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Misseh
04-03-2005, 08:11 PM
<DIV> <DIV>I want to be able to solo, at least a little, and whenever I'm in a group, we do really well! In fact, the only time I, personally EVER have trouble in a group is when the tank tells me to burn small mobs, and I listen.</DIV> <DIV> </DIV> <DIV>But what is to be done about times when I (Really we, when you think about it) don't WANT to group, or when no one needs DPS? I know I'm a good wizard, and I know I'm a good asset. I know my spells; I know <EM>how</EM> to use them, and I know <EM>when</EM> to use them, but when I solo, things just dont work.</DIV> <DIV> </DIV> <DIV>I can't even solo one white mob - that's like asking to have it handed to me.</DIV></DIV> <DIV> </DIV> <DIV>Ok, here's how it goes. I'm lvl 29, but I just dinged last night, so I'm basing this on lvl 28 and below.</DIV> <DIV> </DIV> <DIV>The following buffs/spells in place prior to encounter:</DIV> <DIV>Magi's Shielding</DIV> <DIV>Gift of the Magi</DIV> <DIV>Amplification</DIV> <DIV>Dazzling Seal</DIV> <DIV>T'Lys' Minor Familiar</DIV> <DIV> </DIV> <DIV>Target: 1-2 blue mobs, or 3 green mobs, lvl 24ish, give or take.</DIV> <DIV> </DIV> <DIV>My procedure:</DIV> <DIV>Root the extra one asap, retarget on the mobs running in. Melee attack, Chilling wind. Activate Ho, hopefully not Arcane Storm, at least until the last mob breaks root. 1 almost dead, me at half health. HO again Ball of fire, Ice spike, Ice spike, try to run, die. Sometimes I run fast enough, though, and make it to a zone in, but that doesn't happen very much<img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Can someone help me come up with a better strategy? Mine isn't working, and I can't find any other combos that DO work, so I hoped that since there are so many successful wizzies in there, someone could point me in the right direction.</DIV> <DIV> </DIV> <DIV>Anyway, thanks. I'll check back in a bit.</DIV>

Eleis
04-03-2005, 08:42 PM
First of all, Gift of the Magi does not stack with Amplification, so you are bette off to use that slot for Snow-filled Steps.Also, Chilling Wind as an AoE can break root. Yes it's a great spell and all, but if you want to keep the extra mob rooted, maybe it's best to not use it. And melee doesn't help. You will not do enough damage to make a difference, sorry. It's much better not melee because it makes you auto locked on the mob and the camera angle is a lot harder to manipulate in case you wish to move to a safer position. And of course any Wizard would point out that melee forces you to be close to the mob, which you should never do. Let it come to you while you cast.But most importantly, you must use your stuns. Blue solo mobs have very little HP. If you root one, double stun (Freeze + Blazing Intimidation) the other one, the non-rooted one should have a good chunk of it HP depleted. Then you proceed to cast Ball of Fire (no fear of interruption since the mob's stunned) and maybe an Ice Spike or two to finish it off. Once one of the two is down, the other one would be a piece of cake.Green solo mobs should barely even hit you consistently. Remember to have your defense AND parry skills maxed or near maxed. That should keep your avoidance rating (on the persona window) at about 42%. It is crucial because you do not keep it up, your avoidance may drop as low as 15%! Group-happy wizards, from my observation, usually have miserable avoidance because they simply don't get hit often and have little chance to skill up. A very good way to keep defense/parry rating up is by rounding up 20 or so very-gray mobs and let them "beat" on you. They will miss 99.99% of the time but your skills will still go up. It takes about half an hour of non-stop beating to get 15 skill ups so it's pretty easy.And make sure you are fighting solo mobs and not heroic ones. If it's a solo group they usually have one arrow down. If you are talking about heroic encounters, then it's a totally different situation.

