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Thread: Solo Builds

  1. #1
    Community Member s.sneddon's Avatar
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    Default Solo Builds

    I have access to 32pt builds, and i was wondering what is the best charcter class for solo builds. I don't have all the great raid gear and items, so no tomes to be used in creation, just maybe 5000k pp to tweak him out. So any help with this will be greatly appreciated. Thank you for all your help.
    Last edited by s.sneddon; 09-13-2008 at 09:59 AM.

  2. #2
    Community Member Mr._Dna's Avatar
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    In my opinion, casters are the best soloers at high level, but melee are the best at low level. You will definitely need some form of self-healing. I would recommend a battle cleric or a WF arcane (you might still have some issues at low levels with this one, so you can always give yourself some STR to help out).

    I know that's very general, but there are plenty of specific builds out there that would work for ya.

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  3. #3
    Founder Arianrhod's Avatar
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    In part, it depends on your style of play. If you want to be able to experience every part of every quest, you need some rogue levels for locks & traps (evasion helps too), and a few paladin levels can boost survivability. If, on the other hand, you want to be able to get through the highest level quests with the least pain, strong casters with a lot of self-healing (clerics, WF arcanes) are a good bet.

    In either case, if you really do stay solo and don't end up grouping a fair amount, you're going to need to spend a fair amount of time combing the auction house for good deals (and rerunning quests with decent loot to get the cash to take advantage of those good deals). You don't need the very best of raid gear+tomes to solo in this game, but you do need to keep your gear level-appropriate and make sure you have the right equipment for whatever quest you happen to be doing. [edit - scratch that about rerunning quests for loot; your high level character that earned the 32-point builds can take care of cashflow ]

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    Battleclerics give the best solo ability for the entire range from level 1 to cap.

    I think sorcerers probably have it easier at the higher levels, but more difficult in the low to mid levels.

  5. #5
    Community Member Goldeneye's Avatar
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    Yeah, best solo-ers would probably be Warforged Sorcerer or Battle Cleric.

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    Founder Guildmaster_Kadish's Avatar
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    Quote Originally Posted by richieelias27 View Post
    Battleclerics give the best solo ability for the entire range from level 1 to cap.

    I think sorcerers probably have it easier at the higher levels, but more difficult in the low to mid levels.
    Clerics tend to have a much easier time with devils though, since they are immune to fire. Thus BB works better than firewall for some of the high level stuff. On the flip side of the coin, WF casters can haste and displace themselves, which is always nice.
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  7. #7
    Community Member D'rin's Avatar
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    Definitly WF caster or battle cleric. The nice thing about a battle cleric is at low-mid levels you can buff yourself and melee your way through if you want. I would say that the battle cleric is the easies, and IMHO, the most fun since you can melee when you want to or throw down some blade barriers, destructoins, comet falls etc....
    I would recommend 1 pally/15 cleric dwarven cleric. With toughness and normal items you can reach 350 hitpoints, you get a spell point boost from the level of pally and all martial weapons + dwarven axes.

  8. #8
    Community Member s.sneddon's Avatar
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    Ok i was thinking the dwarven battle cleric route. Unfortunatly the highest character i have right now is level 9. All my high level guys got deleted (don't ask me how), so i dont have any money or great gear..like tomes or things like that. So if anyone has suggestions on how to build this guy, i would appreciate it.

  9. #9
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by s.sneddon View Post
    Ok i was thinking the dwarven battle cleric route. Unfortunatly the highest character i have right now is level 9. All my high level guys got deleted (don't ask me how), so i dont have any money or great gear..like tomes or things like that. So if anyone has suggestions on how to build this guy, i would appreciate it.


    I'd go with the Melee-Capable Cleric from this little thread of mine:

    http://forums.ddo.com/showthread.php?t=156683



    You'll be able to fight in a pinch, and cast really really well.

    Low level, get yourself a full plate, a shield, and a one-handed weapon, and you'll be very capable in melee and excellent at self-healing between fights. Mid-levels, you can melee and also drop the odd Searing Light when you just need something dead fast, or Greater Command it if you want to see it dance. Level 12 you pick up your most important spells - Heal (best SP/healing ratio in the game); Bladebarrier (sick damage) and Symbol of Persuasion (for when you want to pretend you aren't soloing for 90 seconds). Learn to love these spells. Then, at 14 you get Destruction, which is also great.


