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boogar
02-24-2007, 02:49 AM
Is it just me or is there a lack of solo dungeon's in this game.Wouldn't it be great if there were a few instanced "non-heroic"dungeon's where a player could kill some time for an hour or so going through a Dungeon that is designed to solo.I'm not asking for uber drop's but something to kill the time and maybe make a plat or 2 from treasured drop's or possibly an end boss with a very slight chance to drop something.I've been playing since launch and have been level 70 forever and it seem's that the only place to solo unless you're dressed in good gear is in the outdoor area's.This game need's something to mix it up a bit.

Gungo
02-24-2007, 03:01 AM
<p>true solo dungeons suck hard. They drop poor loot and have poor rewards. No one did them and they lay vacant. Dont beleive me check the zek mines tallon vallon and sullon. </p><p>People do not like solo rewards. Except for the rare soloable quest rewards usualy obtaiend through a long serioes of quests. </p><p>You want a solo zone go to nest fo the great egg. 80% of all classes in game can solo that zone or most of it. It provides plenty of decent loot and the end boss if has a very decent drop rate w some of the best items in game that some classes can solo.</p>

Bawang
02-24-2007, 04:36 AM
Actually there's a solo dungeon that scales to you all the way from 20 to 50.  It's called Splitpaw and you can solo in the Hideout dungeon for the Fitch's Prank quest.  Drops do suck but like you said, just a great place to kill an hour or two while waiting to get a group.  It's the one adventure pack that worth the $7.00 many times over.  As a bonus, when you complete 3 of the quests you get a "Return to Splitpaw" call which allows you to go to Thundering Steppes anytime it's up.

Ponos
02-24-2007, 05:40 AM
<p>Splitpaw</p><p>The Down Below</p><p>Vermin's Snye</p><p>Crypt of Betrayal</p><p>Blackburrow</p><p>Upper Tiers of Stormhold</p><p>And those are just the T2-T3 solo dungeons in Antonica.  </p><p>There are plenty to crawl through assuming you are the right level, which is dictated by con color, quest level, and loot drops.  Even if most of the mobs are green, the dungeon is still "active" in my opinion.</p>

Femke
02-24-2007, 05:52 AM
I have to agree. There are enough places to solo. I am running out there often alone. But then again... loot is not all for me, I am playing this game to have fun. The loot adds to that, but isn't the most important things. Even experience is not everything. Not long ago I found out that I had still Hadens Earring open. I solo'd the rest of the quest. Sure all were gray to me... but I had lots of fun. And the experience, status points and reward are nice.. Dang, that old quest even brought our guild to level 36 <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />. Femke.

Leafbringer
02-24-2007, 05:17 PM
I'm a fan of solo dungeons myself and would likewise like to see more of them.  The ones I've explored I've had a blast in - most are mentioned above.  If there are others, post them, I want to go check them out !

22224446
02-24-2007, 11:33 PM
<p>there is a nice zone, with no server crashes, lag, named stealing bot groups, pvp gankers. the gfx is uber, as well the music. its somethimes hard, sometimes even harder. loot is uber. its called oblivion. try it, and do not cry anymore, if u see only a few solo content in a <u><b>m</b>assive <b>m</b>ultiplayer</u> game.</p><p><img src="/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" alt="SMILEY" /></p>

Eldcen
02-25-2007, 11:15 AM
[email protected] wrote: <blockquote><p>there is a nice zone, with no server crashes, lag, named stealing bot groups, pvp gankers. the gfx is uber, as well the music. its somethimes hard, sometimes even harder. loot is uber. its called oblivion. try it, and do not cry anymore, if u see only a few solo content in a <u><b>m</b>assive <b>m</b>ultiplayer</u> game.</p><p><img src="/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" alt="SMILEY" /></p></blockquote>Oh don't start this tired old argument again.  "Go play Oblivion"  Well you know what?  I played Oblivion.  I played it for probably over 100 hours.  Then I was done with it - nothing else to do without getting repetitive. Can I talk to other people in Oblivion?  No.  Can I explore the intricacies of a player driven economy in Oblivion?  No.  Can I craft literally thousands of different items across mutliple tradeskill classes? No.  Does Oblivion have the sheer depth of content that an MMO has?  It's an impressive single player game, but no.  I've played MMOs for probably five years, and I average probably 2-4 hours a day, with about 2 years before I'm tired of an MMO.  That's an average of 2,190 hours (or over 91 days) of gaming time.  Can you do that in Oblivion, or any single player game, without clawing your eyes out?  No. The term Massively Multiplayer <b>does not</b> mean this is a game where you have to group with others.  It <b>only </b>means that there are many other people playing at the same time in the same game world as you.  Yes people like to group with friends and guild mates (myself included), but some people like to solo.  And soloing has every bit as much place in an MMO world as grouping. You want to group? Fine, group.  But do not tell people that predominantly solo to go play Oblivion.

