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Thread: Question about Solo play

  1. #1

    Question about Solo play

    Hiyo...

    I just started playing this game last week and have found it a very enjoyable improvment on my old addiction (Everquest >:/ ) Anyways, I started a Soldier and while I found him to be fun to play, I've noticed people mentioning that this class has problems later on with soloing. I tend to prefer soloing over group content (even though I do enjoy the occasional group) and I was wondering if there was a class more acclimated to being successful with solo content later on. Is a Soldier a viable choice for my playstyle or is there another class that would suit it better?

    Thanks,

    Boobar (for now)

  2. #2
    Playing lvl 190 Advy, solo'd 95% to this point.

    Solo is becoming a bit tougher and requires more time to advance and acquire what's needed to keep improving.

    Can't speak to the higher end Soldier prof as my Sol Alt is only lvl 50ish.
    So far solo works well...

    Might try post in Soldier Forum for more specifics.
    Arctic: As someone i know said: "After A-Bomb hits advy, they just dust off the dirt and walk away."

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  3. #3
    It tends to be as you advance in levels.. no matter which profession you pick, teaming becomes more and more viable over solo-ing.

    Having said that... some professions still seem to solo better then others. I believe that Adventurers are one of them.. not from personal experience, but from witnessing an Adventurer in my organization.

    Also, I have noticed that Martial Artists seem to do fairly well also.

  4. #4
    With three pets and the ability to self-buff into bigger and better pets, Meta-physicians are very, very viable as a solo class. My prez has never had to solo, although I have (fixer) on occassion.

  5. #5
    I dont play a high level soldier, but the reason i think soldiers have soloing problems later on, is because their lack of healing ability. Mobs in high level places like Inferno and Pandemonium have ALOT of hp, and while soldiers take a lot less damage than everyone else, their lack of healing just makes it futile to attempt to solo hard mobs/bosses. But as I said, im not a soldier, so this is just what i think their situation is like. My advice is to ask on soldier forums
    Reastinpeace Northscope Smaki :: 220|17 Agent :: Haven
    Use Suntanlotion Whenitshawt :: TL4|2 Adventurer :: Haven

  6. #6
    You can solo play, its all a matter how fast. Obviously you will make more progress with some professions over others. From what I have heard and seen, Soldiers do very well at higher levels. It may take you longer to reach the next level as compared to an MA, but you will be fine.

    I suggest you play your first character until you are familier with AO, and then test other character types to see if any of them better match you play style.

    BTW Its really hard to manage pets in the begining, especially if you are not use to it. I would stick to the non-pet professions until you are comfortable with many aspects of AO.

    Good luck and have fun.

  7. #7
    a prof with adequete heals might be suited for soloing better but sold can be fun too. its just a matter of outliving the mobs


    Quote Originally Posted by Zaxsan's signature
    HURJAkeeper: "the alt tabbing works if i stand on solid ground or some flat surface. if i do that in place where the ground isnt flat the grafix is drawn screwed up."
    aww made a sig with post that has erranous grammar :/
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  8. #8
    I've been learning the game with an MA and soloing has been the mainstay of my work and play on RK. Soloing has been a piece of cake with this profession and when comparing to friends of other profs the soloing abilities are quite clear. The heals for example are excellent and that applies right the way up to the top of the profession. This is so much so that when teamed with non-combat or healing oriented profs, like fixers, I am tanking AND healing the team. MAs are also a very flamboyant profession with LOADS of specials to pull off in a battle. Cheap too given no weapons are needed.

    I've started an Adv and i can see the soloing potentials here too but can't speak for that profession with total confidence.
    ~ May your lily pond be always deep and your bamboo ever strong ~

  9. #9
    I recommend an adventurer, as they're probably one of the most powerful classes from a defensive standpoint. Reasonably IP-friendly evades, access to both bio shielding and acrobat perks, heals that are a not-too-distant second from docs' heals, and polymorph nanos that give access to very useful insta-heals. Modest AC buffs and green first aid skills are gravy. So they can stand up and endure against mobs; and do good enough damage to actually take them down.

    Adventurers can be competent blitzers, as they have all of the above plus cheap run speed skill.

    They're the best at cross-country travel, between their soon-to-be-available-again parrot morphs and the ability to self-cast higher-level SL map nanos.

    If you develop a taste for teaming, they're usually welcome, as they're competent healers, competent damage dealers, competent pullers, and potentially competent tanks.
    Bartle type: EAS. 9% of respondents so far fall into that type.

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  10. #10
    Soldier's have trouble soloing? That's news to me

    Seriously, we rock at soloing.
    Alexander "Talan" Calnid
    Currently AFK, will see you all in a few months
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  11. #11
    This is so much so that when teamed with non-combat or healing oriented profs, like fixers..
    err..wtf?
    Jabbestryne - Clan Enforcer RK1 - Stuff
    Member of Uprising


    Defender rank: Competent

  12. #12
    Quote Originally Posted by Jabbes
    This is so much so that when teamed with non-combat or healing oriented profs, like fixers..
    err..wtf?
    Simple. Fixers are not combat oriented and not healing oriented. In fact, fixers are not oriented at all
    Kiisu, TL 7 fixer of Project-Starlight, RK2.
    Eevatytar, LVL 220 keeper of Project-Starlight, RK2.

    Fixers don't need a new pair of glasses, they need a miracle!

  13. #13
    Quote Originally Posted by Kiisu
    Simple. Fixers are not combat oriented and not healing oriented. In fact, fixers are not oriented at all
    Are you saying face-down or belly-up aren't orientations?



