as a rogue was my next step. Being able to do things myself everything felt a lot smoother and I could complete all the adventures including traps. Searching is more often the problem. Plus the THF doesn't really feel right for my taste :(
dump the paly then, no point playing a style you dont enjoy


Then I toyed around with a Tempest Trapmonkey to see how TWF feels. Dealing with traps is easier compared to Pala/Rogue in these early levels but I noticed that it's almost impossible to find and disable stuff on anything higher than normal in quests around my level up to six. Am I doing something wrong here or am I just missing Int/gear/levels? Another thing I don't like is that I get beaten up a lot more compared to the pala, thanks to lower AC I guess, and the low willsave really annoys me. I can only imagine how this will be when I hit the nasty mobs in higher levels. Again, will this be better with gear/levels?
look for +5 spot goggles, +5 search goggles and +5 disable goggles. put them on a hot bar with your trap skills, i like to line thyem up in the order i use them, so search goggles, search skill, disable goggles, (maybe disable skill, or interact with the trap directly), then back to either spot goggles or the + attack goggles from korthos (handy things for a good few levels). also get pots of heroism and pots of fox's cunning and stick them on the trap bar along with a skill boost (take the ranger one, not rogue, as you have more ranger levels). that should help a lot with the trap work

TWF takes a while to really get motoring, its a great style but early on a 2-handed whomping stick tends to be better. so that combined with less defences will leave you getting battered a bit more. dont worry about it, there is a lot you can do to mitigate damage with play style. get back into groups, let another melee charge in first then follow up and help them mop up (or vault over the melee mobs and get the caster at the back if the melee you are following hasnt, thats important). not getting aggro will mean you dont get beat up as much leaving you free to carve things up. much later on, lvl12-14, look for a paralysing weapon you can afford (it will cost, but its well worth it), pair that with a curse spewing weapon and you'll be even more survivable as the mobs you beat on wont be able to fight back.


To get the most out of trapskills I made a Rogue/Wizard but haven't played her a lot so far since it's as exciting as playing my cleric. I follow my hireling and defender, hypnotizing and charming stuff while they beat everything up. It's rather effective so far since they do like ten times my damage and I can stand in the back and watch them play. Most of the time I don't even have to do something besides trying to manage the hireling KI or healing him - only taking WF hirelings because of this. I've yet to find a trap/door I couldn't deal with even on higher difficulties. It is effective yet boring and I wonder when this will change? When will I be factor and not my followers? When I finally reach Palemaster at 12? This seems to be a long way off. Plus I avoided Undead so far. Will those parts of the game be any kind of fun without being able to charm/hypnotize?
get you're hands on the masters touch spell (level up or have a friendly chappy get one from the portable hole, needs teleport to get there). then pick up a big whomping stick, buff your self up and melee the trash mobs. have maximised turned on for your damage spells and use those to nuke the boss's. don't forget to stack up on healing pots though as it does get a little messy. i used a greataxe all the way to lvl12 on my palemaster (plain wiz until lvl12), then i swapped to the palemaster freebie attacks. most casters start out weak early on but get really powerful later on.


When combining all my experiences so far I'd really like to make a TWF Paladin and it figures I'd need Drow for that. However this doesn't seem to be a good starter build and I don't have cash/tomes/gear waiting to get it working :(

Probably I could write a lot more, but this is more than enough and I have to thank everybody who actually read it ;)


tl;dr: when building a character for soloing, is it really mandatory to have a splash of rogue for handling traps? Or in other words: would it be possible to get most out of the game without rogue-multiclassing despite being forced to solo most of the time?
drow isnt too hard to get, at lvl6 you can join a few groups to max out your favour, heck, join favour farming groups with lvl20's in on the paly you dont want just to unlock the drow (it will mess up your exp, but you dont care about that on the THF paly). most favour farming groups are relaxed ones where a couple of high lvl chars are just grinding out the quests and dont care who tags along for the ride.

failchen
07-05-2012, 02:05 PM
Thank you very much! Lots of good advice here ;)

failchen
07-06-2012, 01:54 AM
The Paladins are out for now. But I'm still torn between Tempest Trapmonkey, Wizard and Cleric. With all the information from ddowiki, these forums and this thread I know what to do and expect from Tempest and Wizard.

But what about the cleric? Everywhere I only read about battle clerics, is there no love for caster clerics? Or is it just in general not the best idea to go with a pure cleric aiming for offensive spellcasting and healing only? Is it possible to have it easier levelwise in undead content with turn undeads? Or would it be a lot smarter to go melee like almost all builds suggest?

Satinavian
07-06-2012, 03:33 AM
Caster cleric does work very well and is easier to build as a melee cleric. But it's a bit of a late bloomer, weak until around lv 11.

The reason they are less discussed in the forum is that they are not in the focus of the quite frequent discussions of "what should be the role of a cleric in a group", while selfdeclared battleclerics are often mentioned as the ones only healing themselves. Also you can't see if a pure cleric is offensive casting focused or healing focused, but the melee specialists of the clerics stand a bit out for their splashes. Finally caster clerics could fill the healer role in any quest/raid, deep splashed melee clerics (like 12/6/2 clr/ftr/mnk) might have difficulties.

Oh, and building pure lv20 cleric without melee focus is a little bit straitforward. You max wisdom and con, take metamagic feats, 1 toughness and maybe spellfocus/spell pen... there are simply not that many possibilities to build completely different lv20 caster-cleics as there are ways to build melee clerics. That is why you find less builds and even less build discussions on this topic.

Uska
07-06-2012, 03:50 AM
Monks can be very good at soloing but really need 32pt builds or better

Lonnbeimnech
07-06-2012, 04:21 AM
Soloing without traps skills can be done if you
A. know enough about the quests to know which ones have traps you have to run through and where those traps are.
B. know enough about those traps to know how to get past them, good timing and a good connection helps a lot.

As far as soloing builds, you need to be able to do enough damage to kill a self healing redname, no more no less. Everything else can be vorpaled/instakilled or chipped away until they drop.

You need to be able to heal more hp than you lose, heal amp, ac, dr, prr, evasion, dodge, umd all help here. The more you are able to heal the less defense you need. A huge help here is the ability to do damage from a distance so that you aren't taking damage. Offensive casters (divine or arcane) and ranged (AA or arti) make great soloist builds. Any melee type is more challenging, monk being the easiest, paladin being a distant second.

Lonnbeimnech
07-06-2012, 04:29 AM
Is it possible to have it easier levelwise in undead content with turn undeads?

Once you get radiant burst you wont use turn undead often. It does several hundred if not thousand+ damage to all undead around you, where turn undead will usually only destroy 1 or 2.

failchen
07-06-2012, 05:11 AM
Again thank you very much.

This means, I could basically skip charisma as a cleric stat? I found the idea of 14 starting charisma here http://forums.ddo.com/showthread.php?t=351960. But this doesn't seem to make lots of sense when I stop using Turn Undead once Radiant Servant is available... now I'm confused :(

FrozenNova
07-06-2012, 05:14 AM
Nothing wrong with caster clerics, though they're somewhat inconsistent while levelling. They get by on command and soundburst all the way between level 3 and 11, when they begin to pick up some meaningful spells. Then, they are gods on earth until they reach content where enemies can save - sharvarath, namely, and some of the new content. Whereupon most casting clerics are limited to no-save spells and blade barrier until they manage to maximize their wisdom in order to be able to land spells again.

Melee divines are still rarer in-game than casting divines - volume of forum discussions is not always representative of the game.

No, don't dump charisma. Charisma does increase the strength of your turns, which is useless, yes - but moreover, more charisma gives you more turn uses. And many of a cleric's powers are powered by turns. Aura, burst, divine vitality, divine healing, all require turn uses. Radiant servant allows turns to regenerate, but it is slow - having abundant turns is beneficial.

That said, don't raise charisma at the expenditure of wis or con. 12 or at most 14 cha is easily enough. It's really about economy of build points - up to 12, it's a 1:1 point ratio, and 4 points is a small price for 2 extra turns.

failchen
07-06-2012, 05:33 AM
Thanks a lot for this quick answer! ;)

This timespan between 3 and 11 makes the start with a wizard look easy tho. But what exactly do you mean with inconsistent? Not having the same powerful feeling throughout the leveling?

But apparently I'm really down to Wizard or Cleric.

FrozenNova
07-06-2012, 05:37 AM
This timespan between 3 and 11 makes the start with a wizard look easy tho. But what exactly do you mean with inconsistent? Not having the same powerful feeling throughout the leveling?


They pike the early game, they rule the mid game, they fall off hard approaching endgame, and somewhat recover as they reach maximal gear to end up further behind other casters than they'd like.

Arianrhod
07-06-2012, 06:47 AM
Thanks a lot for this quick answer! ;)

This timespan between 3 and 11 makes the start with a wizard look easy tho. But what exactly do you mean with inconsistent? Not having the same powerful feeling throughout the leveling?

But apparently I'm really down to Wizard or Cleric.

Couple things to consider from a soloers perspective: At the mid levels, there are a few (quite a few?) quests where having an arcane caster along is somewhere between really handy and essential. Caster hirelings, um...die. A lot. It's probably easier to solo a wizard with a cleric hireling than a cleric with a wizard hireling (also much easier for the wizard to splash rogue for trap skills if you're so inclined). Getting to level 7 or so with a wizard is a chore, but buffing yourself with shield & mage armor, summoning a pet, & meleeing, while sticking to lower difficulty settings that won't one-shot you works reasonably well.

On the other hand, if you just can't tolerate the squishiness of the wizard at low levels, a caster cleric can self-buff & melee just fine up to 11th level when the good spells kick in. Even with a base 8 STR, Bull's Strength can get you up to 12, and that's good enough for meleeing on normal with all the other buffs & heals a cleric has available. Just don't be too stubborn to ask for (or hire) help when the end boss turns out to be a vampire or something else that just cries out for arcane firepower to take it down ;)

Satinavian
07-06-2012, 06:49 AM
Again thank you very much.

