View Full Version : Solos.
Shrikant Thu, 20th Nov '03, 10:17pm Some of you guys have obviously played the game more than once. And you have probably gone solo too.
So who was your charecter? Why that one? Details of how you developed him, progressed him.
How did having a higher level charecter affect the game vis-a-vis when having a full party? How did your tactics change? And how often did you curse Black Isle and its XP calculating tables?
Finally, what would you differently the next time? What would you do the same? :thumb:
Mokona=Modoki Fri, 21st Nov '03, 1:08am I just took my sorcerer build from a 6 member game and started a solo. It wasn't bad, but the number of times I had to hit the rest button until she reached L10 was ridiculous. It was only with magic missiles that I managed to get anywhere in the prologue and chapter 1.
aasimar sorcer
str 8, dex, 8, con 18, int 18, wis 8, cha 20
Yeah, this was a mistake.
Hellheart Tue, 25th Nov '03, 6:33pm I also recently tried a solo character , I too went for the Sorcerer,
Ssi Ruuk
Drow Paladin 1/Sorcerer 10
str 10
dex 14
con 12
int 16 (added 1 at 4th&8th level)
wis 10
cha 20
She has 2 attacks and these feats : simple weapon , crossbow 2 ; armored arcana 1 ; spell penetration ; combat casting.
These are her spells (remember Not to cut on the defensive one's , you ARE alone)
first level : magic missile , chromatic orb , burning hands , ice dagger , shield
second level : Gedlee's electric loop , mirror image , web , Agganazzar's scorcher
third level : fire ball , haste , electric bolt
fourth level : stoneskin , fire shield (red)
fifth level : sunfire
My tactic consists of buffing up (shield , mirror image , stoneskin , fire shield (red) and sometimes haste and protection from evil), get into the thick of battle (preferably try to stand near archers and spellcasters or drag them together as much as you can , launch a crossbowbolt at them) and as soon as you have teamed them up launch away! those sunfires and fire balls. Then finish them off (If they aren't pannicking) with Gedlee's electric loop and the other stuff at your leisure.!
As far as I am now I didn't use the web alot and I got the electric bolt just to kill those hardened fire trolls , altough they are good if your enemy's are lined up. Sunfire works magic and you don't have to use your spell resistance or reflex saves and you save some mirror images!
Hack way! Killed lots of goblins and the like at the fortress but only got some xp from the spellcasters. But till now it's working out just fine.Enjoy!
notforyou Tue, 25th Nov '03, 8:07pm this has been discussed in many previous threads, but I guess it's interesting enough that people still want to talk about soloing. so... I've finished the game with a solo aasimar sorcerer. it's very tough at first, but as the game progresses it get much easier. you buff yourself up if need be, send in your high level summons, and finish off any unlucky survivors with fireballs,electricity bolts etc. as for xp,you don't get much for monsters as your average party level is high-as high as your solo char, but you still get quest points so you should have no problem getting your sorcerer to cast multiple 8 and 9 level spells, at which point you almost feel like you're cheating since the battles get very easy. as always with sorcerers,I try to pick spells that are vastly improved when you are at higher levels.
I also started soloing with a deep gnome monk,who was very strong on defense (high AC and resistances from race and class bonuses), but not as good on offense--> esp. when you have to kill something with bludgeoning-damage resistance.at which point you must equip your monk with a weapon, which for me takes the fun out of playing as a monk. but anyway, the solo monk was interesting enough to play, but the game itself got too boring after having finished it twice.
you can always throw in one level of whatever class to your character's main class, just to get immidiate bonuses from that class.
Duke Eltan Wed, 26th Nov '03, 7:09pm Dualclassing can be a beauty.
I made a necromancer the other day and after a while I found alot of nice conjuration spells that I couldnīt write... So, next level up he got a sorcerer level and wiho, conjuration spells writable =)
I havenīt soloīd yet though, this was in a party with only one mage. Although, doing it with a mage/sorcerer seems almost to easy. Especially if you have modded in Ribald and go buy Jans ammo to the hell bolter you helped create. I took out all the Efreetis in the Dragons Eye with my mage alone without taking any damage using that only. Although 300000+ gc might be alittle steep for some xbow ammo...
Quicho Wed, 26th Nov '03, 10:45pm To Duke Eltan.
Specializes wiz cannot cast spell from one/more school/s.
It is a bug in IWDII that enables all schools to a specialized wiz after multiclassing him to another cast enabled class (sorc works, palladin works ... maybe all of them).