Ironcleaver
04-03-2005, 09:01 PM
I might be able to help. I've been soloing the pass few weeks in Enchanted Lands. This is what I do: I start with pulling the Critter with Ball of fire (I now use WIS since I choose it as my trained spell at 30). As soon as Ball of fire lands I Stun the Critter with Freeze, then cast frozen manicals. I then hit it with incinerate (becasue its a nice fast casting spell), then ice spike. I then hit it with Blazing Intimidation even though its most lickly still rooted (as I know it will soon break), as soon as it's stuned I Ball of fire again since it should have just got dont cycling back up. At this point the critter should have very few hit points left, so if I feel comfy, I hit it with ice spike again (even if root broke and its now in melee with me). Although if it has a good amount of hitpoints left, I'll reroot and just wait for either ball of fire or one of my two stuns to cycle back up. I did this through levels 28, 29, 30, 31, 32, and 33, which I just got to yesterday. It works on up to low con reds; though I dont sugest trying to take on reds until you have the system down, but yellows and deffently blues are very much doable. to recap I do: Pull: Ball of Fire Stun: Freeze Root: Frozen Manicals DoT: Incinerate Nuke: Ice Spike Stun: Blazing Intimidation Nuke: Ball of Fire re-root as needed, and repeat.. I hope this helps at least a little <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div>

Arkanj
04-03-2005, 09:36 PM
<BR> <BLOCKQUOTE> <HR> Misseh wrote:<BR> <DIV> </DIV> <DIV>Target: 1-2 blue mobs, or 3 green mobs, lvl 24ish, give or take.</DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE>Are you trying to kill heroic (group) encounters?  If so, there's your problem right there.  Group encounters are incredibly hard for casters to take because we can't take the hits.<BR>

Misseh
04-03-2005, 09:57 PM
<P>No, I never bother with heroics. I'm just not good at soloing, since I have never really needed or wanted to until recently.</P> <P>Since I do spend most of my time in groups, I will try to get my avoidance up before I go off trying to solo again, and thanks for the tip on that! Also, thanks for the info on cancelling. How can you tell that one spell does not stack with another? It would help me a lot to figure that out, I think.</P> <P>I will defiantely practice your method, too, Ark. It's gotta be better than what I've been trying! </P> <P>Perhaps with all the info I've gotten here today, I'll be able to stop relying on groups so much, which would be a HUGE relief! </P> <P>I guess this is what I get for being a chronic grouper from day 1, eh?</P> <P>Thank you all so much for the tips and advice!</P> <P> </P>

Arkanj
04-03-2005, 10:20 PM
<DIV>You can tell about stackability by looking at your maintained spells window.  When you cast a spell on a mob (DoT or root or something like that) an icon will pop up in your maintained spells window that, if you mouse over it, will give you the name of the spell, the target, and how long it lasts.</DIV> <DIV> </DIV> <DIV>Probably the easiest way to see if your DoTs/debuffs/roots/stuns are stacking is just to look at your damage text and see if the different spells are "ticking" at the same time.  Other than that, just look at your maintained spells window as you cast.  If you see the icon for one spell, then you cast another and can see the icon for THAT spell, they stacked.  If one disappears as the other appears, they didn't.</DIV> <DIV> </DIV> <DIV>As far as a strategy is concerned... I wouldn't fight linked encounters if I didn't have to.  Even if they are solo, like I said, casters have a hard time handling the hits.  However, if you continue to fight these kinds of mobs, here's a couple pointers:</DIV> <DIV> </DIV> <DIV>1) If you're fighting 2, root one and stun the other with Freeze as it's coming in.  After that, back up a bit and just nuke it down as fast as you possibly can.  So hit it with Freeze, get your debuff in, and just go nuts with your damage.  The Freeze should give you a few moments to get some extra damage off.  If need be hit a blazing intimidation once the mob closes in on you.  It should be dead before that point but just in case.</DIV> <DIV> </DIV> <DIV>2) When the first one is dead, re-apply root and start again.  You may have to do this one without stuns (if your Freeze and blazing intimidation are down) so just re-apply roots as needed.</DIV> <DIV> </DIV> <DIV>Aside from that... while spell mechanics have changed quite a bit since I was your level... I don't see any BoTT's being casted there... why not?  Did they make that spell suck?  At your level, if you want to maximize DPS (which is what you'll want to do to burn down the un-rooted mob ASAP) you'll want to put your DoT's on first then use direct nukes.  You'll likely be using BoTT, BoF, Plasmatic Pulse, and Icy Coil.  You'll want to use ALL of these spells because you want to be constantly casting.  If your main one is down, cast another one even if it does less damage.  You just want to pump out spells.  It's a "waste of mana" but it's the best way to survive solo'ing.</DIV> <DIV> </DIV> <DIV>When you get level 30, Benumb will also help you against solo mobs, since it will stop them from using combat arts, thus reducing the damage they do and their hit chance against you.</DIV> <DIV> </DIV> <DIV>If you'll post what level of spells you have?  Do you have any adept 3 / master?  Or adept 1?  Or app 3?</DIV>