This means, I could basically skip charisma as a cleric stat? I found the idea of 14 starting charisma here http://forums.ddo.com/showthread.php?t=351960. But this doesn't seem to make lots of sense when I stop using Turn Undead once Radiant Servant is available... now I'm confused :(

The build you linked has both diplomacy and umd as skills. That is why it needs some int and gets a bit more from Cha.

Otherwise Cha does really only increase the number of turns for a cleric - if that is worth a slightly lower Con or not, is indeed debatable.


A matter of taste, but a very small difference in actual play and capability.

failchen
07-06-2012, 09:04 AM
Is this true? A cleric will always be in the role of a healer and a wizard will be the better offensive caster when maxed? This makes me slightly favoring a wizard. But in the end I always ended playing healers in every other game...

And again, lots of good answers, explanations and advice. Thank you ;)

Arianrhod
07-06-2012, 09:38 AM
Is this true? A cleric will always be in the role of a healer and a wizard will be the better offensive caster when maxed? This makes me slightly favoring a wizard. But in the end I always ended playing healers in every other game...

And again, lots of good answers, explanations and advice. Thank you ;)

Clerics don't have to be built for healing, but it's impossible to build one that CAN'T heal (they get certain healing spells for free, and can't swap them for anything else). They also only have one prestige enhancement line, and it's healing-focused.

Wizards have generally better spells and enhancements for offensive casting, and really no incentive not to focus on it with regard to gear, build, etc. Even a warforged wizard would generally rather take offensive casting enhancements than specialize in Repair spells.

That said, in a good group, even a healing cleric is likely to be expected to contribute offensively when no one needs healing. Clerics who just stand in the back and toss heals may not take as much criticism as those who run into melee and neglect to heal, but they're not really any more useful ;)

failchen
07-07-2012, 08:11 AM
Is there something like a recommendation of adventures, that are more worth it than others? Mostly from a leveling point of view ;)

With every character so far I struggled at around five because I wasn't sure what to do next. Just doing every quest I see on the map it of course a possibility, but a lot of those are just, well, not really worth it xp wise. But where are the good ones?

bambibeer
07-07-2012, 08:30 AM
http://forums.ddo.com/member.php?u=34823
http://forums.ddo.com/member.php?u=327944
Icy Evoker
Go to DDO WiKi/ TR You will find a wealth

of info on builds .


Allso DDO WIKIhttp://forums.ddo.com/showthread.php?t=263354
http://forums.ddo.com/showthread.php?t=237895
Sorry but these sites sould help

Arianrhod
07-07-2012, 08:48 AM
There's a sticky in this forum of links for new players - one of them is a guide to quest packs. Might want to check that out. Unfortunately, most of the "good" quests are p2p - almost like the devs sat around when the game went f2p and divided the quests by "would you pay money for that?" and stuck all the "no's" into the f2p category ;)

For free quests over level 2 that I actually like, hm, let me see...Redfang is ok, but has lots of traps. The Cerulean Hills quests are fun, though they can be challenging solo. The Depths quests in House D are decent. Likewise the Everfull Flagon quests in House K. Redwillow, Gwylan's & Stormcleave are fun and good xp/loot for the level. The Pit & Xorian Cipher are fun if you like chaos & confusion, and also good XP (get a Feather Falling item before you try the Pit, though, and don't try to solo it your first time through. Can't solo Xorian Cipher without some creative hireling tricks).

Quests I avoid if possible: Kobold Assault (hard for new players, no reward to speak of), Irestone Inlet (lots of chests, but can be brutal at level), Quickfoot Hideout, Troglodyte's Clutch, Proof is in the Poison (good xp, but really long, painful, and only one shrine. Not much loot either), Purge the Heretics (miserable xp for the effort, and besides it's evil)

Note - Don't remember the exact name of each quest, so for some I may have used the location instead of the quest name.

failchen
07-07-2012, 09:09 AM
Wow, thank you for the links! That's exactly what I was looking for. Lots of reading awaits ;)

bambibeer
07-07-2012, 09:45 AM
range)
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[edit]Master Quest List

The purpose of this Guide is to break down the adventures by quest level, favor & corresponding patron, experience, epic-ability, and further break down each by Adventure Pack.

All Favor amounts are listed for completing the quest on Elite difficulty. All tables are sortable by Quest Name, Quest Level, Total Favor, Patron, (Casual/Normal/Hard/Elite) Experience, and whether or not it is epic-able.

[edit]Free-to-Play (F2P) Quest List

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
The Voyage â€* 1 0 None ♣N/A ♦5,000 ♥N/A ♠N/A No
The Voyage â€* 2 0 None ♣N/A ♦15,000 ♥N/A ♠N/A No
The Voyage â€* 3 0 None ♣N/A ♦30,000 ♥N/A ♠N/A No
The Grotto (S) 1 0 None ♣304 ♦Solo Quest ♥Solo Quest ♠Solo Quest No
The Storehouse's Secret 1 6 The Coin Lords ♣156 ♦260 ♥276 ♠292 No
Stopping the Sahuagin 1 9 The Coin Lords ♣324 ♦540 ♥584 ♠628 No
Sacrifices 1 9 The Free Agents ♣324 ♦540 ♥584 ♠628 No
Redemption 1 9 The Coin Lords ♣324 ♦540 ♥584 ♠628 No
Necromancer's Doom 1 6 House Jorasco ♣192 ♦320 ♥342 ♠364 No
Heyton's Rest 1 6 The Coin Lords ♣188 ♦313 ♥334 ♠356 No
The Collaborator 1 12 The Coin Lords ♣419 ♦699 ♥759 ♠819 No
The Cannith Crystal 1 6 House Deneith ♣132 ♦220 ♥232 ♠244 No
Hall of the Mark (S) 1 0 None ♣0 ♦Solo Quest ♥Solo Quest ♠Solo Quest No
Walk the Butcher's Path 2 12 The Free Agents ♣632 ♦1,148 ♥1,244 ♠1,339 No
The Sunken Sewer 2 9 The Coin Lords ♣276 ♦496 ♥532 ♠568 No
Stop Hazadill's Shipment 2 6 The Free Agents ♣204 ♦364 ♥388 ♠412 No
Stealthy Repossession 2 9 The Free Agents ♣536 ♦972 ♥1,052 ♠1,131 No
The Smuggler's Warehouse 2 9 The Free Agents ♣384 ♦694 ♥748 ♠802 No
Retrieve the Stolen Goods 2 9 The Free Agents ♣348 ♦628 ♥676 ♠724 No
Recovering the Lost Tome 2 9 The Coin Lords ♣476 ♦862 ♥932 ♠1,001 No
Protect Baudry's Interests 2 6 The Free Agents ♣228 ♦408 ♥436 ♠464 No
Missing in Action 2 9 The Coin Lords ♣284 ♦510 ♥548 ♠585 No
Misery's Peak 2 12 The Free Agents ♣780 ♦1,420 ♥1,540 ♠1,660 No
The Miller's Debt (S) 2 2 The Coin Lords ♣273 ♦Solo Quest ♥Solo Quest ♠Solo Quest No
The Kobolds' New Ringleader 2 12 The Coin Lords ♣684 ♦1,244 ♥1,348 ♠1,452 No
Information is Key 2 12 House Phiarlan ♣540 ♦980 ♥1,060 ♠1,140 No
Garrison's Missing Pack 2 12 The Coin Lords ♣419 ♦759 ♥819 ♠879 No
Durk's Got A Secret 2 12 The Free Agents ♣500 ♦906 ♥980 ♠1,053 No
Defend Haverdasher 2 6 House Kundarak ♣204 ♦364 ♥388 ♠412 No
Bringing the Light 2 6 The Silver Flame ♣168 ♦298 ♥316 ♠334 No
Arachnophobia (S) 2 2 The Coin Lords ♣173 ♦Solo Quest ♥Solo Quest ♠Solo Quest No
Where There's Smoke... 3 9 The Free Agents ♣517 ♦932 ♥1,001 ♠1,070 No
The Swiped Signet 3 12 The Free Agents ♣622 ♦1,348 ♥1,452 ♠1,556 No
Redfang the Unruled 3 9 The Free Agents ♣416 ♦748 ♥802 ♠856 No
The Kobold's Den: Clan Gnashtooth 3 12 The Coin Lords ♣588 ♦1,060 ♥1,140 ♠1,220 No
The Kobold's Den: Rescuing Arlos 3 12 The Coin Lords ♣746 ♦1,348 ♥1,452 ♠1,556 No
Kobold Assault 3 9 The Coin Lords ♣733 ♦1,324 ♥1,426 ♠1,528 No
Home Sweet Sewer 3 2 The Coin Lords ♣182 ♦Solo Quest ♥Solo Quest ♠Solo Quest No
The Captives 3 9 The Free Agents ♣482 ♦868 ♥932 ♠996 No
An Explosive Situation 3 2 The Coin Lords ♣220 ♦Solo Quest ♥Solo Quest ♠Solo Quest No
Venn's Trail: Venn's Fate 4 9 The Coin Lords ♣496 ♦888 ♥949 ♠1,009 No
Venn's Trail: Clan Tunnelworm 4 12 The Coin Lords ♣1,000 ♦1,798 ♥1,929 ♠2,060 No
Rest for the Restless 4 9 House Phiarlan ♣578 ♦1,036 ♥1,108 ♠1,180 No
Proof is in the Poison 4 15 The Coin Lords ♣1,442 ♦2,596 ♥2,788 ♠2,980 No
Irestone Inlet 4 12 The Coin Lords ♣837 ♦1,504 ♥1,612 ♠1,720 No
Freshen the Air 4 9 The Free Agents ♣559 ♦1,001 ♥1,070 ♠1,140 No
The Depths of Despair 4 9 House Deneith ♣362 ♦645 ♥687 ♠729 No
The Depths of Darkness 4 9 House Deneith ♣448 ♦802 ♥856 ♠910 No
The Lair of Summoning 5 9 House Kundarak ♣498 ♦996 ♥1,060 ♠1,124 No
The Depths of Doom 5 9 House Deneith ♣434 ♦772 ♥820 ♠868 No
The Depths of Discord 5 9 House Deneith ♣481 ♦856 ♥910 ♠964 No
The Chamber of Insanity 5 9 House Kundarak ♣496 ♦884 ♥940 ♠996 No
Archer Point Defense 5 9 The Coin Lords ♣362 ♦772 ♥820 ♠868 No
Ruined Halls 6 12 House Kundarak ♣680 ♦1,360 ♥1,444 ♠1,528 No
Redwillow's Ruins 6 15 House Jorasco ♣974 ♦2,080 ♥2,212 ♠2,344 No
Purge the Heretics 6 12 House Phiarlan ♣368 ♦650 ♥686 ♠723 No
Mirra's Sleepless Nights 6 12 House Jorasco ♣429 ♦760 ♥804 ♠848 No
Gladewatch Outpost Defense 6 12 House Deneith ♣764 ♦1,630 ♥1,732 ♠1,834 No
The Forgotten Caverns 6 12 House Kundarak ♣545 ♦1,090 ♥1,156 ♠1,222 No
Dead Predators 6 12 House Jorasco ♣306 ♦650 ♥686 ♠723 No
Caged Trolls 6 12 House Phiarlan ♣463 ♦820 ♥868 ♠916 No
The Bounty Hunter 6 15 The Coin Lords ♣610 ♦1,300 ♥1,380 ♠1,460 No
Taming the Flames 7 15 House Kundarak ♣996 ♦1,764 ♥1,868 ♠1,972 No
The Tear of Dhakaan 7 21 House Kundarak ♣2,220 ♦3,940 ♥4,180 ♠4,420 No
The Pit 7 27 House Deneith ♣4,400 ♦7,780 ♥8,260 ♠8,740 No
Gwylan's Stand 7 18 House Phiarlan ♣2,220 ♦3,940 ♥4,180 ♠4,420 No
The Graverobber 7 15 House Jorasco ♣1,140 ♦2,020 ♥2,140 ♠2,260 No
The Xorian Cipher 8 21 House Jorasco Unavailable ♦4,520 ♥4,780 ♠5,040 No
Stromvauld's Mine 8 15 House Kundarak ♣1,557 ♦2,752 ♥2,908 ♠3,064 No
Stormcleave Outpost 8 18 House Deneith ♣2,056 ♦3,636 ♥3,844 ♠4,052 No
The Path to Madness 8 9 House Jorasco ♣327 ♦689 ♥724 ♠758 No
Haunted Library 8 15 House Jorasco ♣1,672 ♦2,956 ♥3,124 ♠3,292 No
Faithful Departed 8 12 House Phiarlan ♣1,154 ♦2,038 ♥2,152 ♠2,266 No
Caverns of Korromar 8 15 House Kundarak ♣1,212 ♦2,140 ♥2,260 ♠2,380 No
The Church and the Cult 9 15 The Silver Flame ♣1,012 ♦1,779 ♥1,873 ♠1,966 No
Hiding in Plain Sight 10 15 The Free Agents ♣1,572 ♦2,760 ♥2,900 ♠3,040 No
Tempest's Spine (R) 10 18 House Jorasco Unavailable ♦6,484 ♥6,819 ♠7,155 No
Sykros' Jewel 10 15 House Kundarak ♣1,788 ♦3,140 ♥3,300 ♠3,459 No
Reclamation 10 15 House Kundarak ♣1,788 ♦2,380 ♥3,300 ♠3,459 No
The Spawn of Whisperdoom 11 18 House Phiarlan ♣2,112 ♦3,700 ♥3,880 ♠4,060 No
Made to Order 11 18 House Kundarak ♣1,838 ♦3,220 ♥3,375 ♠3,532 No
The Enemy Within 11 24 House Jorasco ♣3,024 ♦5,300 ♥5,560 ♠5,820 No
Dreams of Insanity 11 18 House Jorasco ♣2,385 ♦4,180 ♥4,384 ♠4,588 No
Diplomatic Impunity 12 18 The Coin Lords ♣2,100 ♦3,669 ♥3,839 ♠4,010 No
Eyes of Stone 12 18 The Coin Lords ♣2,652 ♦4,636 ♥4,852 ♠5,068 No
Frame Work 12 15 The Coin Lords ♣2,220 ♦3,879 ♥4,060 ♠4,240 No
Invaders! 12 21 The Coin Lords ♣2,460 ♦4,299 ♥4,500 ♠4,700 No
A Relic of a Sovereign Past 12 21 House Deneith ♣2,716 ♦5,699 ♥5,966 ♠6,233 No
Mired in Kobolds 13 15 The Free Agents ♣1,420 ♦2,476 ♥2,584 ♠2,692 No
Acid Wit 15 18 The Twelve ♣2,378 ♦4,132 ♥4,300 ♠4,468 No
Delirium 15 15 The Free Agents ♣2,212 ♦3,844 ♥4,000 ♠4,156 No
The Lords of Dust 16 21 The Silver Flame ♣2,940 ♦5,100 ♥5,300 ♠5,500 Yes
Servants of the Overlord 16 21 The Silver Flame ♣3,900 ♦6,766 ♥7,033 ♠7,300 Yes
The Spinner of Shadows 16 21 The Silver Flame ♣3,544 ♦6,150 ♥6,392 ♠6,634 Yes
In the Demon's Den 18 18 The Silver Flame ♣2,493 ♦4,132 ♥4,468 ♠4,624 No
Total 92 Quests 1,115 ♣92,314 ♦173,903 ♥184,529 ♠194,211 ●644,957
â€* Only applies to Veteran Status accounts and therefor not added in to total at bottom.
(S) = Solo quest.
(R) = 12-character raid quest.

