I've been working on a wizard solo play through as wizard is my favourite class in this game. Other classes felt quite underwhelming in comparison to the amazing amount of spells and different ways to play a wizard can offer. Solo also makes some of the "bad" skills in 6 man party suddenly good, I find this really appealing. Seeing others' solo build posts made me want to make one of my own, I'm here to share my build and some of the tricks I've found, as playing alone can feel quite lonely.
Before I started my own run, I tried looking for tips and tricks, I came across this ancient guide by gochargers2156
https://forums.obsidian.net/topic/78467-class-build-wizard-solo-potd/
and it gave me a general idea of how he completed his run, I also managed to find some 3.03 end game boss kills videos including Sky dragon, Adra dragon and Concelhaut by Tony Skoviak. His approach is similar, building as tanky as a wizard possibly can and face tank the bosses with plate armor and high deflection.
(My own boss kill combat log and strategy are in comments)
I wasn't too interested in this super tank approach as I was used to playing a pure glass wizard in my older 6 man party runs. So I used my old glass build and wanted to see how far I could go with it and turned out to be better than I expected.
Race
Wood elf, I hesitated when I first picked this race for solo, but it turns out to the best race, accuracy is king.
Stat
The white that wends - Drifter
MIG 18
CON 3
DEX 16
PER 20
INT 18
RES 3
Stat spread fits the name, glass.
I value perception more than the other stats, as it's basically hit chance and crit chance, and I like it when hits are consistant, no grazes or misses. Crits also help one break through enemy high DR, especially with Domenel faction talent and the act 3 talent boosting crit multplier to 1.9. Another overlooked aspect of perception is interrupt, with +4 per cloak and +3 per from resting and +2 per from Hylea and birds quest, the interrupt value should be quite high.
If one's attack accuracy is 15 points higher than enemy defense, it will never miss.
If one's attack accuacy is 35 points higher than enemy defense, it will never graze or miss.
If one's attack accuracy is 100 points higher than enemy defense, it will 100% crit, this happens very often when using reflex targeting skills on paralyzed/unconcious/petrified/hobbled enemies.
If one's Defense is 85 points higher than an enemy's attack accuracy, enemy will always miss.
If one's Deflection is 50 points higher than an enemy's ranged deflection targeting attack accuracy wearing Aila Braccia, enemy will always miss or hit themselves.
Despite the 3 resolve, wizards can achieve insane amount of deflection with Arcane Veil and Wizard's Double, 115 deflection bonus just from spells, or WIzard's Double + Llengrath spell for 80 deflection bonus that lasts longer, the buffs along with Aila Braccia/Little Savior, allows one to cast spells freely without having to worry about being interrupted in some situations while avoiding all deflection targeting hits.
The core idea of this build, is to CC enemies with high accuracy so that they cannot retaliate, then use reflex targeting strong aoe spells to finish them off while they are paralyzed/unconcious/petrified, because these debuffs reduces reflex stat dramatically, the reflex targeting spells will almost always crit. Chain stunning with Cladhaliath is another strat when fighting single target foes.
So far I feels like I'd rather spend points into dex than con, as faster actions means enemies die faster and I take less damage.
Skills wise I've spent my points evenly into mechanics and stealth, mechanics to open doors/traps for extra exp, detect hidden items, stealth to avoid certain tough encounters so you can come back later or to position yourself in a better location before fights.
*** SURVIVAL ACCURACY BONUS DOESN'T WORK WITH SPELLS.***
I was wondering why my accuracy wasn't as high as I expected, did not realize this until upscaled Thaos attempt and posting a bug though, so forget about survival in most cases, really confusing wording on survival.
Survival is useful in fights where I go into melee, quite useful in the final Upscaled Thaos fight where I melee the two Vessels down.
Lore is very good, at 8 lore one can use paralyze scrolls, +15 accuracy and targets will, very useful when fighting low will, high fortitude enemies that are immune to Call to slumber, like Adra Dragon, Sky Dragon, Undead Raedric, Eyeless, Tentacles and Woedica's Headsman, It's also got an insane 20m range, can land it before enemies get anywhere close, at lore 10 one can use maelstrom scrolls, for when some extra damage is needed.
Talents early on
Arcane Veil
Hardened Veil
Secrets of Rime
Gallant's Focus
Talents at level 16
Gallant's Focus
Secrets of Rime
Scion of Flame
Heart of the Storm
Bonus 4th Level Spell
Fast Runner
Interrupting Blows
Sanctifier/Beast slayer/etc
Talents can be swaped around for different fights.