A multiclassed caster specialized wiz / another caster class could cast prohibited spells allowed for 'another caster class'. But some DM's would not aprove this. But IWDII allows to write spells from prohibited schoold into specialized wizs book.
Do not count on this in other cRPGs, or PnP RPGs.
P.S. I know this, because I multiclassed my evoker to palladin. After this all spells from prohibited schools where available. But I didn't used them - because of the rules.
P.P.S. Please, do not understand this as a offense. Just for info.
Mokona=Modoki Thu, 27th Nov '03, 3:57am It's house rules. Don't impose yours on those of others, especially when the game itself allows it.
Any class that allows spellcasting will allow you to access the restricted schools for specialized wizards. Speaking of restricted classes, necromancers can cast conjuration spells without anything special. It's illusion and enchantment spells that they can't cast.
Duke Eltan Thu, 27th Nov '03, 4:28pm Quicho. Since I dont play PnP I dont have a DM. And the fact that IWD2 allows it makes it okay to do so since itīs by those rules I play.
And in the other RPGīs I play, which are BG1&2 mainly, I always use an Illusionist since they can cast all the spells I want in those games.
PS. None taken, take none.
Hojo Jojo. Thatīs correct, I mixed him up with my Diviner from a MP game Iīm running with a friend.
BlackSmith Sat, 29th Nov '03, 10:41pm I soloed IWD 2 trough today.
i have been playing D&D for 10+ years so the game hasen't much a chalenge.
one thing i haven't figured out in these CoputerRPG games that most players make characters that have maximum Constitution.
i played it trough with a drow that got attribs like this:
Str 16, Dex 20, Con 1
Int 20, wis 3, Cha 20
Rog/Ran/Pal/Sor/Ftr
the Int 20 was mistake. should have been only 18 so i could have full 18 at Str and i still would have enough of skill points for my needs.
well the mistake is fixed after i made new character for HoF.
Who needs HP's if the enemy can't even hit you? with AC 42 they got hard time hiting specialy under Impr.Invisibility.
My Girlfriend is playing a druid who has AC 27 naked so lots of HP's is not a requirement...
More important is to eliminate the treath ASAP so no more damage can be taken thus high damage output is more important than lots of Hp's.
Last thing is that dont undestand why people are playing with Int scores near zero. maybe it is nice to have only one high skill but what about when the only character with good search gets hit by spell that does not give a chance for resurection. I like to have character that can do something else also than just concentrate damn hard.
should i make a alternative Character creation guide?
Tassadar Fri, 5th Dec '03, 4:31am I too am thinking about soloing. Would a ranger/druid or a bard/sorcerer be better?
As an aside, I only just got IWD2, and am still coming to terms with 3rd ed rules. Anyway, I noticed there are no spells like breach or pierce magic. Is dispel magic the best it gets for removal of enemy combat/spell protections?
Dave the Magic Turtle Fri, 5th Dec '03, 6:39pm I went for a Moon elf Sorcerer called Arkant, but I got to the Ice Fortress and realised I couldn't beat the golems so I gave up :p oops.
Sorcerers are cool cos you can make them nigh on immune to every trick in the book, just keep them out of combat and kill archery things first! :D As I found out the hard way...enough said :p .
Its really up to you though, choose a class you'd want to be and play as yourself through the game. Then you'll be able to tell your grand chilren that you killed an orc or slayed a dragon! :D
chevalier Sun, 7th Dec '03, 12:20am Arrochir o Nelvarad
Aasimar paladin of Mystra 12 / diviner 12
Max HP 185
Resistances: acid 10, cold 5, electricity 5, fire 5
STR 16 (15 at start)
DEX 10
CON 10
INT 20 (16 at start)
WIS 17 (14 at start)
CHA 16
With items:
STR 16 (bull's strength most of the time)
DEX 12 (cat's grace now most of the time, too)
CON 10
INT 21
WIS 22
CHA 16 (I plan to employ eagle's splendour)
My record stats were something like STR 21, DEX 20, CON 12-13 (don't remember), INT 21, WIS 22, CHA 16. If I remembered to use eagle's splendour, CHA would also be in the region of 20. HP was above 220.
