Tigranes Posted April 18, 2015 Posted April 18, 2015 We've had a bunch of these threads but they seem to keep going down the pages. Let's talk (more) about solos. I began with a Druid on Hard, focusing on a fairly typical build: Bear shape with Wildstrike Burn, Might-oriented with decent levels of Res and Dex. Act 1 was tough with a lot of close shaves and several restarts. It was hard to get deflection up to sufficient levels not to get hit enough, and when you get hit too much, your healing abilities - leeching from Gaun's flail and Mark of the beast or the actual healing spells like Moonwell - are incremental and don't help for getting beat down upon. On the upside, the druid has some great Level 1 and 2 spells, and combined with fan of flames scrolls and later the Animat horn you can stabilise. I thought I cleared the path to equilibrium by reaching Defiance Bay, since you can easily get 2-3 level ups and a lot of good equipment. I was doing OK before, well, it turns out Second Chance doesn't work with ironman and the game thinks you died. The problem remained that it didn't seem the greatest build for handling situations where you do get damaged, and I wasn't really impressed with the spell selection on Level 3 and 4 as far as solo utility goes. I am now trying a Monk again on Hard, a Moon Godlike to make it easier. It's my first time playing a Monk so I did an even spread of 16,14,14,12,8,14 (I think). This thing is a killing machine. It took me an hour to clear every Act 1 area except Caed Nua, including the Raedric battle. Unarmed and unarmoured and even with 12 Per you are hitting their face every half second and interrupting many lower level enemies half the time, stunlocking them. As soon as they do hit you, even a level 3 monk can crush them for ~60 damage in the twin Torment's Reach hits. Moon Godlike special also synergises well. With the Animat horn the Raedric battle at the doorway became a breeze, after I took care to wear Fine Hide Armour (DR7) for it. I suspect the Monk's superiority has more to do with me now knowing how to handle solo, rather than the Druid being crap, though. What have people's experiences been? Let's Play: Icewind Dale Ironman (Complete) Let's Play: Icewind Dale II Ironman (Complete) Let's Play: Divinity II (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG1 (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG2 (In Progress)
knownastherat Posted April 18, 2015 Posted April 18, 2015 (edited) Been playing solo since week after release - mostly wizards and ciphers - and my observations are that "how to approach" the game is more important than "how to build" character. This is not to say that build is not important but +/- points to stats or talents will not save solo character if s/he choose wrong inappropriate paths. Another thing to consider while playing solo is pacifist method. That means being able navigate through dialogues (usually high Per or Res checks) to get favorable results, sneaking past difficult encounters or luring group of enemies to another group of enemies (speed boost is handy here). For example, with Stealth 5 and Mechanics 3 its possible to get to Caed Nua without fighting anything at all as early as level 3 with certain classes (items). Value of this approach should be clear to anyone who attempted to beat Phantoms and Shadows in the hall or the boss himself solo. The game was not designed/balanced for soloing but to me it seems there was some consideration for this play style when designing certain mechanics/encounters. The pacifist achievement itself indicates that one does not need full part to finish play through the game. 6 pacifists is the same like 1 pacifist All in all, do not worry about build too much but know the game and its quirks well else its gonna be painful solo Edited April 18, 2015 by knownastherat
Raven Darkholme Posted April 18, 2015 Posted April 18, 2015 Monk is a beast early and best for clearing Act 1. It scales kinda bad though. Have reached Act 3 now with my cipher, nearly level10 and way better than a monk by now. My twitch: https://www.twitch.tv/victorcreed_twitch My youtube: https://www.youtube.com/c/VictorCreedGaming
Tigranes Posted April 18, 2015 Author Posted April 18, 2015 Been playing solo since week after release - mostly wizards and ciphers - and my observations are that "how to approach" the game is more important than "how to build" character. This is not to say that build is not important but +/- points to stats or talents will not save solo character if s/he choose wrong inappropriate paths. Agreed. Attribute distribution can matter in the early levels before you have any equipment, but in general it's all about learning how to handle your resources, how to collect XP/money, how to control enemy groups. Monk is a beast early and best for clearing Act 1. It scales kinda bad though. Have reached Act 3 now with my cipher, nearly level10 and way better than a monk by now. Interesting. I can imagine the 'magic' classes do fare better in late game. My primary fear with Monk is getting disabled (paralysis, etc). The Crystal Spiders are scary. Let's Play: Icewind Dale Ironman (Complete) Let's Play: Icewind Dale II Ironman (Complete) Let's Play: Divinity II (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG1 (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG2 (In Progress)