For example, secrets of rime, interrupting blows, bonus 4th level spell, faster runner, can be swaped with sword and shield style, superior deflection, Arcane Veil, Hardened Veil, during Alpine dragon fight because it's immune to cold damage, and I need the deflection to make sure the blights can zone the dragon for me while missing me completely with their attacks.
Item choices
#1 Boots of Speed
This is the core item for this build, earliest you can get this is right after Maerwald.
Strategy to get this early at level 6 is in comments.
The +4 dex +3 lore boots is useful for fights like Alpine dragon where I don't move much.
#2 Gauntlets of Accuracy
I favour accuracy over the other stats, so this one is the top pick, earliest one you can get is in Raedric's Hold, one is in roof stash on day 9.
#3 Cloak
+3 per cloak, Upgrades into +4 per cloak, and +6 accuracy to beast for dragon slaying.
#4 Belt
+2 dex, or +3 might, or +1 dex + 15 trap accuracy -1 weapon switch recovery.There is also the + interrupt belt, not that useful though.
#5 Helmet
+ 2 int, + 3 int, +3 might, then +4 might, The anti stuck stag helm useful when fighting kith rangers to avoid getting binding rooted for 30 seconds.
#6 Chest
Any enchanted clothing is fine, usually + 2 dex, or +2 per for dragons, the +2 lore one can be useful if I wanna do 8 lore + 16 survival while keeping ms boots.
Heard there is a +15 accuracy to beast chest by killing the commander of iron flail fort, i'm restarting a run to see this for myself, if it works the way i think it works, 15 + 4 would have 11 extra accuracy compare to 6 + 2, would be quite helpful on some dragon fights to ensure 100% graze + or 100% hit +.
#7 Rings
Bartender's ring, +20% damage to vessels and spirits
Amazing ring.
+9 deflection from the hidden stash outside spider cave in dyrwood crossing(fixed loot)
10% area of effect radius
+3 dex ring
+4 int ring
+ level 3 spell ring
+ level 4 spell ring
Weapons
Early game hatchet and small shield will do for one set, and a ranged weapon in the other.
Soulbound Sceptre - Very useful per encounter will target stun with +20 accuracy bonus, I slicken into this stun when fighting single eyeless to start off combat, very useful to prolong CC on low will enemies because it's per encounter and very accurate, you can upgrade this by hitting the forest troll and reset in black meadow with Boots of Speed.
Steadfast - Terrify immune, make sure to leave some trash early on to upgrade this, the last stage can be upgraded with Citzal's Martial Power.
Forgotten tear of the beloved - allows one to cast charm/dominate immume, useful when fighting mind control enemies.
Fellstroke - This pistol gives +2 stealth, stacking ontop of the +2 stealth from helmet, I had 16 stealth and sneaked through the entire iron flail fort, almost got caught though, it's probably a lot safer with 18 stealth or so.
Godansthunyr - Dual wield along with Steadfast when fighting dragons for the might bonus. (Llengrath fight only, need Forgotten tear for Adra and Aila Braccia for Alpine) Also good for Concelhaut and other enemies that causes frighten/terrify effects.
Aila Braccia - Useful when doing bounties and during Alpine dragon fight, with Arcane veil/Wizard's double and other items/talents, you get 30 seconds of insane deflection, reflecting/avoiding pretty much all Ranged attacks aimed at you, mostly used to deflect the 15m range sunlances during bounties and the ooze spit/spectre stun during Alpine dragon. Having high deflection also makes ranged kith enemies in bounties unlikely to target you in general, and instead target the figurine creature.
Little Savior - For when one wants to get 100% avoidance on melee as well as ranged.
Abydon's hammer - Really good might bonus and a decent per encounter long duration fortitude targeting aoe stun, the vessel only prone on hit for some reason is currently working on all enemies.
Cladhaliath - I used this one to stunlock upscaled Thaos. Strategy is in comments.
Spell choices
Level 1
*Chill fog* - This is the bread and butter, good damage with high might/int, causes blind, reduces accuracy, deflection and reflex, making other skills and attacks much easier to land, can stack for tough encounters early, at level 9 you can mastery it and stack like 7 before you start any fight, mostly to clear trash, not as useful on bosses.
Concelhaut's Parasitic Staff - Despite being a wood elf, I actually use this a lot early on, the weapon has surprisingly high damage, higher than regular quarterstaffs it seems, and comes with leech, the early few levels usually involves chill fog + staff + arcane veil to kill some tougher mobs, it's also my main source of damage fighting Maerwald, useful until spirit lance is learned.
*Eldritch Aim* - Good to cast before CC.