Skills (rank only):
Alchemy 15
Concentration 24
Diplomacy 23 (I know, I know)
Disable device 4
Knowledge (arcana) 18
Search 9
Spellcraft 25
Feats: armoured arcana 3, expertise, fiendslayer, improved critical, large sword 2, evocation 2, penetration 2, spirit of flame
Buffs:
Shield
Protection from evil
Mirror Image
Draw upon holy might
Bull's strength
Cat's grace
Blur
Luck
Haste (or improved haste)
Blink
Improved invisibility
Stoneskin
Fire shield
Prayer
Tenser's shift
Items:
Robe of enfusing
Snow leopard charm
Large shield +2
Cloak of displacement
Holy avenger +5
Heavy crossbow, +6 to hit/dmg
Sofia's half-again-the-normal-range longbow
Every god ring
Gauntlets of weapon skill
Periapt of wound closure (for resting)
Wyrm's skull helmet
Girdle of beatification
Boots of speed
Expertise feat set to 5 => +5 dodge AC
Antimagic field awaits caster-heavy battles.
Fiendslayer comes handy since there are loads of half-dragons, dragons and daemons.
Offensive repertoire:
Fireball
Sunfire
Chromatic orb
Feeblemind
Sun scorch
Smite evil
With my choice of spells and items, I have amassed a max AC of 41, a max AB of 42, a max HP of 251, max throws of F28/R21/W28.
Screens showing off his uberness can be found here (http://www.chevalier.szm.com/screens.html).
[ December 07, 2003, 01:34: Message edited by: chevalier ]
Duke Eltan Sun, 7th Dec '03, 2:08am Thatīs one awfully buffed and nice character you got there friend. How long does it take you to get all those up and running ey?
(Btw, darn you for puttin up the link to your site, I got caught in the quizthingey... grr :) )
chevalier Sun, 7th Dec '03, 1:15pm Casting all those buffs takes a real lot of time. Some of those last like 10 rounds or something, so they should be cast right before battle. Also, there's not much use casting for example short-lasting damage increase spells if your attack bonus isn't skyhigh enough. Therefore he doesn't walk around with all his buffs on. The Traveller's Suite ;) includes bull's strength, cat's grace, eagle's splendour (if I manage to remember), shield, mirror image, stoneskin. Those allow me to survive most of that, anyway, and practically always buy the time to cast the shorter lasting ones.
As for the link, screeens speak louder than words ;)
notforyou Sun, 7th Dec '03, 6:27pm chevalier, just wondering why not go with paladin/sorcerer? seems a waste of INT points,plus I hate having to rest after every battle as a wizard. and scrolls will only take you so far. is there any downside to playing pladin/sorcerer?
Mokona=Modoki Sun, 7th Dec '03, 8:42pm 1. You are one guy. Sorcerers may not have the versatility to cover all the bases.
2. You can't advance paladin levels anymore after you take a sorcerer level.
chevalier Sun, 7th Dec '03, 9:26pm About as many times I would have used more spell slots or greater bonus to saves from Divine Grace, I have been lucky having lots of different spells to memorise. On higher levels, I would have enough variability even as a sorcerer, but not until then. For usual battlefield situations - yes, sorcerer would be better. But on some rare occasions having some odd spell somewhere in your spellbook truly pays off.
As for INT, that's not really a waste. It provides a nice bonus to INT-based skills, such as alchemy, knowledge (arcana), spellcraft and the two most important rogue skills: search and disable device. In the last case, just a single rank point decides in your favour - it's trained only. I wouldn't say all those skills are truly crucial, but they surely ease the pain of soloing quite a bit.
Another problem with paladin/sorcerer would be that you can't level up those two classes interchangeably. You would have to go straight pally for some time and then switch to sorcerer.
I don't know why they didn't allow paladins of Mystra to go sorcerer. In pen and paper Forgotten Realms they can. Perhaps I would have taken a paladin/sorcerer if that had been possible.
Anyway, if you don't mind being unable to advance further as paladin, and if you don't mind losing paladin spells and would rather put the points elsewhere than wisdom, you could take a small number of paladin levels at the very beginning of the game and go sorcerer for the rest. You would be much more dependant on buffs in your melee capacity, but the buffs would be in many cases more powerful. Also, you would be able to have elementals fight by your side. Let's say, six fire elementals in your battle. Or one from each element if that's not a waste of known spell slots for you.
Rather than taking, for example, seven paladin levels, you could take three paladin and four fighter levels. Weapon specialisation is quite handy and so are the additional feats. As unarmed character, you could consider ranger, monk or rogue levels, with due caution to avoid the odd multiclassing 20% XP penalty.
Ranger: free dual-wielding from level 1 on, so long as you're not heavily armoured
Rogue: free evasion from level 2 on so long as you're not heavily armoured, lots of skill points
Monk: free evasion from level 1 on, and a must-have if you for some reason still have a good wisdom score
In practice, Aasimar isn't that lucky. His favoured class is paladin, so all other classes need to be on equal level.
