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Thread: WoW Solo Zones.

  1. #41

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    Quote Originally Posted by Ghoste View Post
    People who learn how to solo effectively make better team players.
    Though I will agree a Good soloer usualy has a well build Character (I do not make Solo Builds I Make grouping Builds), Some Soling tactics have poor effects in group play and I have many times seen players who mostly do solo play be terrible Group Players (THough mostly on the Social aspect of group play).

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  2. #42

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    Uh... Dingo, seriously... It's D&D Online... You know, DUNGEONS AND DRAGONS. The 30, almost 40 year old PEN AND PAPER roll playing game. The one were a GROUP sits at a table TOGETHER and plays. Yeah... Thats what DDO is based on. That means DDO is a GROUP based game where people play TOGETHER. Solo is there, and can be done if you twink any put up with spending the cash, but the game was never ment to be a solo experience.

    In the short answer, YES, suck it up and join a group!

  3. #43
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    Post response to solo play.

    How about putting the troll regen ring back in game, so people who wish to solo, have more options than /death on incap.

  4. #44
    Community Member miceelf88's Avatar
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    Quote Originally Posted by Dingo123 View Post
    You want me to recall over and over and over again?

    You want me to develop a build specifically to solo?

    You want me to just suck it up and group even if I don't want to?
    I dont' think anyone here wants you to do any of those things whatsoever. We just don't want your ideas implemented, because they will be incredibly game-imbalancing (free heals and xp potions) or fundamentally change the way that this game is played.

    I say this as a player who solos much more than grouping.

    I don't care WHAT you do. Just don't mess with the game.

  5. #45
    Community Member Soul-Shaker's Avatar
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    pfft if you require a regen then your not soloing efficiently. Ive soloed most of the content to the game from day 1 of release and even on elite with my gimp equipped caster. As for why solo helps group, well why send everyone to do one task if it can be done by one allowing the rest to do another parts of the mission thus speeding up the mission.
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  6. #46

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    Quote Originally Posted by Soul-Shaker View Post
    . As for why solo helps group, well why send everyone to do one task if it can be done by one allowing the rest to do another parts of the mission thus speeding up the mission.
    But that can waste Rescources in Group Play. IMO it is better to use the group abilities as a whole so less rescources are used and you can get more out of the quest.

    For example If a Caster went ahead to kill everything (Which is common, Find myself doing it alot in PoP) He is using alot of his SPs which could cause a recall, If he/she waited for the group less of his/her recources would be used less and he/she would have more through out the quest. This is more an impact on long quests and less on Short Quests.

    This is just How a Prefer playing.

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  7. #47
    Community Member Soul-Shaker's Avatar
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    Quote Originally Posted by dragnmoon View Post
    But that can waste Rescources in Group Play. IMO it is better to use the group abilities as a whole so less rescources are used and you can get more out of the quest.

    For example If a Caster went ahead to kill everything (Which is common, Find myself doing it alot in PoP) He is using alot of his SPs which could cause a recall, If he/she waited for the group less of his/her recources would be used less and he/she would have more through out the quest. This is more an impact on long quests and less on Short Quests.

    This is just How a Prefer playing.
    Depends on how they play/kill. Before i recently change to lightning spec to test some things, It would only take me about 500sp to get clear to the top. 500 out of 1800+ is barely nething. If your trying to FOD/PK everything then you got a problem hehe. Try Mass suggesting the first 4 mobs and make sure to herd them so that it only costs you 4 casts. Then cast haste on them. They can basically take you all the way to the top with no problem and theyll kill eachother off due to breaking at different times.
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  8. #48

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    Quote Originally Posted by Soul-Shaker View Post
    Depends on how they play/kill. Before i recently change to lightning spec to test some things, It would only take me about 500sp to get clear to the top. 500 out of 1800+ is barely nething. If your trying to FOD/PK everything then you got a problem hehe. Try Mass suggesting the first 4 mobs and make sure to herd them so that it only costs you 4 casts. Then cast haste on them. They can basically take you all the way to the top with no problem and theyll kill eachother off due to breaking at different times.
    PoP Is a fairly Short Quest, even though I mentioned PoP as something I run ahead on with my Wizzy, My point was more directed at longer quests.