[edit]The Catacombs

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
The Friar's Niece 3 6 The Silver Flame ♣288 ♦516 ♥550 ♠585 No
Return to the Sanctuary 3 9 The Silver Flame ♣552 ♦996 ♥1,070 ♠1,145 No
The Old Archives 3 9 The Silver Flame ♣456 ♦820 ♥880 ♠940 No
The Crypt of Gerard Dryden 3 12 The Silver Flame ♣592 ♦1,068 ♥1,148 ♠1,229 No
Setting the Wards: The Lower Cathedral 3 9 The Silver Flame ♣456 ♦820 ♥880 ♠940 No
Setting the Wards: The Patriarchs' Crypt 3 9 The Silver Flame ♣508 ♦916 ♥984 ♠1,052 No
Endgame: Marguerite 3 6 The Silver Flame ♣324 ♦580 ♥620 ♠660 No
Endgame: The Archbishop's Fate 4 6 The Silver Flame ♣57 ♦104 ♥112 ♠120 No
Total 8 Quests 66 ♣3,233 ♦5,820 ♥6,244 ♠6,671 ●21,968

[edit]The Seal of Shan-To-Kor

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
The Sacred Helm 3 12 The Coin Lords ♣689 ♦1,244 ♥1,339 ♠1,434 No
The Cloven Jaw Scourge: Blockade 3 12 The Coin Lords ♣632 ♦1,140 ♥1,226 ♠1,313 No
The Cloven Jaw Scourge: The Caverns of Shaagh 4 12 The Coin Lords ♣1,039 ♦1,867 ♥2,004 ♠2,140 No
The Halls of Shan-to-Kor 5 12 The Coin Lords ♣1,120 ♦2,004 ♥2,140 ♠2,276 No
Total 4 Quests 48 ♣3,480 ♦6,255 ♥6,709 ♠7,163 ●23,607

[edit]Tangleroot Gorge

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
First Strike 3 9 House Phiarlan ♣429 ♦772 ♥828 ♠884 No
The Hobgoblins' Captives 3 9 House Phiarlan ♣456 ♦820 ♥880 ♠940 No
Yarkuch's War-plans 4 9 House Phiarlan ♣597 ♦1,070 ♥1,145 ♠1,220 No
Whisperdoom's Spawn 4 9 House Phiarlan ♣674 ♦1,209 ♥1,294 ♠1,380 No
The Deadly Package: The Stronghold Key 5 9 House Phiarlan ♣767 ♦1,369 ♥1,460 ♠1,550 No
The Deadly Package: Agent of the Darguul 5 9 House Phiarlan ♣475 ♦846 ♥900 ♠953 No
Doom of the Witch-doctor: The Way to Zulkash 6 12 House Phiarlan ♣687 ♦1,220 ♥1,294 ♠1,369 No
Doom of the Witch-doctor: Zulkash, Herald of Woe 6 12 House Phiarlan ♣726 ♦1,290 ♥1,369 ♠1,448 No
The Last Move: The Way to Yarkuch 7 9 House Phiarlan ♣348 ♦612 ♥644 ♠676 No
The Last Move: Yarkuch's Last Stand 7 12 House Phiarlan ♣708 ♦1,252 ♥1,324 ♠1,396 No
Total 10 Quests 99 ♣5,867 ♦10,460 ♥11,138 ♠11,816 ●39,281

[edit]The Sharn Syndicate

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Stand Your Ground 4 6 The Coin Lords ♣444 ♦793 ♥846 ♠900 No
Dirty Laundry 4 6 The Coin Lords ♣444 ♦793 ♥846 ♠900 No
The Stormreaver Fresco 4 6 The Coin Lords ♣444 ♦793 ♥846 ♠900 No
The Bookbinder Rescue 4 6 The Coin Lords ♣540 ♦966 ♥1,033 ♠1,100 No
Repossession 4 6 The Coin Lords ♣444 ♦793 ♥846 ♠900 No
Come Out and Slay 4 6 The Coin Lords ♣444 ♦793 ♥846 ♠900 No
Total 6 Quests 36 ♣2,760 ♦4,931 ♥5,263 ♠5,600 ●18,554