Human or half elf has an easier life. In this particular case also wild elf has. Sorcerer being the favoured class (for half elf or human by virtue of highest level), paladin and all other class levels need to be within the range of one level difference. For example, ranger2/rogue2/paladin3/sorcerer(x).
Other races are totally unlucky, so far as multiclassing paladin with sorcerer goes. XP penalty of 20% is unavoidable as neither paladin nor sorcerer is the favoured class and levelling them up interchangeably is impossible.
With paladin/wizards, it's quite easier for moon elves and male drow, for whom wizard is the favoured class.
notforyou Sun, 7th Dec '03, 9:54pm what I meant about INT points - in a game such as IWDII, INT above 10-12 does not seem to make such a difference, even when soloing,even when considering the bonuses to skill points. if you are playing as an aasimar, it seems very useful to benefit from the charisma bonus for both your paladin and sorcerer classes. plus,I think I'd rather have a paladin/sorcerer with higher CON than a paladin/wizard with higher INT.
I agree that not being able to level up both your pal/sor classes is not very appealing, but a little pre-planning and that should be of no real concern.as for pen and paper, then I would rather take a paladin/wizard. I find roleplaying wizards much more interesting than sorcerers. but in pc rpgs, I think the sorcerer is just too useful a class not to use. I can't see how a high level wizard can hope to survive challenging a similar level sorcerer. again, this is unfortunately true for pc rpgs.
chevalier Sun, 7th Dec '03, 10:43pm It depends. A wizard can have something special, from which a sorcerer wouldn't be able to defend himself. Also, feat choice tends to matter as it affects DCs. There are some spells you only really need to cast once.
And most of all, it depends on the player. I could surely think of something special for a sorcerer (just how many protection spells will a sorcerer learn?). I could also make use of preknowledge of his spells via spellcraft. Casting something high-level and nasty? So I throw a delay 1-3 high damage spell in. A fireball, a sunfire, a lightning bolt, whatever. Casting fireball or sunfire? Run for cover! Casting something I'm protected from? Nice, so I can focus on my high-level suprise. And so on. Also, a free feat every five levels can change much. The wizard is more likely to have more nasty focuses and probably has greater penetration and the +20% damage extensions.
As a sorcerer, I would use my summoning edge (from more casts per day) and make best possible use of the flexibility given from being able to cast whatever spell known so many a time as I desire. For example, that would mean an exact number of lower resistance casts needed. Or various kinds of damage until I find out what gets through the guy's protections. I would also have more mirror images, stoneskins and the like, if the battle turned into summonfest. Don't forget that I could raise my CHA further with eagle's splendour while the poor wizard doesn't have such a bonus. Chances are that the wizard hasn't found several important scrolls from which I'd be completely independent.
Elan Morin Tedronai Thu, 11th Dec '03, 5:17pm Solo Monk Svirfneblin
16
20
14
3
20
3
Can't be stopped... You can duallclass to fighter at level 24. A friend told me that with hammers he's is more powerful... :)
Shrikant Fri, 12th Dec '03, 2:04am Everyone who is a solo spellcaster seems to have gone the Sorcerer way.
Except for Chevy who is having a romance with his Paladin of Mystra[x]/Wizard[x].
Has anyone done a Cleric solo?
Of the tanks again Monk seems to be the favorite. How about a Beserker?
Please do include the stats for your charecter. And explain why the ones that are low are so.
And I am not talking pure classes here, ofcourse.
Elan Morin Tedronai Tue, 16th Dec '03, 9:13am Me... Well, because of the high dex. and wis. of the Svirfneblin he get 25 AC at 1st level, which is inbeatable... Who needs Intelligence and Charisma? High Wis. and Dex. are the most important for the monk!
Mokona=Modoki Wed, 17th Dec '03, 2:54am Well, I finally finished my solo. That final battle was a real pain to beat. I ended up taking advantage of Improved Invisibility in order to stop the Slayer Knights of Xvim from killing me while Madae spammed Blasphemy. Anyone here know how to stop it?