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
    Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4

  9. #49

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    Quote Originally Posted by dragnmoon View Post
    PoP Is a fairly Short Quest, even though I mentioned PoP as something I run ahead on with my Wizzy, My point was more directed at longer quests.
    It depends on the quest and whether or not you actually need to kill everything. Take von 4 for example. I expend more resources if i stick with the group. By splitting off I just cast invis, jump, stoneskin and haste and I can pull both levers faster and with fewer spell points than we can get a single lever by sticking together.
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  10. #50
    Community Member Soul-Shaker's Avatar
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    Quote Originally Posted by dragnmoon View Post
    PoP Is a fairly Short Quest, even though I mentioned PoP as something I run ahead on with my Wizzy, My point was more directed at longer quests.
    Longer quests like madstone? well me and a few guildies, that didnt know the quest like I did, came with me when I proposed lets try running normal to see if farming ancient bands as fast as possible by splitting up and going to each seer. well it turned out to 13 mins but there was a lot of errors and then we had 2 ppl that did it maybe only once. but something like this could probably get shortened to about 6/7 mins with just 3 casters that know how to handle up to each seer effectively. Versus about 16-20 with a group just going together. Yes i know I said normal but its just a matter of testing speed for ancient bands.
    Last edited by Soul-Shaker; 08-31-2007 at 07:38 PM.
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  11. #51

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    Quote Originally Posted by Ghoste View Post
    It depends on the quest and whether or not you actually need to kill everything. .
    Must.........Kill.....everything........ urge....to.....great........

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
    Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4

  12. #52

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    Quote Originally Posted by Soul-Shaker View Post
    Longer quests like madstone? well me and a few guildies, that didnt know the quest like I did, came with me when I proposed lets try running normal to see if farming ancient bands as fast as possible by splitting up and going to each seer. well it turned out to 13 mins but there was a lot of errors and then we had 2 ppl that did it maybe only once. but something like this could probably get shortened to about 6/7 mins with just 3 casters that know how to handle up to each seer effectively. Versus about 16-20 with a group just going together. Yes i know I said normal but its just a matter of testing speed for ancient bands.
    Mulitple wizards are great on a group, because you are spreading out your recources. Most groups I am in have 1 or 2 Casters... What I run into with 2 casters is if you have similar tactics sps get wasted because you are both trying to kill things and the same spell goes off on the same monster, usually i will switch up and go crowd control while the other caster goes killing.

    By the way... I am soooo glad I took this thread off subject

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  13. #53

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    The Wizard King is another one. Last time I ran that was with a group where every single character was self healing and very self-sufficient. Finished it in 7 minutes because everyone just took off in a different direction til we found the path leading to the wizard king himself. That's usually a long quest but if you split up you can still blow through lots of sp because there are plenty shrines.
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  14. #54

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    Quote Originally Posted by Ghoste View Post
    The Wizard King is another one. Last time I ran that was with a group where every single character was self healing and very self-sufficient. Finished it in 7 minutes because everyone just took off in a different direction til we found the path leading to the wizard king himself. That's usually a long quest but if you split up you can still blow through lots of sp because there are plenty shrines.
    And there is My point right there...

    That is alot of wasted resources.. And can get very expensive... Why worry about beinf self-sufficent on healing when someone can do it for free?

    Oh... yeah... Unless you mean using Spells for healing and not potions/wands/scrolls.. then that is ok

    And yes I agree you also need to be able to balance SP out put with the number of shrines in quest.

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
    Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4

  15. #55
    Community Member Soul-Shaker's Avatar
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    Quote Originally Posted by dragnmoon View Post
    Mulitple wizards are great on a group, because you are spreading out your recources.
    So is sending everyone else somewhere while you solo another part . Another short example but GH Tor I usually split from my party and solo one side when you reach the split at the kobald area. Another example being in TS where you can go around to water area while others do fire and ice. Against the Demon Queen each person if full group can take a wing.