Misseh
04-03-2005, 10:33 PM
<P>Well, discounting the one I got last night (Icy Coil) I have mostly adept 1, however, if I notice a new spell doesn't do anything worthwhile IMO, like Plasmatic Pulse (It does crap damage and NEVER causes the DoT effect, even to the wimpiest mob! For me, at least), I will settle for an app 3 or 4.</P> <P>All my mana harvesting, high damage, and most DoTs are adept 1, though. Unfortunately, when I'm trying to keep all my spells upgraded at least a little, I cannot afford to go for higher quality scrolls for any particular spell. </P> <P>With adept 1, the highest dmamge I ever achieved was 505, ball of fire. Too bad I was killing worthless sirens in TS for the L&L, rather than something worth while, eh?</P> <P>I sold some nice loot and went and upgraded every spell I have to at least app3, and I need to go and get icy coil when I get around to logging in.</P>

Arkanj
04-03-2005, 10:58 PM
<DIV>Definately upgrade your Icy Coil... since it is a debuff, upgrading it will increase the amount of the debuff and, thus, the amount of damage that all of your other spells do.  Get at least adept 1 for this skill.</DIV> <DIV> </DIV> <DIV>Other than that, just try what I posted above.  Use your stuns.  Use plasmatic pulse even though it does crap damage just because it is DOING damage while your other spells recycle.  You're looking to do THE MOST damage you can do in the amount of time you've got while the other remains rooted.</DIV> <DIV> </DIV> <DIV>If you're fighting one mob at a time, however, the strategy is quite different.</DIV>

Erow
04-03-2005, 11:10 PM
<DIV><BR></DIV> <BLOCKQUOTE> <HR> Misseh wrote:<BR> <DIV> </DIV> <DIV>Target: 1-2 blue mobs, or 3 green mobs, lvl 24ish, give or take.</DIV> <DIV> </DIV> <DIV>My procedure:</DIV> <DIV>Root the extra one asap, retarget on the mobs running in. Melee attack, Chilling wind. Activate Ho, hopefully not Arcane Storm, at least until the last mob breaks root. 1 almost dead, me at half health. HO again Ball of fire, Ice spike, Ice spike, try to run, die. Sometimes I run fast enough, though, and make it to a zone in, but that doesn't happen very much<img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Can someone help me come up with a better strategy? Mine isn't working, and I can't find any other combos that DO work, so I hoped that since there are so many successful wizzies in there, someone could point me in the right direction.</DIV> <DIV> </DIV> <DIV>Anyway, thanks. I'll check back in a bit.</DIV><BR> <HR> </BLOCKQUOTE> <DIV><BR><FONT color=#33ccff>Can you please explain to me why your not fighting lvl 29 single mobs...?  Why would you want to spend your time fighting "group" mobs when your out solo'ing ...?</FONT></DIV> <DIV><FONT color=#33ccff></FONT> </DIV> <DIV><FONT color=#33ccff>There are plenty of lvl 26+ single mobs out there....  Cloth wearers don't have AC... so your better of dealing with one mob instead of multiple ones.... thats just logical.</FONT></DIV> <DIV><FONT color=#33ccff></FONT> </DIV> <UL> <LI><FONT color=#33ccff>Root</FONT></LI> <LI><FONT color=#33ccff>Wait 5 seconds so root is close to re-charging</FONT></LI> <LI><FONT color=#33ccff>DOT</FONT></LI> <LI><FONT color=#33ccff>Nuke</FONT></LI> <LI><FONT color=#33ccff>Mob should already be running at you, and you should already be casting root.</FONT></LI> <LI><FONT color=#33ccff>Back up to max distance</FONT></LI> <LI><FONT color=#33ccff>Nuke</FONT></LI> <LI><FONT color=#33ccff>Nuke</FONT></LI> <LI><FONT color=#33ccff>Stun</FONT></LI> <LI><FONT color=#33ccff>Nuke</FONT></LI></UL> <P><FONT color=#33ccff>You have to cast your last three nukes quickly toggleing older spells and be ready to deal with the interupts.  If you feel safer by tossing in another root, then do so.  Distance is a Casters ally.</FONT></P> <P><FONT color=#33ccff></FONT> </P> <P> </P> <DIV><FONT color=#33ccff></FONT> </DIV> <DIV><FONT color=#33ccff></FONT> </DIV> <DIV><FONT color=#33ccff></FONT> </DIV> <DIV> </DIV><p>Message Edited by Erowid on <span class=date_text>04-03-2005</span> <span class=time_text>12:20 PM</span>