Slicken - Good starter spell on stationary Spores, Eyeless, and Kraken/Tentacle, as well as any other low reflex enemies, or high reflex enemies that got all reflex debuffed down, currently bugged atm when trying to connect it with paralyze and petrified though.
Fleet Feet - I use this to kite trolls into bandits for the smith shipment quest.
Thanks to Dr <3 I found that Wizard's Double actually stacks with Arcane Veil, resulting in a funny 115 deflection bonus just from buffs, very funny. I was at 210 + deflection with 3 resolve at level 16, this kind of deflection is probably enough to make all ranged deflection targeting attacks gets reflected back with Aila braccia, and most, or all melee attacks will miss, depending on the monster type, Buying a lot of time, wizards can probably achieve the highest deflection stat in the game, not even fighters or paladins can get this high.
Level 2
Infuse with Vital Essence- Useful early, useless later.
Bulwark Against the Elements - This spell along with other dr items makes you exteremely tanky to oozes early, very useful in Maerwald fight and lighthouse ghost fights as well.
Concelhaut's Corrosive Siphon - Very effective at fighting blights, mostly the blights during Maerwald's fight, and brings some endurance back, not very useful beyond that because most enemies' fortitude are quite high, short range average cast speed and later u get better aoe.
*Rolling Flame*- Pretty useful early on, not for the damage, but for pulling enemies from insane range.
"Binding web" - Very useful to cast along with Chill fog before starting combat, can stack like 7 then start the combat with crackling bolt, enemies will all become stuck, I use this method during Concelhaut fight and kith bounties.
Level 3
*Crackling bolt* - Surprisingly fast, and surprisingly effective, thanks to it's long range you can snipe enemies from range they simply cannot retaliate. I use this to snipe druids, wizards, archers, tree women, animats, low endurance eneminies in general, you can often get 2 casts off before they get close, run further away with boots of speed and keep sniping.
Fireball - Very fast fire aoe spell, good for fighting enemies grouped under your Chill Fog, I spam this on large zombie packs or large ghost packs, or when I need damage and the situation isn't good for Crackling Bolt.
Deleterious Alarcrity of Motion - +50% attack speed and 2 ms, will make your auto attacks with staff/spirit lance go a lot faster. Heard this spell reduces spellcasting
recovery too, I didn't know when I played, would be a great spell to cast before unleashing combos.
Level 4
Minor Arcane Reflection - I find this very useful against enemy casters, mostly priests' single target spells, and wizard's paralyze, especially during the leaden key attacks where they use it almost immediately.
Maura's Writhing Tentacle - Very useful early on fighting single dargul, lurker and troll, basically you run some distance with boots of speed and cast the spell, despite the cast speed being slow it should pop before they get to you, they stuck on hit, doing decent damage, with some arcane assaults and weapon attacks they should go down, useless later.
Minoletta's Concussive Missles - This will one shot skeleton wizards/archers and some kith casters, can be used for hit and run style, pop arcane veil cast this in stealth and run out with boots of speed, useless later.
***Shadowflame***
"OPAF"
Level 5
Malignant Cloud - Upgraded version of chill fog, still targets fortitude which kinda sucks but the damage is raw, ignoring DR, very powerful, a few stacks of this will rip things apart, sadly a lot of the stronger foes are immune to poison, not as useful end game.
Citzal's Spirit Lance - 29-44 damage, +20% attack speed, extra reach, built in blast and bloody + 27 accuracy. Good weapon mid game, useless later when you have stronger aoe spells.
**Call to Slumber** - This is probably the best spell to use on drakes, or any enemy with high deflection fortitude, and reflex but low will, good cc duration and strong debuff, downside is that a lot of the stronger enemies are immune to unconcious.
Ninagauth's Bitter Mooring - I don't use this very often but it's good when I do use it.
Torrent of Flame - Good for when you need fast damage and enemies are paralyzed/unconcious.
Level 6
Arcane Reflection - Useful against higher level enemy casters.
Gaze of the Adragan - Offers one of the strongest debuffs in the game. Alpine dragon have high resistance to prone, is immune to stun, paralyze, stuck and unconcious, but not this, although it's base fortitude stat isn't low.
Citzal's Martial Power - Use this to upgrade steadfast, and the 20 accuracy bonus is huge, applies to items like Berath's kiss , paralysis scrolls and maelstrom scrolls.
Minoletta's Precisely Piercing Burst - Very useful when fighting crowed controled enemies, amazing damage after enemies are paralyzed/unconcious/petrified, especially when enemies are immune to cold damage, like Concelhaut and Alpine Dragon.
Level 7
**Delayed fireball"
Very useful, can stack chill fog, then throw a delayed fireball and crackling bolt to pull, as you run back watch the landmine trigger, or cast it just out of combat starting range and then cast Call to Slumber, and watch it crit on unconcious enemies at the beginning of the fight.
