View Full Version : Solo Tactics in the Mid 20's?
<DIV>I have been grouped since the mid teens and set out to solo in TS this week with very dissappointing results. Solo mobs give a fraction of a blue in exp. Double arrow are giving me a tremedous amount of difficulty. I have great gear, 1000+ HP and 1000+ Power Self buffed, all spells are Adept 1 except Overwhelming silence app3 and Breeze Adept3 and Gloom Adept3.</DIV> <DIV> </DIV> <DIV>I can solo everything I find that is non arrow or labeled group solo, however, I can't seem to take down any green double arrow I find. I have been using the root rot strat but it isn't working here. Roots break to quickly and all the linked timers leave me running around most of the fight. I can take one round un silenced to take me to below 50% the next mistake I am reviving. Root rot seems to be less effective and with the mob dotted I cant mez him, all mez are linked so if the first catches the tail end of his dot then i have to wait for reset since all are linked now. I tried at about twenty times to solo skellies, cents and gnolls and have yet to kill one in TS. They however have killed me a dozen times in the last two days.</DIV> <DIV> </DIV> <DIV>I love my Illusionist and am great in a group but not being able to solo when I dont want group hassle is making rethink my class.</DIV> <DIV> </DIV> <DIV>Do you have a good strat for solo in the mid 20's? Please no story tellers...I want real workable stategies if you have them. What mobs, zones and strats for killing them.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>
Kitori
01-11-2005, 04:32 AM
<DIV>Everyones having problems like this.</DIV> <DIV> </DIV> <DIV>They have made grp mobs much tuffer to solo. </DIV> <DIV> </DIV> <DIV>The time and effort now needed to kill them isn't worth it, i only go after the greenies ++ if i really need them and feel a bit crazy!</DIV> <DIV> </DIV> <DIV>If your looking for the good ex, and u wanna solo, just go for the solo mobs that are 7levs higher than you or something. </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>If you want to kill tuff mobs, just keep the mob rooted and when u cast your dots and DD stand at max range, so when it does break root you have a chance to root it again before it hits you! </DIV> <DIV> </DIV> <DIV>Also power drain it as soon as possible, so if it should hit you, it hasn't any special moves and might do 50% less damage or something.</DIV> <DIV> </DIV> <DIV> </DIV>
Dufre
01-11-2005, 08:21 AM
<DIV>I dont really like to use dots to solo. I use the stun nuke root mez.</DIV> <DIV>Root and stun and root and mez both stack. Stun and mez do not stack.</DIV> <DIV>You could also stun dot root root mez. The mez we get at lvl 24 i think is </DIV> <DIV>one of the best spells we get to help us solo. It's best to solo the mobs</DIV> <DIV>you have the special nukes for also. </DIV> <DIV> </DIV> <DIV>Illusionist can solo almost anything just takes a long time. You want to </DIV> <DIV>becareful on higher level double arrow as a resist to mez will almost </DIV> <DIV>certainly spell death. Since food does not help with in combat health regen</DIV> <DIV>I am hoping the potions will work. </DIV>
Meneda
01-14-2005, 08:10 PM
Here's one I found, at level 26 I can solo firerock giants in TS given I have a bit of room to run around. Note, this method does take a while (averaging 10 minutes per blue double up arrow encounter) as DoT's are incompatible with it.I start out with Psychic Assailant, if the mez portion hits, great, nuke it again, pull it a bit away from where it was wandering. Cast entrance while running. Hit with another Psychic Assailant and keep spamming it as long as it stays there, occasionally throwning out Daunting Gaze and using Mind Jolt (lower recast time makes it efficient while they're stunned for HO's). If the mez portion of hte Psychic Assailant fails, run and cast Entrance, that's your safety net. Three important things with this method, keep towards max spell range, keep breeze up on yourself, and when running and casting entrance, don't pull it too far from where you found it. I've found pulling it too far tends to break the encounter, even if the mob is currently taking damage from you.
Meneda
01-14-2005, 08:11 PM
delete, accidental double post<p>Message Edited by Menedaus on <span class=date_text>01-14-2005</span> <span class=time_text>07:13 AM</span>
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