Misseh
04-03-2005, 11:52 PM
<P>Because if I can't even solo a lvl 25 single mob, how am I to solo an even con?</P> <P>That's the whole point of this thread, to help me maximize effective soloing.</P> <P>I do know that distance is a major ally, but sometimes backing up isn't possible<img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> Learned that the hard way...</P> <P>Anyhow, thanks for the input<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I'll be practising all these new methods on easy mobs for bit before I got trying them out on even cons, heh.</P> <P> </P>

Arkanj
04-03-2005, 11:59 PM
<DIV>Casters pretty much HAVE to solo in places where there is plenty of room to run around, at least if you're after EXP.  The main goal of a caster while solo'ing is DO NOT GET HIT.  If you're in a position where you're taking damage, your goal switches to kill the mob before it can kill you.</DIV> <DIV> </DIV> <DIV>The latter option is the most dangerous and least effective way to play a caster solo.  If the places you are solo'ing do not allow you to move around, I would suggest you consider other places to solo.</DIV>

mewba
04-04-2005, 11:28 PM
<DIV>You'll probably find that a single orange mob is quite a bit easier than a group of low, interrupt happy greens.  There is great joy in successfully taking down the greens though, but lots of down time and death.  Do take a look at your skills, particular subjugation which affects your roots.  If you haven't been soloing for long, it may not be capped out.  I understand you can raise them by casting repeatedly on mobs, even greys, though I've never had to try that.  </DIV> <DIV> </DIV> <DIV>At 39, the mobs rarely get a two hits on me before they die, yellow and below.  It will never be good exp, but it's fun and kills time if you are lfg.  If you stack the kill x quests you can find in most any zone, it can be fairly rewarding financially.</DIV>

agress
04-05-2005, 12:05 AM
<P>Unless the mobs are grey (And have been grey for at least a level), a group of 3 green heroic's will be tough just from the fact that you will constantly get interrupted.  Many mobs at my level (29) are immune to Arcane Bindings, so you only really get one root.  You need then need a LOT of room in order to do this successfully, but there are some other options.</P> <P>1) Dont fight a group that has casters, since in general, a root doesn't do much to them unless you root them and pull very far out of range.</P> <P>2) One other tip - root one, and then fight the other two until you can root the second.  Concentrate and hopefully you can kill the 3rd before the 1st has broken root.  If you are near death, run away.  Your power probably hasn't depleted (since you've probably been interrupted quite a bit) and let the surviving 2 monsters return to their spawn points.  With one of the recent patches, that group will remain minus their friend they just lost.  Its much more feasible to then take on the other two without fear of dying.  In the past, those monsters would be marked NOEXP until the next spawn time.  Try it, but I personally think its a waste of time, and it generally only works in wide open spots with very little agro around.</P> <P>3) I was able to solo a blue level 25 ^^ mob (Hwals father?) below vhalens tower at level 27.  It *is* possible, with some lucky roots - sometimes I would even root when they are still rooted (why take the chance) gave good XP too.</P> <P>Defintely try to do just the single mob encounters if they *must* be heroic.  Even the pair of single up arrow dual mobs are probably easier than the 3+ heroics, in my opinion.  Again, stay away from casters.  Even grey casters can generally get hits in more than the grey melee ones.</P> <P>Too bad our Ball of Fire doesnt do as much damage as Dark Distortion, and actually has a longer timer figures (longer cast time, longer recast time).  Maybe more mobs are resistant to poison, but alas...</P> <P>agressiv 29 wiz/30 sage, Steamfont</P>