[edit]Three-Barrel Cove

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Brood of Flame 5 9 The Free Agents ♣574 ♦1,024 ♥1,090 ♠1,156 No
Ghost of a Chance 5 12 The Free Agents ♣684 ♦1,220 ♥1,300 ♠1,380 No
Guard Duty 5 6 The Free Agents ♣309 ♦548 ♥580 ♠612 No
Legend of Two-Toed Tobias 5 12 The Free Agents ♣684 ♦1,220 ♥1,300 ♠1,380 No
Old Grey Garl 7 15 The Free Agents ♣786 ♦1,390 ♥1,471 ♠1,552 No
Prove Your Worth 5 9 The Free Agents ♣517 ♦921 ♥980 ♠1,038 No
The Scoundrel's Run 7 12 The Free Agents ♣780 ♦1,380 ♥1,460 ♠1,540 No
The Stones Run Red 5 12 The Free Agents ♣1,058 ♦1,892 ♥2,020 ♠2,148 No
The Troglodytes' Get 6 12 The Free Agents ♣614 ♦1,090 ♥1,156 ♠1,222 No
Total 9 Quests 99 ♣6,006 ♦10,685 ♥11,357 ♠12,028 ●40,076

[edit]Phiarlan Carnival

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
A Small Problem 5 12 House Phiarlan ♣1,724 ♦2,340 ♥3,300 ♠3,513 Yes
Partycrashers 5 12 House Phiarlan ♣1,230 ♦2,200 ♥2,350 ♠2,500 Yes
The Snitch 5 12 House Phiarlan ♣1,152 ♦2,060 ♥2,200 ♠2,340 Yes
Under the Big Top 5 12 House Phiarlan ♣1,308 ♦2,340 ♥2,500 ♠2,660 Yes
Total 4 Quests 48 ♣5,414 ♦8,940 ♥10,350 ♠11,013 ●35,717
[edit]Necropolis Part 1 - Litany of the Dead Part 1

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Tomb of the Burning Heart 5 9 The Silver Flame ♣762 ♦1,360 ♥1,450 ♠1,540 No
Tomb of the Crimson Heart 5 12 The Silver Flame ♣871 ♦1,556 ♥1,660 ♠1,764 No
Tomb of the Immortal Heart 5 12 The Silver Flame ♣871 ♦1,556 ♥1,660 ♠1,764 No
Tomb of the Sanguine Heart 5 12 The Silver Flame ♣871 ♦1,556 ♥1,660 ♠1,764 No
The Bloody Crypt 6 21 The Silver Flame Unknown ♦5,200 ♥5,540 ♠5,880 No
Total 5 Quests 66 Unknown ♦11,228 ♥11,970 ♠12,712 Unknown

[edit]Delera's Tomb

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
The Mystery of Delera's Tomb 5 12 House Jorasco ♣812 ♦1,742 ♥1,860 ♠1,977 No
The Missing Party 7 18 House Jorasco ♣2,140 ♦4,558 ♥4,837 ♠5,116 No
Free Delera 7 15 House Jorasco Unknown ♦2,148 ♥2,276 ♠2,404 No
Return to Delera's Tomb (Quest) 6 9 House Jorasco ♣0 ♦0 ♥0 ♠0 No
Thrall of the Necromancer 8 18 House Jorasco ♣2,613 ♦4,622 ♥4,888 ♠5,154 No
Dead Girl's Spellbook 6 12 House Jorasco ♣750 ♦1,600 ♥1,700 ♠1,800 No
The Keeper's Sanctuary 9 12 House Phiarlan ♣916 ♦1,612 ♥1,696 ♠1,780 No
And the Dead Shall Rise... 11 18 House Jorasco ♣2,112 ♦3,700 ♥3,876 ♠4,060 No
From Beyond the Grave 11 15 House Jorasco Unknown ♦1,300 ♥1,360 ♠1,420 No
Total 9 Quests 129 ♣9343 ++ ♦21,282 ♥22,493 ♠23,711 ●76,829 ++
[edit]Sentinels of Stormreach

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Bargain of Blood 7 12 House Deneith ♣870 ♦1,540 ♥1,630 ♠1,720 Yes
The Black Loch 7 12 House Deneith ♣978 ♦1,732 ♥1,834 ♠1,936 Yes
Storming the Beaches 7 12 House Deneith ♣1,032 ♦1,828 ♥1,936 ♠2,044 No
Spies in the House 8 15 House Deneith ♣2,018 ♦3,568 ♥3,772 ♠3,976 Yes
The Tide Turns 7 15 House Deneith Unknown ♦2,020 ♥2,140 ♠2,260 Yes
Total 5 Quests 66 ♣4,898 ++ ♦10,688 ♥11,312 ♠11,936 ●38,834 ++
[edit]Sorrowdusk Isle

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Freeing Achka 6 9 House Deneith ♣295 ♦520 ♥548 ♠576 No
Justice for Grust 6 12 House Deneith ♣496 ♦880 ♥932 ♠984 No
The Trollish Scourge 7 12 House Deneith Unknown ♦1,380 ♥1,460 ♠1,540 No
Extermination 7 12 House Deneith Unknown ♦1,220 ♥1,290 ♠1,360 No
Captives of the Cult 8 12 House Deneith Unknown ♦1,426 ♥1,504 ♠1,582 No
The Libram of the Six 8 12 House Deneith Unknown ♦1,732 ♥1,828 ♠1,924 No
Cleansing the Temple 9 12 House Deneith Unknown ♦1,936 ♥2,038 ♠2,140 No
Fall of the Prelate 9 12 House Deneith Unknown ♦2,044 ♥2,152 ♠2,260 No
Quench the Flames 10 12 House Deneith Unknown ♦2,038 ♥2,140 ♠2,242 No
Church of the Fury 10 12 House Deneith Unknown ♦2,038 ♥2,140 ♠2,242 No
Total 10 Quests 117 ♣791 ++ ♦15,214 ♥16,032 ♠16,850 ●48,887 ++

[edit]Devil Assault

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Devil Assault 6 15 The Coin Lords ♣1,335 ♦1,900 ♥2,620 ♠3,340 Yes
The Chronoscope (R) 6 15 The Coin Lords Unavailable ♦4,240 ♥4,516 ♠4,792 Yes
Total 2 Quests 30 ♣1,335 ♦6,140 ♥7,136 ♠8,132 ●22,743
(R) = 12-character raid quest.

[edit]Necropolis Part 2 - Litany of the Dead Part 2

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Tomb of the Shadow Guard 8 15 The Silver Flame ♣2,133 ♦3,772 ♥3,988 ♠4,204 No
Tomb of the Shadow King 8 15 The Silver Flame ♣2,364 ♦4,180 ♥4,420 ♠4,660 No
Tomb of the Shadow Knight 8 15 The Silver Flame ♣2,133 ♦3,772 ♥3,988 ♠4,204 No
Tomb of the Shadow Lord 8 15 The Silver Flame ♣1,672 ♦2,956 ♥3,124 ♠3,292 No
The Shadow Crypt 9 21 The Silver Flame Unknown ♦8,380 ♥8,840 ♠9,300 No
Total 5 Quests 81 Unknown ♦23,060 ♥24,360 ♠25,660 Unknown
[edit]Ruins of Threnal

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
In Need of Supplies 8 9 House Phiarlan Unknown ♦780 ♥820 ♠860 No
The Rescue 8 15 House Phiarlan Unknown ♦1,410 ♥2,990 ♠3,330 No
Secure the Area 10 12 House Phiarlan ♣1,022 ♦2,152 ♥2,260 ♠2,368 No
The Library of Threnal 9 9 House Phiarlan Unknown ♦916 Unknown Unknown No
Escort the Expedition 10 18 House Phiarlan ♣2,702 ♦5,699 ♥5,993 ♠6,288 No
Hold for Reinforcements 10 9 House Phiarlan Unknown ♦784 ♥820 ♠855 No
The Missing Expedition 9 12 House Phiarlan Unknown ♦1,720 ♥1,810 ♠1,900 No
Entering the Gate Chamber 9 15 House Phiarlan Unknown ♦2,260 ♥2,380 ♠2,500 No
The Gate Chamber 10 9 House Phiarlan Unknown ♦620 Unknown Unknown No
The Giant Lieutenants 9 0 None ♣264 ♦460 ♥480 ♠500 No
The Giants' Lair 9 0 None ♣243 ♦424 ♥442 ♠460 No
The Threnal Arena 9 0 None ♣0 ♦0 ♥0 ♠0 No
The Giants' Supplies 10 0 None ♣276 ♦480 ♥500 ♠520 No
Total 13 Quests 108 ♣4,507 ++ ♦17,705 ♥18,495 ++ ♠19,581 ++ ●60,288 ++
[edit]Vault of Night (story arc)

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Tharashk Arena 8 15 House Kundarak ♣1,135 ♦2,004 ♥2,116 ♠2,228 Yes
Prison of the Mind 8 15 House Kundarak Unknown ♦3,160 ♥3,340 ♠3,520 Yes
Gateway to Khyber 9 9 House Kundarak Unknown ♦724 ♥758 ♠793 No
The Jungle of Khyber 9 27 House Kundarak Unknown ♦8,740 ♥9,220 ♠9,700 Yes
Haywire Foundry 9 18 House Kundarak Unknown ♦4,996 ♥5,368 ♠5,540 Yes
The Vault of Night (R) 10 27 House Kundarak Unavailable ♦11,500 ♥12,100 ♠12,699 Yes
Plane of Night (R) 10 15 House Kundarak Unavailable ♦2,000 ♥2,100 ♠2,199 Yes
Total 6 Quests 126 ♣1,135 ++ ♦33,124 ♥35,002 ♠36,679 ●105,940 ++
(R) = 12-character raid quest.

[edit]The Red Fens

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Fathom the Depths 9 15 House Kundarak ♣2,263 ♦3,988 ♥4,187 ♠4,386 Yes
The Claw of Vulkoor 9 12 House Kundarak ♣1,590 ♦2,860 ♥2,950 ♠? 3,164 ? Yes
The Last Stand 9 12 House Kundarak ♣1,284 ♦2,260 ♥2,373 ♠? 2,486 ? Yes
Into the Deep 9 15 House Kundarak ♣2,508 ♦4,420 ♥4,641 ♠4,862 Yes
Total 4 Quests 54 ♣7,645 ♦13,528 ♥14,151 ♠? 14,894 ? ●? 50,218 ?