sucinum Posted April 18, 2015 Posted April 18, 2015 The monk has a nice advantage, with high to very high health/endurance, accuracy and deflection. That's especially strong at the start of the game, but not that much pronounced with talents, so basically ebbs off over time. I think it would be a solid choice if Interrupting Blows would actually work, since you could make use of the high attack speed with fists. The running speed is nice to outrun enemies or pull them together - some monsters fight each other (like bandits and trolls). Another thing to consider while playing solo is pacifist method. That means being able navigate through dialogues (usually high Per or Res checks) to get favorable results, sneaking past difficult encounters or luring group of enemies to another group of enemies (speed boost is handy here). I try that, but 175 kills is really low and I fear i might be too weak for the endgame. Act 1 went quite smooth after I managed to get into Raedric's Hold. You can loot the whole stronghold if you sneak him up and agree to kill his cousin. I only needed to kill a single guard on my way. I had to reload very often, though.In Act 2, I did all the running quests and the Catacombs, now I am up to choose a fraction and have to clear Heritage Hill. Since I am only level 5, I see a problem there. So far I have 35 kills and could be slightly lower (I killed Plate Mail Backer Guy in Gilded Vale and Eorn in the Catacombs). My plan is to kill as few as possible and do some bounties to level up, since I figured I get the best exp/kill there. I did not touch Caed Nua.If I find out I am to weak for the end fight, I will split up the save: one fork with a level 12 char to solo and another one with companions for the pazifist completion.
knownastherat Posted April 18, 2015 Posted April 18, 2015 This is my current "gold standard" Wizard Talents: Arcane Veil, Hardened Veil, Bonus 1st Level spell, Bonus 2nd Level spell, work in progress probably more casting power Thanks to MadDemiurg for tips and inspiration. Relatively high Res helps with casting, dialogue and deflection. Deflection seems sufficient, wearing Aloth medium though could probably cloth, with Veil. Wood Elf because its standard not hybrid or variant. Wizard casts and keeps distance. What else? Merchant Lore and Mechanics. Exp and loot are never enough. Stealth while essential early can be reliably boosted with items.
knownastherat Posted April 18, 2015 Posted April 18, 2015 (edited) The monk has a nice advantage, with high to very high health/endurance, accuracy and deflection. That's especially strong at the start of the game, but not that much pronounced with talents, so basically ebbs off over time. I think it would be a solid choice if Interrupting Blows would actually work, since you could make use of the high attack speed with fists. The running speed is nice to outrun enemies or pull them together - some monsters fight each other (like bandits and trolls). Another thing to consider while playing solo is pacifist method. That means being able navigate through dialogues (usually high Per or Res checks) to get favorable results, sneaking past difficult encounters or luring group of enemies to another group of enemies (speed boost is handy here). I try that, but 175 kills is really low and I fear i might be too weak for the endgame. Act 1 went quite smooth after I managed to get into Raedric's Hold. You can loot the whole stronghold if you sneak him up and agree to kill his cousin. I only needed to kill a single guard on my way. I had to reload very often, though. In Act 2, I did all the running quests and the Catacombs, now I am up to choose a fraction and have to clear Heritage Hill. Since I am only level 5, I see a problem there. So far I have 35 kills and could be slightly lower (I killed Plate Mail Backer Guy in Gilded Vale and Eorn in the Catacombs). My plan is to kill as few as possible and do some bounties to level up, since I figured I get the best exp/kill there. I did not touch Caed Nua. If I find out I am to weak for the end fight, I will split up the save: one fork with a level 12 char to solo and another one with companions for the pazifist completion. This is very interesting. I am not down for it but I do appreciate optional solutions. Since I have no knowledge past Act 2 I cant comment but maybe the pacifist way would deserve its own thread. --- edit: I took Eorn prisoner and he broke out Edited April 18, 2015 by knownastherat
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