brow27
04-05-2005, 02:32 AM
As a level 28 Wizard, here is what I do: Single Solo mobs: - Hit the mob with incinerate (this has an INCREDIBLY long range) to debuff flame by a large amount - Cast Blazing Intimidation as it is running towards you (I believe its fire-based, so should do more damage due to debuff, also it has a much longer recast time than Freeze) - Cast Frozen Manacles (I was horrifcly lucky to get a master of this when I was around 15 in wailing caves) - Back up to a good distance if possible - Hit the HO starter - Cast Ball of Fire (I like to do this as the first part of HO instead of the second, because its slow, and i'd rather cast ice spike while the mob is running at me from a broken root than BoF) - Finish the HO with Ice Spike (or Freeze if necessary) If the mob is still alive at this point, cast Frozen Manacles again, and follow up with double ice-spike HO .. continue to do this as necessary (shouldn't take long on a solo mob) Variant to this: - Sometimes I will open with Ball of Fire, but if the mob is flame resistant that wastes a nice spell that would have worked if incinerate had gone first Single solo mobs are all well and good (and easy) once you have it down.  The tricky part is killing two at a time.  I've been soloing in the Unearthing (solo adventure pack zone, entrance near Gul'thex Citadel).  For anyone who has done this, you will know that right by the entrance are two single-down 30 or 31 mobs.  The rest of the zone is full of solo 30/31 and group down-arrow mobs (2 single-downs or 3 double-downs).  Here is how I do the doubles: Get to max distance (ie right by the door when you first zone in) and cast Frozen Manacles on "Mob A."  While it is casting, select the "Mob B" and cast freeze as soon as possible .. wait a second or so and then cast blazing intimidation.  If you time it just right, you can cast frozen Manacles again to hit the mob just before it gets to you (you may have to back up if you can).   A single HO sequence with BoF and Ice Spike should finish off "Mob B".  Sometime you may need to cast one or two additional Ice Spikes to finish it off.  Now this all usually happens pretty quick, and unless you are unlucky, Mob A should usually still be rooted.  Cast Frozen Manacles on Mob A again just to be on the safe side, then proceed to stack HOs and Frozen Manacles (and even Freeze if necessary) to finish out Mob B.  If you time it just right, you can get away with only using about 400 power and not even getting hit. I haven't had much luck taking out a group of 3 of the d'morte mobs, because of the interruptions/stifles as stated earlier.  I can usually take out 3 double-down green or blue mobs, but I haven't managed to do it with yellows. <div></div>

Misseh
04-05-2005, 08:11 AM
<P>Over the past few days, I have been incorperating a lot of the suggestions here into my solo encounters, and I am VERY happy with the results!</P> <P>Why, do you know that I took out a solo orc that was yellow to me in Zek all by myself today? It was a rush! I felt more powerful and capable than I've EVER felt on this particular toon.</P> <P>I really appreciate all the wonderful advice and tips you've all given me, and I look forward to seeing more about wizzie soloing posted here! I'm sure there are LOTs of wizards like me who had no clue about soloing that can also get help from this thread. </P> <P>Anyway, servers are back up<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Back to Zek!</P> <P> </P>

mehdoy
04-05-2005, 06:03 PM
<P>I've read this post and must admit, I still have a ways to go, and I will use the advice about soloing on my next adventure.  I'm a humble lvl 22 wizard, and it seems like the breaks have been put on.  I can't seem to find any mobs at lvl 21 or 22, something to give me better exp than killing lvl 20 mobs.  Any idea where there at?  I did go into thundering steppes last night, but man, that is definate group action.  Is that what I need to do, group with others to get exp fast? </P> <P>These posts have really helped me enjoy the game better, thanks for helping out a newb.</P> <P>Mehdoy</P> <P>:smileyvery-happy:</P>

MilkToa
04-05-2005, 06:50 PM
<DIV>You can solo at level 20 in TS, a good place to start is on the road that leads to the docks. There are lots of solo creatures along the road, and crabs and lower level undead in the area near the docks. </DIV>

Straylig
04-05-2005, 07:31 PM
I know this is probably a given, but also use high-end food/drinks when you're soloing...especially if you're using a tactic that will sometimes put you in melee range.