    Quote Originally Posted by dragnmoon View Post
    Most groups I am in have 1 or 2 Casters... What I run into with 2 casters is if you have similar tactics sps get wasted because you are both trying to kill things and the same spell goes off on the same monster, usually i will switch up and go crowd control while the other caster goes killing.
    When this happens I choose my targets based on what I think most casters will do anyway like tabbing the front targets, so I tab a few deep or start from the back. If your wasting sp because of same target to often, your not learning from the mistakes and not catching on to the others play style.
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  16. #56

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    Let me give an example of wasted resources... NoN Wizzy

    Ok My Dwarf Fighter always tried to carry 100 Heal Pots, with a Chr of 6 that get **** expensive. Now I carry them because I know:

    1: will not always have a healer around
    2: Healer will not always be able to heal me.

    But if I was to run ahead because I know I can handle what is up ahead I will be going into that Pot Reserverand in the end a Huge chunk of what I gained from the quest would just go into buying more pots.

    When I mention resourses I am not only talking about SPs.

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
    Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4

  17. #57

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    Quote Originally Posted by Soul-Shaker View Post
    When this happens I choose my targets based on what I think most casters will do anyway like tabbing the front targets, so I tab a few deep or start from the back. If your wasting sp because of same target to often, your not learning from the mistakes and not catching on to the others play style.
    I Usually Pick Spell casters first then ranged then melee in that order.

    I let the Melee Players take care of the melee Monsters.

    This is when I play my wizzy.. Different tactics ofcourse for other characters.

    Edit: But like I said when I am in a group with another wizzy/sorc i will go crowd control.
    Edit More: Or if I am in a Heavy melee group I will go crowd control, Crowd control has a tendicy to be less expensive on my sp then insta kills.
    Edit More More: Is this a Thread hijacking?
    Last edited by dragnmoon; 08-31-2007 at 08:19 PM.

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
    Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4

  18. 08-31-2007, 08:23 PM

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  19. 08-31-2007, 08:32 PM

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  20. #58

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    I solo, alot, but even so I feel more comfortable in a group. I believe that a group should stick together and work together. If you want to run off to complete another part of the quest I am happy to accomidate you. But know that if you don't announce that you are going to do that, I will follow you. That usually means everyone follows you, and that defeats the purpose of your running off to make the quest faster.

  21. #59
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    Quote Originally Posted by Kalanth View Post
    Uh... Dingo, seriously... It's D&D Online... You know, DUNGEONS AND DRAGONS. The 30, almost 40 year old PEN AND PAPER roll playing game. The one were a GROUP sits at a table TOGETHER and plays. Yeah... Thats what DDO is based on. That means DDO is a GROUP based game where people play TOGETHER. Solo is there, and can be done if you twink any put up with spending the cash, but the game was never ment to be a solo experience.

    In the short answer, YES, suck it up and join a group!
    No where in all of D&D does it say a group beyond a DM and a single player are required. In fact, there are numerous examples of DMs taking players on solo adventures. If Turbine is the DM, I'd like to be the single player now and again.



    Listen, seriously... Having more options single player would make the more game attractive in the long run, and isn't that a good idea?

    I've not in anyway proposed here, that DDO not be a group centric game. However, having Zones where you could go off and solo wouldn't cause the world to implode. Quite the opposite. It would give people something to do while waiting for a team.

    People can be so ridiculously short sighted.

    Having regen would foment solo play, again, so that people would have something to do when there's nothing else to do, and still have something to show for it outside of staring at your local auctioneer.


    In no dramatic way, shape, or form, will solo zones impact group play. It just won't happen. The best someone could suggest is a player being so oblivious they log in and do noithing but play a solo game from day one entirely unaware of the world around them. *rolls eyes*.

  22. 09-01-2007, 12:01 AM

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  23. #60
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    Quote Originally Posted by Dingo123 View Post
    Those places aren't really balanced so much for solo play, adding regen would help that. Even if it was regen added in solo only I'd be all for it...
    I don't know what to say, really.

    My not-so-hotly equipped bard could solo Cerullean, Sorrowdusk, and Tangleroot... it aint that hard as long as you use a smidgen of tactics. My bard, by the way, is terrible at combat. He's built as a buffing bard.

    If you have time to kill and can't find a group... form a group! It's surprisingly fast to get people, also looking for groups, in there.

    If you don't have much time... might I suggest that you are procrastinating something
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  25. 09-01-2007, 04:59 AM

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