[edit]The Restless Isles

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Bring Me the Head of Ghola-Fan! 10 18 The Free Agents ♣2,220 ♦3,900 ♥4,100 ♠4,299 No
Slavers of the Shrieking Mines 10 18 The Free Agents ♣2,220 ♦3,900 ♥4,100 ♠4,299 No
The Twilight Forge (R) 11 30 The Free Agents Unavailable ♦12,100 ♥12,699 ♠13,300 No
The Titan Awakes (R) 12 18 The Free Agents Unavailable ♦2,620 ♥2,740 ♠2,860 No
Total 4 Quests 84 ♣4,440 ♦22,520 ♥23,639 ♠24,758 ●75,357
(R) = 12-man raid quest


[edit]Demon Sands - Zawabi's Refuge

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
The Chamber of Raiyum 12 24 The Free Agents ♣3,660 ♦6,399 ♥6,700 ♠7,000 Yes
Chains of Flame 12 21 The Free Agents ♣2,556 ♦4,468 ♥4,676 ♠4,884 Yes
An Offering of Blood 11 24 The Free Agents ♣3,024 ♦5,300 ♥5,559 ♠5,820 Yes
Against the Demon Queen 12 24 The Free Agents ♣3,660 ♦6,400 ♥6,700 ♠7,000 Yes
Zawabi's Revenge (R) 12 18 The Free Agents Unavailable ♦5,140 ♥5,380 ♠5,620 Yes
Desert Caravan 11 12 House Phiarlan Unknown ♦2,980 ♥3,123 ♠3,268 ??
The Chamber of Kourush 11 18 The Free Agents ♣820 ♦1,433 ♥1,500 ♠1,567 ??
The Chamber of Rahmat 10 15 The Free Agents ♣779 ♦1,367 ♥1,433 ♠1,500 ??
Maraud the Mines 11 18 The Free Agents ♣1,808 ♦3,166 ♥3,320 ♠3,473 ??
Purge the Fallen Shrine 11 18 The Free Agents ♣1,428 ♦2,500 ♥2,620 ♠2,740 ??
Raid the Vulkoorim 11 18 The Free Agents ♣1,200 ♦2,100 ♥2,199 ♠2,300 ?
Total 11 Quests 210 ♣18,935 ++ ♦41,253 ♥43,210 ♠45,172 ●148,570 ++
(R) = 12-man raid party.


[edit]Necropolis Part 3 - Litany of the Dead Part 3

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Tomb of the Blighted 11 18 The Silver Flame ♣2,796 ♦4,900 ♥5,140 ♠5,380 No
Tomb of the Forbidden 11 18 The Silver Flame ♣2,659 ♦4,660 ♥4,888 ♠5,116 No
Tomb of the Tormented 11 18 The Silver Flame ♣4,164 ♦7,300 ♥7,660 ♠8,020 No
Tomb of the Unhallowed 11 18 The Silver Flame ♣2,385 ♦4,180 ♥4,384 ♠4,588 No
The Cursed Crypt 12 18 The Silver Flame ♣3,900 ♦6,819 ♥7,140 ♠7,460 No
Total 5 Quests 90 ♣15,904 ♦27,859 ♥29,212 ♠30,564 ●103,539

[edit]Attack on Stormreach

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Assault on Summerfield 13 15 The Coin Lords ♣1,798 ♦3,136 ♥3,274 ♠3,412 No
Blockade Buster 13 15 The Coin Lords ♣1,798 ♦3,136 ♥3,274 ♠3,412 No
Undermine 13 15 The Coin Lords ♣1,798 ♦3,136 ♥3,274 ♠3,412 No
Siegebreaker 13 18 The Coin Lords ♣3,084 ♦5,380 ♥5,620 ♠5,860 No
Total 4 Quests '63 ♣8,478 ♦14,788 ♥15,442 ♠16,096 ●54,804

[edit]Ruins of Gianthold

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
The Crucible 14 24 Agents of Argonnessen ♣4,812 ♦8,380 ♥8,740 ♠9,100 No
Madstone Crater 14 24 Agents of Argonnessen ♣4,002 ♦6,969 ♥7,268 ♠7,567 No
The Prison of the Planes 14 18 Agents of Argonnessen ♣2,436 ♦4,240 ♥4,420 ♠4,600 No
Gianthold Tor 14 21 Agents of Argonnessen Unavailable ♦6,356 ♥7,780 ♠8,100 No
The Reaver's Fate (R) 14 18 Agents of Argonnessen Unavailable ♦6,540 ♥6,820 ♠7,100 No
A Cabal for One 13 18 Agents of Argonnessen ♣1,773 ♦3,092 ♥3,228 ♠3,364 No
A Cry for Help 13 21 Agents of Argonnessen ♣2,915 ♦5,086 ♥5,313 ♠5,540 No
Feast or Famine 13 18 Agents of Argonnessen ♣2,748 ♦4,793 ♥5,007 ♠5,220 No
Foundation of Discord 13 18 Agents of Argonnessen ♣2,344 ♦4,089 ♥4,271 ♠4,452 No
The Maze of Madness 13 18 Agents of Argonnessen ♣2,076 ♦3,620 ♥3,780 ♠3,940 No
Trial by Fire 13 18 Agents of Argonnessen ♣2,412 ♦4,206 ♥4,393 ♠4,580 No
Total 11 Quests 216 ♣25,517 ♦57,371 ♥61,020 ♠63,563 ●207,471
(R) = 12-man raid quest.


[edit]Necropolis Part 4 - Litany of the Dead Part 4

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Desecrated Temple of Vol 14 18 The Silver Flame ♣3,069 ♦5,344 ♥5,572 ♠5,800 No
Flesh Maker's Laboratory 14 18 The Silver Flame ♣3,069 ♦5,344 ♥5,572 ♠5,800 No
Inferno of the Damned 14 18 The Silver Flame ♣3,386 ♦5,896 ♥6,148 ♠6,400 No
Ghosts of Perdition 14 18 The Silver Flame ♣3,703 ♦6,448 ♥6,724 ♠7,000 No
Litany of the Dead 15 18 The Silver Flame ♣5,028 ♦8,740 ♥9,100 ♠9,460 No
Ascension Chamber (R) 17 21 The Silver Flame Unavailable ♦6,340 ♥6,580 ♠6,820 No
Total 6 Quests 111 ♣18,255 ♦38,112 ♥39,696 ♠41,280 ●137,343
(R) = 12-man raid quest


[edit]Harbinger of Madness

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Sinister Storage 15 12 The Free Agents ♣1,219 ♦2,116 ♥2,200 ♠2,284 No
Fear Factory 15 15 The Free Agents ♣2,130 ♦3,700 ♥3,850 ♠3,999 No
Missing 15 18 The Free Agents ♣2,764 ♦4,804 ♥4,999 ♠5,195 No
In The Flesh 15 18 The Free Agents ♣3,657 ♦6,356 ♥6,616 ♠6,877 No
Total 4 Quests 63 ♣9,770 ♦16,976 ♥17,665 ♠18,251 ●62,662
Italicized numbers are unconfirmed as of live. Please update totals if values changed.


[edit]The Vale of Twilight (Including The Subterrane)

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Hound of Xoriat (*Subterrane) 18 27 The Twelve Unknown ♦8,200 ♥8,500 ♠8,800 No
A Vision of Destruction (*Subterrane) 18 27 The Twelve Unknown ♦8,200 ♥8,500 ♠8,800 No
Let Sleeping Dust Lie 16 24 The Twelve Unknown ♦8,200 ♥8,500 ♠8,800 No
Rainbow in the Dark 16 24 The Twelve Unknown ♦8,433 ♥8,766 ♠9,099 No
Ritual Sacrifice 16 24 The Twelve Unknown ♦7,433 ♥7,726 ♠8,020 No
Running with the Devils 16 24 The Twelve Unknown ♦7,099 ♥7,379 ♠7,659 No
The Coalescence Chamber 16 24 The Twelve ♣5,359 ♦9,300 ♥9,688 ♠10,036 No
The Shroud (R) 17 33 The Twelve Unavailable ♦11,540 ♥11,980 ♠12,420 No
Total 8 Quests 207 ♣5,359 ++ ♦68,405 ♥71,039 ♠73,634 ●218,437 ++
(R) = 12-man raid quest.


[edit]Reaver's Reach

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Prey on the Hunter 17 24 Agents of Argonnessen ♣3,660 ♦6,340 ♥6,580 ♠6,820 No
Enter the Kobold 17 24 Agents of Argonnessen ♣5,099 ♦8,835 ♥9,172 ♠9,508 No
Monastery of the Scorpion 17 24 Agents of Argonnessen ♣4,860 ♦8,420 ♥8,740 ♠9,060 No
Stealer of Souls 17 24 Agents of Argonnessen ♣5,340 ♦9,252 ♥9,604 ♠9,956 No
Total 4 Quests 96 ♣18,959 ♦32,847 ♥34,096 ♠35,344 ●121,246

[edit]Reign of Madness

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Acute Delirium 17 21 The Twelve ♣2,400 ♦4,156 ♥4,312 ♠4,468 No
The Sane Asylum 17 21 The Twelve ♣2,810 ♦4,866 ♥5,050 ♠5,233 No
The Lord of Stone 17 18 The Twelve ♣2,040 ♦3,531 ♥3,664 ♠3,796 No
The Lord of Eyes 17 21 The Twelve ♣3,464 ♦6,000 ♥6,227 ♠6,454 No
Total 4 Quests 78 ♣10,714 ♦18,553 ♥19,253 ♠19,951 ●68,471
[edit]The Path of Inspiration

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Finding the Path 18 18 The Coin Lords ♣2,212 ♦3,826 ♥3,964 ♠4,102 No
Dream Conspiracy 18 18 The Coin Lords ♣2,212 ♦3,826 ♥3,964 ♠4,102 No
The Shipwrecked Spy 18 18 The Coin Lords ♣2,400 ♦4,150 ♥4,300 ♠4,450 No
I Dream of Jeets 18 18 The Coin Lords ♣2,400 ♦4,150 ♥4,300 ♠4,450 No
The Mindsunder 18 18 The Coin Lords ♣2,212 ♦3,826 ♥3,964 ♠4,102 No
Total 5 Quests 90 ♣11,436 ♦19,778 ♥20,492 ♠21,206 ●72,912