    Kidding. I don't know much about playing fixers.
    Vanguard Mharc. Self-equipper extraordinaire no longer. I'm back!

  14. #14
    Quote Originally Posted by Kiisu
    Simple. Fixers are not combat oriented and not healing oriented. In fact, fixers are not oriented at all
    Is this part of the 'don't ask, don't tell' policy for fixer orientation?

    Btw, Fixers are somewhat healing oriented since they have the best HoTs (Heal over Time).
    Guide to Teaming With Docs! is the funniest post ever. | "Engie Got Bot" song spoof
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    Currently playing The Secret World.

  15. #15
    [QUOTE=
    Btw, Fixers are somewhat healing oriented since they have the best HoTs (Heal over Time).[/QUOTE]

    I thought that Docs HoTs were better than fixers, them being Docs it's just kinda the way I figured it would be

    As to a Fixers orientation...well...Fixers are supposed to be DDs, aren't they? Well...maybe second line DD, or something...or a back up tank...or...

    A heck...I played a fixer up to 127 and I have no idea what they're for

    If anyone figures it out let me know

    Cheers,

    -Magi
    Quote Originally Posted by Portulis
    Docs are the KY Jelly of AO, crats are the Viagra.
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  16. #16
    Fixers do have the best HoTs (they get a short term, like doc HoTs, and a long term HoT).
    Guide to Teaming With Docs! is the funniest post ever. | "Engie Got Bot" song spoof
    AO chat log of Titanic sinking is the second funniest post ever

    No matter how many levels I gain, the Lag Monster is always red to me.

    Currently playing The Secret World.

  17. #17
    TL7 fixers saying they are bad damage is sad, just sad..
    Jabbestryne - Clan Enforcer RK1 - Stuff
    Member of Uprising


    Defender rank: Competent

  18. #18

    Let's do the math then

    Fixer's do have long and short term HOTs. Here's the comparison, so there are no illusions. Be warned! There and some surprises:

    DOCTOR vs. FIXER HEALS
    [I've used the QL nanos around my level so I can relate it to normal gameplay]

    Short Term HOTs:

    Doctor's Lesser Policy Payout, lvl 109
    Gives 112-143 health every 5 seconds for 140 seconds [28 hits].

    > Total Heal at max of range = 4004 & Min = 3136.
    > Total Heal for same amount of time as Fixer's HOT (recast LPP immediately after run out) Max = 5720 & Min = 4480.

    >> Average total Doc heal count (same time for direct Fixer comparison) = 5100.

    Fixer's Advanced Insurance Hack, lvl 103
    Gives 64-139 health every 5 seconds for 200 secs [40 hits].

    > Total healed for at max of range = 5560 & Min = 2560.

    >> Average total Fixer heal count = 4060.

    Short term HOT conclusion: I'll have a doc healing me thanks.

    Also, important to note the range amount you're getting healed for here. In my experience Fixer's HOTs in this line come in closer to the 63 than the 139 health points healed. The Doc's minimum in the range is nearly double that. (The duration of the nano is immaterial as it can just be casted again IMO).

    Long Term HOTs:

    Doctor's Major Health Graft, lvl 93
    Gives 501 instant heal and 51-85 every 30 seconds for 50 minutes [100 hits].

    > Total Heal at max of range (incl. instant heal) = 9001 & Min = 5601 .
    > Total Heal for same amount of hits as Fixer's Long term HOT (recast MHG immediately after run out) Max = 10701 & Min = 6621.

    >> Average total Doc heal count (120 hits used for direct Fixer comparison) = 8661.

    Fixer's Biosign Rejuvenator lvl 93
    Gives 154-162 health every 10s for 20 mins. [120 hits]

    > Total Heal at max of range = 19440 & Min = 18480.

    >> Average total Fixer heal count = 18960.

    Long term HOT conclusion: Holy ****!!! Fixer's long term HOT rocks!

    But let's put this all in perspective. The comparison above shows us totals and averages. The reality of combat though is that you may often need health quickly, immediately, pronto or else you die. Resting easy that you're going to be healed of a total of say 18,960 after the 20 mins is up is a false paradise. You're gonna die without the instant heals going on.

    This brings in the fact that Fixer's have to rely on stims/spindles to heal outside of the nano lines referenced above as there is no single heal line at all. Doc's of course have these and also have their team heals which are completely lacking in the Fixer's repertoire. These are the true life savers when facing difficult mobs.

    In conclusion, I'd rather have a doc's insta-single & team heals running with his/her slightly inferior long term HOT covering my ass anyday. The fixer long term HOT would come in handy doing easyish missions. You'd be able to run them quicker but when faced with a thumping pile of rocks, you want the doc doing his thing.

    The results are surprising though I have to admit!
    Last edited by Vitalo; Nov 5th, 2004 at 13:38:50.
    ~ May your lily pond be always deep and your bamboo ever strong ~

  19. #19
    Using your chosen nanos to create more meaningful numbers...

    Doc Short 25.6hp/sec

    Fixer Short 20.3 hp/sec

    Doc Long 2.27 hp/sec

    Fixer Long 15.8 hp/sec

    Still, as you say, direct healing is superior to indirect healing any time, and the best high end soloers are generally the healing professions for that reason.
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  20. #20
    Re: the HOTS. . ..

    Absolutely right of course, as shown by your numbers. Frankly, I was shocked to find my Doc HOTS were nowhere near as useful as fixer hots. . .i frankly stopped obtaining the nanos because they were too short . . . not useful at all.

    My ~160 doc's role on team is CH'er, debuffer, and team healer. . .the Fixer takes care of the HOTS. . .
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