Effie
04-05-2005, 07:33 PM
<div></div><hr><div>Target: 1-2 blue mobs, or 3 green mobs, lvl 24ish, give or take.</div><div> </div><div>My procedure:</div>Root the extra one asap, retarget on the mobs running in. Melee attack, Chilling wind. Activate Ho, hopefully not Arcane Storm, at least until the last mob breaks root. 1 almost dead, me at half health. HO again Ball of fire, Ice spike, Ice spike, try to run, die. Sometimes I run fast enough, though, and make it to a zone in, but that doesn't happen very muc<hr>The first line was the key to your problems."1-2 blue mobs or 3 green mobs" are not inteded to be solo targets.Multiple mob encounters are inteded for groups of 3 or more.Solo, non-heroic mob encounters are your bread and butter when soloing.You (and any other player) should be able to solo yellow con solo mobs with no problem at all.A group of -4 level (lowest green) mobs should be incredibly difficult (near impossible) for all but the best solo classes.<div></div>

Ironcleaver
04-05-2005, 08:31 PM
I suggest the following: <b>Levels 20 to 23'ish:</b> the Road Mobs in TS, Bears, Snakes, Birds ext.. <b>Levels 23 to 27'ish:</b> the Skeletons that you see on your way to Varsoons, just after the Centars and the Large Gate bridge.. off the roard form tower 3? or was it tower 4? no matter, just stay north after the bridge and you'll see them. <b>Levels 27 to 33'ish:</b> the Turtles on the Shore in Enchanted Lands. Stay away from the level 33's, and 34's until at least 30+, unless you have my system I posted above down pat. This is also a great place because Fog Grimmin Armor drops off these guys. That's high Int caster armor. <b> Levels 31 to 34'ish: </b>Right on the other side of the Halfling Great wall (down the shore from the turtles) there are Spiders. Be very careful of fighting there, they are doable but they hit very, very, hard for their level. I did these for two levels and I only got a singe good drop, a dagger with an INT of +7. I also suggest fighting all the Faral Lashers you see here, there's about eight that spawn in the area. Kill all the lashers then go back to the spiders, or wait for the lashers to respawn. I suggest the lashers becaue, for their level, they seem to have a very low amount of hit points (the die in about 14 seconds). They also don't require much power to kill; I was able to chain kill these buggers for almost three hours and received about 60% of my level into 32. Currently I'm level 33, and I can most likely kill the lashers and spiders for another level or two.. Then I'll have to find another spot.. I found my power came back pretty quick, but health was the problem, so make sure to have the best food you can find.. Hark<div></div>