[edit]The Dreaming Dark

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Eye of the Titan 19 18 The Coin Lords ♣2,490 ♦4,300 ♥4,450 ♠4,600 No
Reclaiming Memories 19 18 The Coin Lords ♣2,295 ♦3,964 ♥4,102 ♠4,240 No
Raiding the Giants' Vault 19 6 The Coin Lords ♣3,440 ♦Solo Quest ♥Solo Quest ♠Solo
Quest

No
Mining for Ancient Secrets 19 18 The Coin Lords ♣2,295 ♦3,964 ♥4,102 ♠4,240 No
The Dreaming Dark 20 18 The Coin Lords ♣2,781 ♦4,798 ♥4,960 ♠5,122 No
Total 5 Quests 75 ♣13,301 ♦17,026 ♥17,614 ♠18,202 ●66,143

[edit]The Devils of Shavarath - Amrath

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
The Weapons Shipment 19 18 The Twelve Unknown ♦3,460 ♥3,580 ♠3,700 No
Wrath of the Flame 19 18 The Twelve ♣1,345 ♦2,321 ♥2,401 ♠2,480 No
A New Invasion 19 21 The Yugoloth ♣5,308 ♦9,172 ♥9,496 ♠9,820 No
Bastion of Power 19 21 The Yugoloth ♣2,976 ♦5,140 ♥5,320 ♠5,500 No
Genesis Point 19 24 The Yugoloth Unknown ♦9,060 ♥9,380 ♠9,700 No
Sins of Attrition 19 21 The Yugoloth Unknown ♦7,156 ♥7,408 ♠7,660 No
Tower of Despair 20 24 The Yugoloth Unknown ♦11,700 ♥12,100 ♠12,500 No
Total 7 Quests 147 ♣15,629 ++ ♦48,009 ♥49,685 ♠51,360 ●164,483 ++

[edit]Secrets of the Artificers

Quest Name Quest Level Total Favor Patron ♣Casual ♦Normal ♥Hard ♠Elite ●Epic?
Blown to Bits 19 18 House Cannith ♣2,047 ♦3,534 ♥3,657 ♠3,780 No
Power Play 19 21 House Cannith ♣2,643 ♦4,565 ♥4,725 ♠4,884 No
Schemes of the Enemy 19 18 House Cannith ♣2,392 ♦4,132 ♥4,276 ♠4,420 No
The Lord of Blades (R) 20 21 House Cannith ♣Not possible ♦6,383 ♥6,600 ♠6,816 Yes
The Master Artificer (R) 19 21 House Cannith ♣Not possible ♦4,580 ♥4,740 ♠4,900 Yes
Total 5 Quests 99 Unavailable Unavailable Unavailable Unavailable ●2
(R) = 12-man Raid party





Categories: Quests | Adventure Packs | Story arcs

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wetheril
07-07-2012, 12:53 PM
To get the most out of trapskills I made a Rogue/Wizard but haven't played her a lot so far since it's as exciting as playing my cleric. I follow my hireling and defender, hypnotizing and charming stuff while they beat everything up. It's rather effective so far since they do like ten times my damage and I can stand in the back and watch them play. Most of the time I don't even have to do something besides trying to manage the hireling KI or healing him - only taking WF hirelings because of this. I've yet to find a trap/door I couldn't deal with even on higher difficulties. It is effective yet boring and I wonder when this will change? When will I be factor and not my followers? When I finally reach Palemaster at 12? This seems to be a long way off. Plus I avoided Undead so far. Will those parts of the game be any kind of fun without being able to charm/hypnotize?

There's actually some decent damage spells for wiz/sorc, I'm surprised you're not utilizing. Scorching Ray, Scorch, Frost Lance, and Acid Spray are all good spells before firewall. An alternative, as mentioned, is master's touch + falchion/greatsword. There's absolutely no need to rely on a hireling to do the killing for you (and they are terrible at killing things too). I have to agree with people that the most important aspect of being able to solo a dungeon is how quickly you can kill, and having the hitpoints to survive traps, critical hits, and damage spells.

failchen
07-07-2012, 01:52 PM
I agree with you, I really hadn't played my wizard a lot when I wrote that. It is indeed easier the way you described it, but for the first 4-5 levels a big weapon was still easier ;)

On the other hand I made a sorc just to learn the difference and I was astonished how fast everything dies without having to rely on that big bad weapon. I simply blazed thru Korthos with burning hands and the eternal fire wand. Starting with like 230 Spellpoints makes for a much smoother game experience. Nuking stuff is really attractive.

And I have to admit i've just upgrade to VIP. I spend so much time with this game that it seems to be totally worth it. So expect more newbie questions from me in the near future. Since I still can't decide what I want to play everything will be even worse now with more classes and races to choose from. Just a shame that I can't test Favored Soul and Artificer :(

LOOON375
07-07-2012, 02:27 PM
If you take a hireling cleric, you can "solo" 99% of the non epic, non raid content in this game with pretty much any class.

Obviously, it all gets a lot easier after you start to learn the content. As has been already said, if you know where the traps are on a non trapper toon, it will be a breeze in that regard.

junkets101
07-08-2012, 04:59 PM
I agree with you, I really hadn't played my wizard a lot when I wrote that. It is indeed easier the way you described it, but for the first 4-5 levels a big weapon was still easier ;)

On the other hand I made a sorc just to learn the difference and I was astonished how fast everything dies without having to rely on that big bad weapon. I simply blazed thru Korthos with burning hands and the eternal fire wand. Starting with like 230 Spellpoints makes for a much smoother game experience. Nuking stuff is really attractive.

And I have to admit i've just upgrade to VIP. I spend so much time with this game that it seems to be totally worth it. So expect more newbie questions from me in the near future. Since I still can't decide what I want to play everything will be even worse now with more classes and races to choose from. Just a shame that I can't test Favored Soul and Artificer :(

imho arti is the easiest class to solo...splash 2 rogue levels for evasion and higher skills across the board at first level, and make sure you use your enhancements to have battle engineer at lvl 7.

No matter what class you take, you have to account for a few things when soloing (imho).

1. dps - figure out how you are going to hit things, spells, some combat style...something. You can go TWF if you have a lot of ways to boost the damage--racial damage increases, tempest, sneak attack...just work it out. Wanna use a shield? get improved shield bash. You will need it if soloing.

2. self heals - oh you like hirelings? well, it's great when they kill themselves in lava or run out in the middle of an instance. Figure out a way to heal yourself. Pots are great if you can afford them. Cure moderate wands work for rangers, pallies, cleric dilettante, rogues with high umd. Clerics, bards, pallies and monks have some self healing, along with WF Sorcs and Wizards and WF or feat buffed Arti's. Another method of self healing is to play a pale master. WF PMs in particular shine with self healing.

3. traps - either you get some rogue/arti or you jump them. If you're going the avoidance route, run things on hard/normal because more often than not, elite traps will drop an inexperienced player.

4. damage mitigation - tricky very high AC can help but that takes dedication. The other things that can help are 1. Evasion - must have for solo imho, this means splash of 2 rogue or monk levels or 9 levels of ranger.
Fortification - get it. Yes, light fort does help at low levels--better than AC in most cases. Unless you're playing a pally, fighter or monk, high AC probably isn't in your future. Resists - join a guild with a decent ship--the acid resists alone will avoid most if not all melf's damage. Stoneskin wands are nice, but expensive--same with blur. Shield mastery is often overlooked.

5. Synergy - since you are going to have to splash rogue or monk, you'll want builds where the statistics compliment each other. Someone mentioned rogue (2) wiz (18) already due to the int combo. IMHO it is the best combo for soloing especially as WF PM although any PM or any WF (like WF enchanter) will work. I'll add some others.

Cleric 18, monk 2 - take first lvl as monk for some offense, 6 lvls of cleric for radiant servant, then I would suggest going for blade barrier. Once you get bb, take the other level of monk for evasion. The high wisdom will add some AC, make your evasion very strong, you get a +2 wis buff from monk stance. Just keep in mind you are first and foremost a healer or people will hate you in groups. Sooner or later, you WILL want to group for raids and such so keep that in mind.

Arti 18, rogue 2 - first level as rogue, get turret and BE, then 2nd lvl of rogue for evasion and filling out some other skills.

Bard - there are all kinds of ways you can go with bard, but you'll find minimum 18 is important for your spells so...I lean toward 18 bard 2 rogue. Bard can keep your trap and UMD skills high. Dual wield and warchanter makes for a good melee bard + some evasion and some sneak attack...

Rogue assassin - once through the first few levels rogues can solo pretty well thanks to UMD. Keep that maxxed.

Straight class light monk.

Tukaw build (tricky, takes some gear, but if you look this up, it has proven to be an effective multiclass build at high lvls--basically a WF 2 rogue, 2 pally, 16 sorc. Really need good build points as it requires a bunch of stats.

WF FVS, no evasion, but you muscle through for the DR at 20. 2h sword for melee dps with racial enhancements. Great saves, good hp thanks to toughness enhancements for FVS. Make sure to take copious amounts of healer's friend enhancements. Well worth it for this char type. And be sure to get AA enhancement.

WF Sorc - self healing and massive damage--bottom line Con and Chr are going to take a lot of your build points.

AA ranger (or tempest). I like AA for the ability to kite. However tempest has an advantage that many overlook and that is spring attack. IMHO if you are melee, unless you are a pure tank, NEVER stand still. Always circle to flank or jump or back them in a circle or something...even just back and forth to make the lightning bolts miss...people who stand still are easy spell targets. You want to move and anticipate a lot. I like to see tanks moving too, but I've also seen tanks go into defensive fighting, block and intimi lock a mob into place very effectively. Ranger will give you evasion at 9, self healing with wands or pots, good damage. Just gotta play smart.