CoyoteKilla
02-25-2007, 12:24 PM
haven't we made this game solo oriented enough, yet? or is the Enraged Vision of Vox of Doom on the horizon yet, available from a clicky to a solo instance in your inn room?

Femke
02-25-2007, 01:22 PM
<cite>CoyoteKilla wrote:</cite><blockquote>haven't we made this game solo oriented enough, yet? or is the Enraged Vision of Vox of Doom on the horizon yet, available from a clicky to a solo instance in your inn room?</blockquote> What is suddenly wrong with solo? I think the game should support both... solo and grouped. Simple as that... And your sarcasme is misplaced. Not everyone like groups with strangers... and not every guild is so big that there 30 people or more 24/7 online. Femke.

boogar
02-25-2007, 02:22 PM
<p>I know there are alot of solo dungeon's that are T5 and under,if you read my post I said I've been playing since launch and have been level 70 for a while.What I was referring to was that there were no solo dungeon's for higher level player's to kill time in,as I stated this isn't about farming named in SoS but an "actual" solo dungeon with maybe a few repeatable quest's and the possibility of making a plat or 2 from all the trash drop's.</p>

Erzengal
02-25-2007, 04:54 PM
The major issue with current solo dungeons is that 85% of them are insanely small, and worthless. The majority including Tallon Halls, the two in TS, and the like are zones just larger then one room. For what it takes to get to them, they should be alot more. There are also interesting times when a "Solo" area is parked in the middle of Heroic Mobs. For example there is a Zone in TS that you have to go past the Heroic Giants, and Heroic mobs in the ditch to get to. When I got to it the first time there was one standing on the entrance. Thankfully they didnt see invis. The only really good instance outside of an Adventure Pack is the one in Everfrost called Forbidden Sepulcher. This zone is a good length. Has a bit of story going on, and a final boss. While the boss never drops anything more then treasured, the trip gives you plenty of XP and Vendor loot. To my knowledge there are <b>Zero</b> Solo instances after the Lv40-42 Forbidden Sepulcher and the Lv20-50 Spitpaw, save one... There is Tipples Focus in SS which is supposed to be a Low 50s solo zone, though I have never been there. Also noted that there is no zone out door on that instance. I personally enjoy having solo instances available. Many people have days where they are not able to sit for an hour+ for a group dungeon. Or you are on a Server with a lower population there are times when its difficult to find a decent group  With solo instances you get to experience a fun encounter, whenever you want, and able to take your own pace. It doesn't have to drop guaranteed masters, or high-end loot. Just give some experience and adventure for all level ranges.

Kizee
02-25-2007, 05:10 PM
<cite>Femke wrote:</cite><blockquote><cite>CoyoteKilla wrote:</cite><blockquote>haven't we made this game solo oriented enough, yet? or is the Enraged Vision of Vox of Doom on the horizon yet, available from a clicky to a solo instance in your inn room?</blockquote> What is suddenly wrong with solo? I think the game should support both... solo and grouped. Simple as that... And your sarcasme is misplaced. Not everyone like groups with strangers... and not every guild is so big that there 30 people or more 24/7 online. Femke. </blockquote><p>They do cater to both. </p><p>If you want to solo then stick to the outside zones where 99% of the mobs are solo. If you want to group then stick to dungeons. </p>

Eriol
02-25-2007, 05:20 PM
There's a <a href="http://eq2i.com/articles/Solo_Instances" target="_blank" rel="nofollow">List of solo instances</a> over on eq2i.com.  Lists level ranges, etc. As for the rest of the "debate"... there's just no pleasing anybody here.  Everybody knows that there is a finite amount of development resources, and thus they campaign against ANYTHING that they don't do, because it cuts into the amount of content created for activities they DO participate in.  Thus no reasonable balance is ever admitted by either side. Ugh.