Proud lone adventurer:
Carrie Fernandez
aasimar paladin of Mystra 3/transmuter 20
max hp: 132
ability:
str 11 (start 10), dex 16, con 10, int 23 (start 18), wis 9 (start 8), cha 18
with items:
str 13, dex 21, con 10, int 25, wis 11, cha 20
skills (without ability boosts):
alchemy 17, concentration 26, diplomacy 7 (damn you, Vese Nejj), disable device 11, knowledge: arcana 20, search 11, spellcraft 24
feats:
aegis of rime, armored arcana 1, expertise, lightning reflexes, scion of storms, spell focus: enchantment 2, spell focus: evocation 2, spell focus: transmutation, spell penetration 2, subvocal casting
equipment:
Master's Robe, Cera Sumat, Footman's Folly, Tyrannar's Band, Tymora's Loop, Brazen Bands, Chimandrae's Slippers, Fire Dance Talisman, cloak of protection +1, Mercykiller's Belt
spells:
shield 4, protection from petrification 1, chromatic orb 2, mirror image 4, cat's grace 1, bull's strength 1, blur 1, blink 2, lightning bolt 2, ghost armor 3, improved invisibility 2, stone skin 1, otiluke's resilient sphere 1, fireshield, blue 1, sunfire 2, feeblemind 2, cone of cold 2, improved haste 4, chain lightning 1, tenser's transformation 1, delayed blast fireball 4, mordekain's sword 2, mind blank 1, symbol of pain 3, meteor rain 4
Most of her fights are finished with spells. I run around in an area, gathering as many enemies to her as possible, then start using area effect spells. When she runs out, she uses Mordekain's Sword, since the low paladin levels doesn't really allow her to melee all that well. Tenser's Transformation is the very last resort, in case she really needed to use the Cera Sumat (mostly for dispelling something).
Elan Morin Tedronai Wed, 17th Dec '03, 6:20pm Well, I can tell ya, that you could make your life easier, if you have put the rest of your levels on Sorcerer. He's the better spell-caster than the Wizard... At least this is the image in IWD 2... The very best spell-caster, I assure I... I'd make it Drow Mystra Paladin3/Sorcerer-rest...
Viking Fri, 19th Dec '03, 12:01am My solo effort ended up Pally 2 / Sorcerer 26 or some such. I did squat a lot of levels doing the Battle squares... Funnily enough, not a single exp pt from killing after that. <g>
Too easy overall with the sorcerer pally combo to be honest.
Took this one into HoF, and nothing is getting near her. Very boring to be honest, so I never bothered trying to finish. Oh well. Might have another go at some point with a less powerfull character to make it more interesting.
chevalier Fri, 19th Dec '03, 12:50am This may be a bit off-topic, but quite useful for solo players:
The game uses your character level for XP calculations. Your ECL is not relevant.
Also, I don't know for what reason, my brother got XP for killing the Guardian Dragon while I didn't. He also got some more for crystal golems. And yes, at that point I stopped getting any kill XP and he progressed a bit further in this area.
His guy was some CN drow roge/fighter/wizard to the best of my recollection. Mine was the uberpaladinwizard ;)
Tassadar Fri, 2nd Jan '04, 12:17am I am giving a drow paladin/sorcerer a go. Probably paladin 5/sorcerer x taking the paladin classes when I reach sorcerer level 20-25. Innate magic resistance and the bonus from the holy avenger was the final deciding point for a drow over aasimar.
chevalier Fri, 2nd Jan '04, 4:54am Remember to have paladin levels when you get the Holy Avenger sword ;)
Quicho Fri, 2nd Jan '04, 7:25am to Tassadar:
[Edit]
I just created a solo sorcerer and could advance in paladin ... - this means either wizard means wizard or sorcerer (in paladin class info) or you can go sorcerer and then paladin but no paladin - sorcerer - paladin
[\Edit]
You cannot advance in any paladin levels when you have taken sorcerer levels before.
In IWD2 only some MC combinations are allowed (for MC with taking paladin levels after taking other levels):
Paladin of Ilmater - Painbearer of Ilmater Paladin of Helm - Fighter Paladin of Mystra - Wizard
You can find this in Paladin class info.
When you want to have Paladin 5 / Sorcerer X, you have to go Paladin 5 and then the rest Sorcerer.
[ January 02, 2004, 13:04: Message edited by: Quicho ]
Mokona=Modoki Fri, 2nd Jan '04, 8:31pm When you want to have Paladin 5 / Sorcerer X, you have to go Paladin 5 and then the rest Sorcerer.That's not quite true. As long as you don't advance sorcerer levels after you've taken a level of paladin, you may take paladin levels. It's perfectly fine to take your first level of paladin right before the Lost Followers if you think that's the best approach--you can.
Harkle Wed, 14th Jan '04, 6:14pm I've been thinking of some kind of solo cleric. Aasimar paladin of Ilmater/Painbearer of Ilmater seems to be the best combination (although also female drows could be good solo clerics)
Which stats are important?
Wisdom, charisma and strength, of course, but from others it's quite hard to say.
Maybe Str 16, Dex 9, Con 10, Int 8, Wis 19, Cha 18?
And, do I need other skills than concentration?
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