Concelhaut's Crushing Doom - Very useful on Tentacles/Kraken because their reflex and deflection are both low, also good in situations when one needs good single target damage.
Substantial Phantom - The phantom runs extremely fast with +3 speed boots, can kite enemies very easily, as well as soak damage, proc the +4 int ring's daze trigger, lasts 30 seconds, only downside is that it takes longer to summon compare to using an adra beetle figurine.
Level 8
**Freezing Rake**
Fast cast +15 accuracy aoe spell that hits extremely hard, as well as applying 2 strong debuffs, weaken and hobbled, weakened reduces fortitude by 28 and will by 20, making shadowflame's paralyze much easier to land on end game bosses, hobbled reduces reflex stat, stacking ontop of paralyze/unconcious/petrified, increases the crit chance of reflex targeting spells further.
Finally, how to play this build.
Start the game selling everything on you including the ring, regents, armor, lock picks, weapons, the terrible gun, everything but an axe for Calisca, this should give you around 2900 coin right off the bat. During water skin fight, Calisca knockdown melee dude on the top and hold while wizard cast staff and kill the archer, and come back to kill the melee, equip Calisca with hide armor and wizard with bow, kill the next pack, then use chill fog on the last fight, I left the rogue by himself for extra exp, then reaches town, do main quest, go back and disarm traps in dungeon, should hit 3 before you head out.
Early on do bandit quest and disarm every trap, unlock every door possible, sneak around maps for hidden stashes, sell everything, and you should hit 5k coin really early, buy the figurine, loot secret stashes, 10% aoe ring, +5 accuracy gloves and +2 per amulet can all be obtained on certain days, with the figurine you can easily do the bear cave, throwing Chill Fog and smack with staff behind the animat,
I did Maerwald at level 4, sneak in Caed Nua hugging right wall, then you will encounter a wisp, kill it, and also kill the fire blight pack with Chill Fog.
Phantom fight strategy in comments below.
Sneak past all the spiders to Maerwald directly.
Maerwald fight combat log and strategy is in comments.
After Maerwald one can do simple quests for exp in Defiance Bay, getting Boots of Speed from Skaen temple.
I hit level 11 in act 2 before any choices to upscale content, did all 3 bounties and pretty much all side quests.
A few strategies I figured out that i find very useful for this play style
#1 Stacking Chill Fog pre fight, then cast Rolling Flame from long range, because the ball is somewhat slow, by the time it hits you'll be able to position yourself and have no recovery pending, so you can either cast tentacles or summon 3 wood beatle/shades immediately circling the Chill Fog, or just fully buff up, I find this Rolling Flame strat very useful because it gives time to cast tentacle and gives time to cast buffs, or just simply allows you to avoid getting sniped by enemy ranged and instead let the figurine creatures take the hits. Later one can stack Chill Fog/Malignant Cloud and Binding Web, then Delayed Fireball, pull with Crackling Bolt to make this strategy even stronger.
#2 Corner yourself against wall and summone 3 shades or 3 beetles to surround you, this way, shadows can't teleport to attack you because theres no room, and enemy smart AI kith melee enemies won't be able to reach you either. Enemy ranged can but you have Minor Arcane Reflection and Arcane Veil, can fully buff up yourself and drop Chill Fog pre pull, then stab enemies with Spirit Lance behind summoned creatures after fully buffed. I killed the light house ghosts and the cean gwla in Heritage Hill with this method,
#3 Crackling Bolt long range snipe, the range on this spell is so high that you can outrange pretty much all enemies, usually killing them before they can get to you since you out run them with boots of speed. If the enemy is standing next to a wall then the first Crackling Bolt will also likely to bounce and hit a 2nd time.
Mastery spells
Chill Fog
Binding Web
Crackling Bolt
Shadowflame
General pull strategy
Chill Fog x 7
Binding Web x 1
(Delayed Fireball)
Cracking Bolt x 1
run
(Figurine)
Shadowflame x ?
Arcane Assault x 2
or
Binding Web x 7
Crackling Bolt x 1
run
(Figurine)
Eldritch Aim
Shadowflame/Call to Slumber
Freezing Rake
Shadowflame
Freezing Rake
Sky Dragon and Adra Dragon combat log in comments, strategy is basically getting accuracy as high as possible, then use paralyze scroll, because both dragons have will as their weakest stat, it will 100% land, and then one can follow up with Freezing rake to weaken them, and then spam Freezing Rake/Shadowflame.
Rest of the boss combat log/strategy are in comments as well.