Use this last one with caution:

battle cleric *wince* DWARF! one level of fighter for 2 feats (dwarven axe for free and one free feat of your choice--I recommend getting shield mastery for mitigation as well as snagging improved shield bash for some effective melee damage. Then take at least 18 levels of cleric in a row. If grouped, do nothing but heal except in very rare circumstances. Make a name for yourself as an effective healer. Be willing to deal with people outright refusing to group with you thanks to the bazillion battle clerics who like to swing their axes while people die. You will find many of these frustrated people. To be fair, it is often wise. However, many of them are just snobs who want heal bots and would never play a healer themselves. Make sure you have radiant servant 2 and look for gear that gives you devotion, sacred and healing amps. Yeah the +2 pure good dwarven axe looks great, but if you see healing on an axe and devotion on a shield, get those. Make sure you take the first level of axe damage and hit enhancements, all the dwarven faith you can get, and keep healing maxxed at all times. Contrary to popular opinion, there are some very powerful clerics out there with this build. It's the majority that ruin the build for the skilled player.

Persiflage
07-09-2012, 05:46 AM
It's funny how people's experiences vary. I solo almost all of the time, run elite in most quests, and I've done so to L20 with the following toons, in no particular order:

Dwarf Cleric w/fighter splash
WF Wizard (Archmage)
WF Arti (twice)
Human Arti
Dex/Wis Halfling Monk (light)
Str WF Monk (dark)
Half-Orc Thief-Acrobat w/Monk splash

I've also got a bunch of other toons, including a Dwarf Barbarian, a mid-level Dwarf Tempest/Rogue build who I've had on the shelf for ages and a WF Favored Soul who isn't too far off cap. You'll notice that of the 8 actual L20's achieved, only three of them had evasion. I honestly can't say I noticed any difference when levelling; but please do bear in mind that "getting to level 20" and "staying effective at or beyond level 20" are in no way necessarily the same thing, which is why you'll see a lot of builds aimed at multi-TR's who are just going to go straight back to level 1 again. Evasion's handy, no doubt about it, and *some* quests really make you sit up and take notice if you don't have it, but there's enough content in the game - particularly on a first life - that you frankly don't need to go anywhere near the scant handful of quests that all-but-demand evasion if you don't want to.

(Try to bear in mind - and this isn't a criticism of anyone - that some of the advice you'll get will be from people who may well be taking a longer view than you; some of the concerns and optimisation advice you'll receive will frankly Just Not Matter if you're on a 1st-life toon simply running Normal and Hard quests to 20 in your own sweet time. There are plenty of ways to "fix" a build later, particularly if you're prepared to blow some turbine points, so don't sweat your choices overmuch. Your definition of "effective" might be "can solo quests on hard or make a significant contribution to a group", whilst the person you're talking to might have the standard of "can hold their own in a short-man elite raid". There's no problem with that, but if in doubt, ask.)

The dwarf cleric was my first toon, and I have to say that levelling him past about 13 or so, solo, was a fairly miserable experience. He's almost exactly the build that junkets describes in his post, but my personal opinion is that it's easy to forget when you've been playing a while exactly how much knowledge, skill and gear it takes to play certain builds effectively! He went like billy-oh through low to low-mid levels, then tailed off drastically until his offensive spells became worth a **** and he was useful once more. That shouldn't be taken as anything like an absolute though, that was just my experience as a novice player; there's plenty of good advice around that I'd have listened to if I'm known enough to look for it at the time. I'd have far less trouble now, although I'd still have the problem of doing enough damage to matter. On a first life you don't actually have to run elite at all if you don't want to and you can make decent progress by kiting things through blade barriers and swinging an axe. Your self-healing is without peer (actually, it's way better than it needs to be once you get the trick of it) but even with Radiant Servant enhancements you may find find that when you're playing solo you still run out of spell-points and whatnot until you learn when to swing and when to cast. From everything you've said so far, it's not what I'd pick out for you as a first toon.

This toon's greatest achievement: getting to L20 at all!

(As an aside, always have the highest fortification you can get, the earliest you can get it.)

The first toon I capped was the halfling monk; I started playing him and discovered that he was SO much easier to level than the cleric (and yes, that was partly due to my lack of skill and experience) that I just sort of zoomed him up to 20. Everything on Normal was a breeze, and almost everything on Hard and Elite. That's not to say you're necessarily going to end up with something viable at end-game, but getting to 20 with nothing but the odd hireling here and there, is very easy indeed.

Another aside: learning how to use hirelings is a skill all by itself. One of the most critical things you'll learn is when to make them stand still, and how far away you have to be to get them to teleport to you instead of running through the traps and/or mobs you left behind. It's best to think of them as re-positionable static objects than as party members most of the time!

Back to the light monk... I had 32-point builds when I made mine, and I'm not sure whether a 28-point build would be as comfortable to level, but nonetheless it really is an easy class to solo, or *was* at any rate. Of course, stunning worked better in those days ;)

Halfling Monk's greatest achievements: soloing Proof is in the Poison on elite at level; soloing Devil Assault on all difficulties, at level, with just a standard cleric hireling (hey, it was an achievement for me at the time!); soloing Chronoscope (two levels over the quest, but heck, I was still pretty new).

The WF dark monk was better still, although I don't know how well it would stack up these days. I went Earth stance with appropriate gear on a stone theme; Jidz Tet'ka bracers, gorgon docent, vampiric stonedust handwraps and so on, having an absolute ball... I've got a great gallery of pictures I'll post one day of his "garden gnome" collection. I was on a mission to get a snapshot of every creature in the game turned to stone (barring the immune, of course) but I got side-tracked. Earth stance is less good at lower levels in these days, IMO, and there's probably better gear to be had. I had the most incredible luck and pulled Devout Handwraps on my first venture into Shadow Crypt, which made a big difference later on for DR-breaking purposes.

WF Monk's greatest achievements: tanking Mommy Dragon and taking her down (duo'd with a Bard who stayed the hell out of the fight while throwing the occasional Reconstruct from a scroll); clearing the Devil Battlefield solo, no hireling, in one session, without shrining, including rares, at 16th level. (Yeah, I know people do much more impressive things, but I'm still rather proud of that one... possibly because it was a build and gear setup I came up with myself, although doubtless it has been done a hundred times before).

Next came the Warforged Wizard... and this blew everything else out of the water. Seriously. The first few levels involved swinging a big axe (I had Carnifex from the Delera's chain by then) whilst self-buffing and healing, and they were a breeze. Blur, Displacement, Haste, Stoneskin, throwing in the occasional decent damage spell and being able to throw AoE confuzzlement spells like Sleet Storm, Grease and whatnot did me just fine for more than 7 levels, in fact. I probably started using my offensive spells later than I should have, just because meleeing was going so well for so long! The main thing running this toon taught me was "when to get the heck out of Dodge" as a caster, and taking this skill back to my cleric helped enormously. You learn not to panic when you're swarmed and have all sorts of special effects going off, relying on all your mitigation spells and self-healing to keep you upright while you gather the mobs for the big-damage AoE, and for a learning player, keeping cool and hitting the right buttons under those circumstances is one of the greatest skills you'll acquire. Yes, there are plenty of other ways to learn it, that's just how *I* did! For all that evocation Archmages tail off at later levels, it's not much of a chore to re-spec later, plus you can have decent DC's on non-evocations all the way to 20 if you pick the right feats and max your Int (I was able to cc the old Epic Big Top and Wizard King with zero raid gear on life 1 quite handily).

I've never tried the Pale Master route, although I surely will give it a go at some point. Right now, my Wizzy is on the shelf except for farming stuff, as I'm waiting to see what the update to enhancements will bring before I work on him any more. From all the reports, I'm **** sure he wouldn't be landing many spells in epic quests with his highest DC's at a meagre 40-ish. Plus, I no longer understand a single **** thing about how casting gear works :/

WF Wizard's greatest achievements: difficult to say, as I could do stuff on this toon that I wouldn't have dreamed possible... but some of that was definitely down to an increase in skill as well as the fact that Wizards rock out. I'm going to go for; soloing ADQ2 on Hard.

The HOrc Thief-Acrobat was, truth be told, a brutal return to reality. I hadn't played a melee for a while and... well, no blue-bar self-healing made it *tough* at later levels. It was weird; he pretty much sailed up to L17 or so and then hit a wall. A build like this needs decent gear, and if at all possible, past lives to make it really shine. Still, it had its good sides: locks and traps, no problems at any difficulty. There was too much gear-swapping required for UMD to make a high score truly viable during combat, which was a problem. Combined with not enough hit points for the damage mitigation I could pull out, I struggled on my last couple of levels when soloing; although I still tended to out-kill everything when in a group. He felt, strangely, like far more of a glass cannon than my Wizard; quickened Reconstruct is a great equaliser! He's picking up a fighter life right now, as the build just didn't seem workable for soloing at 20+ on a first life.

And then... Artificer. Oh, boy, and I'd thought soloing on a Wizard had been good! No Evasion notwithstanding, there was practically nothing (outside of raids) I couldn't tackle, solo, on any difficulty. I actually went to the trouble of making him a Lightning II greensteel repeater, I enjoyed him so much; and by then I'd changed jobs and whatnot so could only play a few hours a week, so that represented a huge investment in playing time. Cleric hirelings, where I bothered, were there solely to provide me with free extra spell points; and even then you find that mana conservation is less of an issue than you might think as you're not relying on spell points for all your damage as you do with a Wizzy. Your UMD will be high enough that you can do lots of things that Wizards can do, and your scrolls, potions and wands are all way more effective than anyone else's due to the caster level bumps (for instance, your Stoneskin is actually more effective from a wand than from your blue bar when you first get it). However, all this should be taken with a pinch of salt: by now, I had high-level crafting under my belt, plenty of cash (relatively speaking; compared to many on here, I'm penniless!) and no problems with twinking gear so I was easily hitting DC's for Spot/Search/Disable. Bravery bonuses were introduced about halfway through his first Artificer life, and I picked up an unbroken 250-elite-streak, almost entirely solo, (carried over to his next life) before elite difficulty got borked and I decided to drop to Hard for faster XP.

Observations about other toons I've tried and not got to cap yet...