Daeanor
04-05-2005, 09:06 PM
<div></div>The magic number for me (35 wiz) to solo grey heroic mobs is 7 levels below me. 6 levels kill me. 'Nuff said on heroics <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />. There are grouped solo mobs, and they are generally down arrow. If I must fight them, I root one, then burn the other. You can't use the Freezing Wind line or you will break the root. Single mobs I can usually solo right up to yellow. It varies, once in a while a tough one will win, but mostly I can do this. My preferred method is hit them with a stun-nuke, then root, drop as many DoT's on them as I can until the root breaks, then follow-up with a series of nuking HO's (typically, Ball of Flame and Plasmatic Pulse at my level). If the root holds, all well and good, but if not, I have attack on and just keep going. A real tough one, or close fight, I may try to re-root, but generally I don't find that helpful; you can drop the nuke that might kill it in the time the root was casting. If I can't lead with a stun because of potential adds, I'll pull it with Breath of the Tyrant and run like heck to a safer area, tehn cast my stun immediately, and queue up root. Rest as detailed above. If you aren't above half health longer than the mob, it's time to run <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />. If the stun has refreshed, use it..likewise the root, and get ye gone. If not, run like heck anyway, hit sprint and get out of there/ Wizards just don't have the HP to mess around once a fight goes sour. The mobs to look out for are the ones that mez or stifle; mobs that stun a lot; mobs that poison. Fighter types are pretty easy, scouts actually a bit harder because of the Stunning Blow HO. One stun I can survive - two is usually death. Poison was a joke before level 20, but now I fear it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />. When all is said and done though, the most important thing is <i>where </i>you fight. Make sure you can avoid adds. Make sure you won't get re-pops on top of you. Beware of returning trains. And when all else fails, make sure you are in a place you can recover your shard. <div></div><p>Message Edited by Daeanor on <span class=date_text>04-05-2005</span> <span class=time_text>01:10 PM</span>

Pencilmonk
04-05-2005, 09:33 PM
<DIV>So far my tactics seem to work well, I'm 29 and can solo single creatures that are level 24 quite reliably.</DIV> <DIV> </DIV> <DIV>Here's what I do.</DIV> <DIV> </DIV> <DIV>1- Pull with Ball of Fire</DIV> <DIV>2- Freeze immediately</DIV> <DIV>3- Root with frozen manacles.</DIV> <DIV>4- Take a quick breath and then kick off my HO starter</DIV> <DIV>5- Icy coil (if he breaks root because of this, hit him with blazing intimidation and reroot)</DIV> <DIV>6- Ball of Fire</DIV> <DIV>7- Blazing intimidation (Might complete the HO, but normally the BoF will break root, so I need the stun to hold him while I finish the HO)</DIV> <DIV>8- Ice Spike</DIV> <DIV>9- Frozen manacles again and start the process over until he keels over from sheer exasperation at never actually hitting me.</DIV> <DIV> </DIV> <DIV>Problems for me occur when they resist too much, but that's a risk inherent with tackling critters higher than me. Otherwise always try to keep one stun open for emergency use.</DIV> <DIV> </DIV> <DIV>When I get low on power, just redo frozen manacles and Essence Harvest. The stun seems to wear off well before the root does.</DIV> <DIV> </DIV> <DIV>Hope this helps.</DIV> <DIV> </DIV>

roarfrost
04-06-2005, 12:56 AM
<DIV>Can't believe no one has mentioned stifle spells yet. They dont last long, but cut the mob's dps by a ton.</DIV> <DIV> </DIV> <DIV>If the mob is right on you but your roots and stuns are down or will take too long to cast, fire off a quick stilfe with Benumb or the earlier one if you dont have benumb. Stifle isn't just for caster mobs. It makes the mob unable to do specials on you (barrage, wild swing, etc.) He will still be beating on you, but for MUCH less damage. Then you can go back into your root/dot/nuke cycle.</DIV> <DIV> </DIV> <DIV> </DIV>

Ironcleaver
04-06-2005, 02:16 AM
Ahh yes, Benumb and Tongue Twist, I forgot about them.. I do use them personaly, but just forgot to mention them above. Excellent spells <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Hark <div></div>

Howl
04-06-2005, 05:37 AM
<DIV> <DIV>Just wanted to say thanks to all that posted here really helpfull tips. I had been grouping for a while but recently have found it hard to find a group so tryed to go back to soloing while waiting for groups. Was finding it very hard but the tip about fighting gray mobs for a while seemed to help a lot for me. I am level 39 now and I use Tether (app4) and if that resists I cast Frozen Manicals (app 4) never had them both resist so far. My subjugation (how ever you spell it hehe) is still a bit low though. I have tryed chain casting on a mob and casting Benumb as well to try to get it to raise but it takes ages just to go up 1 point. I have also stoped using DOT's now they just seem to break the roots that i cast. I just HO them down with BOF to start and what ever it asks for next. </DIV> <DIV> </DIV> <DIV>Anyway thanks for the tips. Its nice to be able to solo again and actuly walk away alive <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV></DIV>