    Alternately, the Melee-Focussed Cleric will work very well as well, improving your power level early on, at the cost of lower save DCs later on your Bladebarriers (this matters little), Symbols (also not too important) and Destructions (this really hurts). I think this build is more gear intensive, and so recommend that you perhaps consider the other build unless you are prepared to farm for gear.
    I don't have a zerging problem.

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    Community Member Razvan's Avatar
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    Rogue 2 / Wizard X WF, with maxed hide and move silent...just patience, sneak and a few spells can get you through most of the quests without a sweat.

    My opinion...
    Done.

  11. #11

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    Quote Originally Posted by Mr. Dna View Post
    In my opinion, casters are the best soloers at high level, but melee are the best at low level.
    Unless you know your caster well, in which case they're better at low levels too. Show me a level 4 melee that can solo Redwillow as quickly as some casters can.
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  12. #12
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Razvan View Post
    Rogue 2 / Wizard X WF, with maxed hide and move silent...just patience, sneak and a few spells can get you through most of the quests without a sweat.

    My opinion...
    I'm actually not sure that you need to max Hide and Move Silently - above a certain number that isn't maxxed, almost all mobs in the game can't see you unless you do something silly (like bump into them, or walk in bright light near them).

    That said, these builds can have trouble when forced to do a lot of killing - as such, I prefer the battlecleric builds, which don't suck when out of SP.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  13. #13
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Ghoste View Post
    Unless you know your caster well, in which case they're better at low levels too. Show me a level 4 melee that can solo Redwillow as quickly as some casters can.

    Best soloist at 4th level, IMO, is a hybrid melee/caster Bard with the spells Suggestion and Charm Person.

    I soloed Irestone Inlet on elite with a toon like that (granted, they were pretty twinked with a +1 acid of pure good shortsword and Tangleroot +3 stat items, but still it shows it can be done). Hitting an elite ogre that's in a pack of mobs with a Suggestion spell usually kills five to six foes including the ogre, and it's a blast to watch.

    Such a build can still be a force lategame when they get Mass Suggestion, but the levels from 8 to 13 are pretty tough times. That's why I prefer the battle cleric.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  14. #14
    Community Member Daedalis's Avatar
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    Ranger/Rogue

    I have 2 casters and I love them to death....they are my favorite to play. But when it comes down to solo play (this is only through lvl 6 so far), but my 1rogue/5ranger so far has surpassed all my expectations. He can self heal (may only be wands...but it's better than nothing), can melee or range, can get traps and hidden doors (i know...detect secret doors clickie right), with stat pots he has been able to open all runes (int, wis, str so far). I have a cleric, but he isn't a battle cleric so I can't say how well they are at soloing. I've had a pure rogue, bard, fighter, and a few multiclass toons. But so far none have been able to achieve what my rogue/ranger can. And with 12 lvls of ranger you will also have +5 barkskin which is always nice to have in any fight. But I'll definitely be interested in seeing how he fairs in the higher lvl content.

    At 4th lvl (1 rog/ 3 rgr) he was able to pop all traps in TR (the last quest being 7th lvl....that is 3 levels above...to me that isn't bad considering he isn't a pure rogue). This is with regular gear i picked up at the rusty nail, and I might have purchased a couple of +1 tomes...nothing elaborate.

    Just something to throw in the mix against all WF caster or the battlecleric suggestions (which both are very good builds to have not trying to knock them).

    Dae

  15. #15
    Community Member Entwhistle's Avatar
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    I vote Cleric. I started with a Cleric (lvl 9 now) and did a good bit of soloing early on with very little trouble. Being able to heal yourself repeatedly is wonderful for soloing and I was able melee the low level things with little trouble. It also has the advantage of being in demand for when you want to group, like WW to get into the marketplace sooner rather than later.

    I also have a Rogue 1/ Wizard 2 that solos OK: sneak & hide to get into Charm Person range works very well and is a blast to do. But when I mess up and get agroed, buh-bye. Even then if there is tavern near by, you can revive, heal up and get back before it resets. I decided I wanted to do the Rog/Wiz a little while ago so I was able to keep an eye out for loot to twink him which helps a lot too.

    Good luck.
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    i started a ranger for solo. check this out for more info

    http://forums.ddo.com/showthread.php?t=158331
    If you want to know why...