Human Bard/barbarian: great at low levels, started to suck hard for soloing higher difficulties in mid-level content, particularly in the newer quest chains. I almost certainly did something wrong with the build, but damned if I know what. I find he's not enough of any one thing; hits hard (but not hard enough to kill things at a rate to mitigate the incoming damage), self-heals well (but not well enough or fast enough to keep him upright while he kills things). His CC is pretty effective, but his DPS just isn't enough for soloing elite content. I'd probably make a much better job of playing him if I went back now, to be fair.

Dwarven Tempest (Exploiter-ish build): Got him to about L13, gave up in disgust. Fully aware that it was my own lack of knowledge that made him suck, but I still haven't got over the psychological block enough to go back and fix him. TWF as well as traps/locks requires a LOT of attention to your gear as it's hard to do everything well on a first-life build without heavy twinkage (which I couldn't do at the time as I didn't have any capped toons when I created him). I know it's listed as a good build for new players, but I found it tough: quite likely just because I'm not terribly good at it! Unlike the toons I capped, I found he was getting squished like a bug in Gianthold as I didn't have the AC to mitigate damage, didn't have the spells to mitigate damage and didn't have the keyboard skills to mitigate damage. Self-healing is really only relevant out-of-combat, so doesn't suit my playing style.

Dex/Wis Halfling Dark Monk: I made him just to compare for levelling purposes with the equivalent light monk I'd capped. I'm going to go ahead and call light monks easier for the inexperienced :) He, too, is shelved; he's now reserved for helping out guildies who are passing through that level range. As far as I took him, he was just as adept as the Light version in soloing content, but required a bit more careful management to stay alive; I really did miss the light monk's self-healing.

Dwarf Barbarian: Fantastic at lower levels, just pick up a hireling and tear through everything. Find traps with your face and Just Not Care because you have silly numbers of hit points. You get to run around quickly and have the satisfaction of seeing crazy numbers pop up when you kill things in the face with your big axe. Gear is easy (to begin with, anyway), you can be perma-raged between shrines by the time you hit mid levels, and you can Stunning Blow and Trip stuff to leave a swathe of destruction in your wake. Leap over trash like a psychotic gazelle to get to the casters, put them out of commission fast and then Cleave like a nuclear-powered threshing machine when the mobs catch up with you... It sounds great, and I find myself sitting here thinking "Hmmm, maybe I should play him again", but I ran out of enthusiasm at about L15 and haven't been back since. Soloing - particularly on elite - gets much, much harder at later levels; largely because your self-healing is limited to "drinking potions".

WF Favored Soul: I was actually having a blast with this, until I played an Artificer... With the various direct and indirect nerfs to WF recently, I probably wouldn't bother with this again; or at least, not with the same build. I seem to recall that I abandoned him at L17/18 so I really ought to at least cap him and TR!

So, for what it's worth, those were my experiences as a new player more-or-less until now. I've dabbled with other builds and combos, but nothing I (or likely, anyone else) would recommend for a new player. I hope something in this wall of text proves useful :D

failchen
07-11-2012, 06:16 AM
Wow, that's a lot of good reading! Especially the "Evasion is needed" topic is interesting to read.

As a funny sidenote, after upgrading my account I made a monk. Actually I only wanted to have a short look at the monk class (dark), and since then I have been playing her all the time. Leveling is so much easier compared to all other classes I've tried so far and with Evasion I can be really reckless when it comes down to finding traps. But I've only played on normal, so this may change on a higher difficulty and higher levels of course. Still it was a blast getting to 7 ;)

After that I made a new castercleric and did only Elite quests with a hireling. Well, I stopped rather soon since it seems I'm lacking the cash to back up this leveling experience. But it is a completely different playing experience, that's for sure.

Right now I'm wondering wheter I should try ot Artificer or not. Considering the answers in this thread it seems to be one of the best classes when it comes down to soloing. But perhaps I should continue with my monk first and see more of the game... there's still so much to see and do...

Doskko
07-11-2012, 07:38 AM
Artificers are a blast to play but they work differently then others (ie ranged vs melee). While some players use melee wpns as well as crossbows, I haven't found that it is necessary nor effective. Conjured bolts and a repeater is pretty much all you need. Your doggy can tank anything in the early lvls and most stuff in the mid lvls. Traps & locks are no problems for Artis but pure ones don't get Evasion... there are many compelling arguments towards staying pure. You'll find that your UMD goes through the roof and you'll be able to use lots of things that would normally be off limits (ie race specific items, divine scrolls & wands, etc). If you're going to be into crafting, Artis have bonuses to that as well.
In short, Artis are TPs well spent.

As for traps & the soloing nontrapper, yes it can be done. You can read ahead on the wiki to know what & where to expect and buff accordingly. Watch the trap itself and try to time it or move around it (the ones in Proof is in the Poison are completely avoidable for example). Worst case scenario (like Bookbinder on elite), you can get a Rogue hireling from the store. If you go that route, try to plan a few trap heavy quests in a row to maximse your TPs.

failchen
07-11-2012, 07:53 AM
Oh yes, the wiki. I don't really want to know where I spent more time with... reading wiki or playing the game?

Persiflage
07-12-2012, 06:14 PM
Worst case scenario (like Bookbinder on elite), you can get a Rogue hireling from the store. If you go that route, try to plan a few trap heavy quests in a row to maximse your TPs.

Actually, Bookbinder on Elite is entirely soloable on an Arti; I've done it on every life... I can only think of one or two quests off the top of my head that absolutely *require* you to run through or jump over the trap in order to disable it, and that's not one of them :)

Of course... it may well be different now with the increased crazy trap DC's. As I'm about to do another life, I guess I'll find out the hard way :/

Doskko
07-13-2012, 06:50 AM
Actually, Bookbinder on Elite is entirely soloable on an Arti;
My point is for a character unable to do traps, Bookbinder Rescue on Elite has a very high chance of failure. If the trap doesn't kill you it might whack one of the hostages. I know that the blade trap does 80+ per hit... about 5 hits in total. Owwies!!

Persiflage
07-13-2012, 06:49 PM
My point is for a character unable to do traps, Bookbinder Rescue on Elite has a very high chance of failure. If the trap doesn't kill you it might whack one of the hostages. I know that the blade trap does 80+ per hit... about 5 hits in total. Owwies!!

You're absolutely right, I didn't read your post carefully enough (something I hate when people do it to me!) and I apologise :)

EllisDee37
07-16-2012, 01:14 PM
Over the last days I played a lot and tried out different build ideas I found in these forums, but in the end I can't really decide which build to take! First I started a pure healing cleric, [...] A THF Paladin starting out as a rogue was my next step. [...] Then I toyed around with a Tempest Trapmonkey [...] To get the most out of trapskills I made a Rogue/WizardHa! Your first four characters are the same as mine.

I started with an 18/2 thf pally/rogue, and he is still my main. Love him to death, but you fell into the trap of trapping skills. A pally simply can't do traps, so don't even try. Put 4 points in Open Lock at level 1 and then no more, and no trapping skills at all. Instead dump all your skill points into maxing concentration (top priority), then jump, balance and intimidate. An evasion paladin gets by on his survivability, and while leveling this means going hunter of the dead and maxing the human improved recovery line and paladin devotion lines, while taking your cure spells as early as you can get them. Be sure to equip a devotion item. (Best in slot is a crafted devotion trinket of melee alacrity.) You really can't beat an evasion paladin for pure survivability.

I then rolled up a tempest trapmonkey. Properly geared there are only a tiny handful of traps in the entire game you can't no-fail find and disable on elite. Like the evasion paladin, it's important to max concentration, human improved recovery and ranger devotion lines, and equip a devotion item. Their self healing isn't as good as a paladin, who gets extra healing amp from the hunter of the dead prestige, but it's pretty darn good.

My third alt was rolled up under protest when soul gems were added to cannith crafting: 18/2 wizard rogue. Hoo boy this is a rocking mix. I can see why you'd be frustrating, following around hires and charmed mobs who did your fighting for you. I maxed my fire and ice damage lines and nuked everything in sight with scorching ray and frost lance, cast webby firewalls (firewall doesn't burn away webs) and shield blocked, or dancing ball and ice storm and shield blocked. Once I got high enough level for relaible instakills it was game over for the mobs. Truly a menace. I never bothered with hires or charming mobs.

My fourth alt was a pure healing cleric. He's capped now, but when I tr him into another pure cleric I plan to take Martial Weapon Proficency: Maul at level 1 and go melee until level 11, when I'll switch out that feat for something useful. I chose mauls because there are a lot of specialty melee weapons I prefer to be bludgeon (undead beater, construct beater, ooze beater) so I can make a maul of every type and only require one feat. This cleric is currently necro focused, and there's a good chance I'll stay necro focused in his next life too. Implosion (evoication) is great but the 60 second cooldown is stinky. Give me a short-cooldown destruction (necromancy) any day, plus energy drain (necromancy) is nice to soften em up.

All four of these characters are extremely fun to play and incredibly solo-friendly.

failchen
07-16-2012, 01:39 PM
After some more playing I have mixed results ;)

My monk was the first to reach level seven and it was a blast to play. Feeling invincible is only the topping since almost everything feels right with this character. But to be honest I was afraid of all the clicking. When I started I leftlicked my way through hundreds of mobs untill I found the autoattack key. But I didn't like all the spinning around and targeting new mobs so I lost interest in a pure melee char.

On my next character, the wizard, I found out by accident that I could simple hold left mousebutton for a much easier and smoother game experience. Silly me. Anyways, I hacked my way to level seven and once I had firewall I thought: godmode on! I turned on zombie form, gathered more mobs than I could count, web, death aura, fire wall... almost a great feeling! But since I didn't know my way around in the quests I was either out of mana before the next shrine or a priest killed me - unexpected, mean, evil ;)
Or in other words I found out that I don't have the spell points and quest knowledge to play this way. And since I didn't want to use my great axe for another level I shelved the character. Now I'm pondering whether to respec to archmage or use my great axe or learn the caster way by just trying and learning. Undecided...

In the meantime I've been toying around with an Artificer and what should I say? Despite playing everything on hard, something I haven't dared with monk and wizard yet, life is still easy and leveling goes faster. But the more I play and look at this warforged back the more I'm inclined to go back and continue my good looking monk starring those pointy ears ;)

Decisions, decisions...