  17. #17
    Community Member GrayOldDruid's Avatar
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    Default Solo builds... Cleric AND Ranger :D

    I'm going to give one of these a try when Mod8 hits (yes, for the NPE)

    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Tempest Cleric I
    Level 16 Chaotic Good Human Male
    (6 Ranger \ 10 Cleric) 
    Hit Points: 230
    Spell Points: 611 
    BAB: 13\13\18\23
    Fortitude: 16
    Reflex: 10
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             17                    20
    Dexterity            13                    14
    Constitution         15                    18
    Intelligence          8                     8
    Wisdom               14                    18
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Dexterity used at level 1
    +1 Tome of Constitution used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               2                     2
    Bluff                -1                    -1
    Concentration         7                    22
    Diplomacy            -1                    10
    Disable Device       n/a                   n/a
    Haggle                1                     1
    Heal                  6                    16
    Hide                  2                     2
    Intimidate           -1                    -1
    Jump                  8                    14
    Listen                2                     4
    Move Silently         2                     2
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  6                    11
    Swim                  4                     5
    Tumble                4                     8.5
    Use Magic Device     n/a                   n/a
    
    Level 1 (Ranger)
    Feat: (Selected) Dodge
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Human Bonus) Mobility
    Feat: (Automatic) Attack
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    
    
    Level 2 (Cleric)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 3 (Ranger)
    Feat: (Selected) Toughness
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    Enhancement: Follower of the Silver Flame
    Enhancement: Cleric Extra Turning I
    
    
    Level 4 (Cleric)
    Enhancement: Ranger Desert Lore I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand Mastery I
    
    
    Level 5 (Ranger)
    Feat: (Automatic) Diehard
    Enhancement: Human Adaptability Strength I
    Enhancement: Ranger Favored Resistance I
    
    
    Level 6 (Cleric)
    Feat: (Selected) Extend Spell
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    Enhancement: Human Improved Recovery II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Divine Healing I
    
    
    Level 7 (Ranger)
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    Enhancement: Ranger Energy Resistence Boost II
    Enhancement: Ranger Tundra Lore I
    Enhancement: Cleric Divine Cleansing I
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Extra Turning II
    
    
    Level 9 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Elemental
    Feat: (Selected) Spring Attack
    Enhancement: Ranger Swamp Lore I
    
    
    Level 10 (Ranger)
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    Enhancement: Ranger Item Defense I
    Enhancement: Ranger Tempest I
    
    
    Level 11 (Cleric)
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    Enhancement: Human Improved Recovery III
    Enhancement: Cleric Prayer of Incredible Life I
    
    
    Level 12 (Cleric)
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Silver Flame Exorcism
    
    
    Level 13 (Cleric)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    Enhancement: Human Adaptability Constitution II
    
    
    Level 14 (Cleric)
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage II
    
    
    Level 15 (Cleric)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Spell (5): Break Enchantment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    Enhancement: Cleric Divine Healing II
    Enhancement: Cleric Wand Mastery II
    
    
    Level 16 (Cleric)
    Enhancement: Cleric Wisdom II
    OR

    Drop the Tempest for now and go LVL 11 Cleric with 5 Ranger to get Blade Barrier, etc. But with Level Cap so close, I'll have LVL 11 available before it becomes an issue. The intent is to get Tempest at Level 10. All further levels probably Cleric or 6/12/2 Ranger/Cleric/Fighter (for bonus feats). Dual Wielding Greensteel Morningstars at current cap. Or a Maldroit of Bonebreaking with a Maldroit of weighted 5%. For Vale stuff, Weighted 5% with a Banisher - stun, auto-banish. Blunt weapons because its easy to get good ones (nobody is all bashing-weapon crazy) and they banish, break bones, etc.

    At second level, you can heal and buff yourself up quite a bit. You're good at Melee, Ranged, Buffing, Healing.
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  18. #18
    Community Member s.sneddon's Avatar
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    Ok i have some good dwarven axes, and i like playing dwarves. So i was thinking of going the battle cleric route. Will i gimp myself if i take one lvl of fighter to get the martial weapon feat. Also will this guy be good as a regular healing cleric.

  19. #19
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    1 level of paladin gives you the same martial weapons feat minus tower shields and the extra feat but with higher spell points. Ultimately it depends on wether you want to be slightly more cleric or slightly more battle.

    Also if you go human and dont dump charisma, 1 level of paladin opens up the possibility of 2 levels of paladin to add your charisma to your saving throws just in case mobs start throwing the spell "wierd" around like candy in the next mod. ..... assuming they dont go the same crappy spells route with our level 9 selection.

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