Goozman
02-25-2007, 06:10 PM
<p>Would be keen if there were actual solo dungeons that were fairly difficult, had traps and scripted events, and a few named with a tiny chance of dropping actual good [Removed for Content]. The thing that makes me think it'll never happen is the imbalance in soloing between classes. Maybe they could somehow accomidate this imbalance by adding items in the dungeon for certain classes/archetypes to enhance them (like regeneration for fighters)... I duno.</p><p>Would be neat though.</p>

Maroger
02-25-2007, 06:56 PM
<cite>Goozman wrote:</cite><blockquote><p>Would be keen if there were actual solo dungeons that were fairly difficult, had traps and scripted events, and a few named with a tiny chance of dropping actual good [I cannot control my vocabulary]. The thing that makes me think it'll never happen is the imbalance in soloing between classes. Maybe they could somehow accomidate this imbalance by adding items in the dungeon for certain classes/archetypes to enhance them (like regeneration for fighters)... I duno.</p><p>Would be neat though.</p></blockquote>I got a Master Chest doing "Delving into the Darkness" - part of the Splitpaw saga and I was soloing.

Lornick
02-25-2007, 09:26 PM
<cite>Maroger wrote:</cite><blockquote><cite>Goozman wrote:</cite><blockquote><p>Would be keen if there were actual solo dungeons that were fairly difficult, had traps and scripted events, and a few named with a tiny chance of dropping actual good [I cannot control my vocabulary]. The thing that makes me think it'll never happen is the imbalance in soloing between classes. Maybe they could somehow accomidate this imbalance by adding items in the dungeon for certain classes/archetypes to enhance them (like regeneration for fighters)... I duno.</p><p>Would be neat though.</p></blockquote>I got a Master Chest doing "Delving into the Darkness" - part of the Splitpaw saga and I was soloing. </blockquote><p>If your mastered chest was a master spell then it could have dropped from literally anything.  You can be soloing the crabs on the beach by TS docks and get a master spell (assuming they are still green con to you).  It's just a coincidence that you were in a solo dungeon at the time.  On top of which, the argument is that there isn't any (or very many) higher level soloable dungeons or instances.  The splitpaw stuff caps out at level 50 so once your 55+ there is no point in going back there.</p><p>I'm with the OP on this.  There are lots of group instances and raid zones in T7 which is great.  But what would it hurt for there to be a dungeon designed for solo gameplay?  Even if it was just a rehashed instance with solo mobs.  It wouldn't take long for a dev to revamp an old zones geometry and add solo mobs to it.  If the concern is that the loot, exp, etc is too good for a solo zone to warrant then adding a long lockout timer to it would balance it out so players would still have incentive to group and stuff.  I dunno, I just think it's a pretty reasonable request. </p>

Maroger
02-25-2007, 09:29 PM
<cite>Lornick wrote:</cite><blockquote><cite>Maroger wrote:</cite><blockquote><cite>Goozman wrote:</cite><blockquote><p>Would be keen if there were actual solo dungeons that were fairly difficult, had traps and scripted events, and a few named with a tiny chance of dropping actual good [I cannot control my vocabulary]. The thing that makes me think it'll never happen is the imbalance in soloing between classes. Maybe they could somehow accomidate this imbalance by adding items in the dungeon for certain classes/archetypes to enhance them (like regeneration for fighters)... I duno.</p><p>Would be neat though.</p></blockquote>I got a Master Chest doing "Delving into the Darkness" - part of the Splitpaw saga and I was soloing. </blockquote><p>If your mastered chest was a master spell then it could have dropped from literally anything.  You can be soloing the crabs on the beach by TS docks and get a master spell (assuming they are still green con to you).  It's just a coincidence that you were in a solo dungeon at the time.  On top of which, the argument is that there isn't any (or very many) higher level soloable dungeons or instances.  The splitpaw stuff caps out at level 50 so once your 55+ there is no point in going back there.</p><p>I'm with the OP on this.  There are lots of group instances and raid zones in T7 which is great.  But what would it hurt for there to be a dungeon designed for solo gameplay?  Even if it was just a rehashed instance with solo mobs.  It wouldn't take long for a dev to revamp an old zones geometry and add solo mobs to it.  If the concern is that the loot, exp, etc is too good for a solo zone to warrant then adding a long lockout timer to it would balance it out so players would still have incentive to group and stuff.  I dunno, I just think it's a pretty reasonable request. </p></blockquote>I don't disagree with you -- I would love to see more decent solo dungeons. The ones I have been in aren't worht the trouble and the time spent.  But yes they could redo some instances and add a solo version -- they did it for Splitpaw so they should be able to do it easily for others too.

teressa
02-25-2007, 11:33 PM
<cite>Eriol wrote:</cite><blockquote>There's a <a href="http://eq2i.com/articles/Solo_Instances" target="_blank" rel="nofollow">List of solo instances</a> over on eq2i.com.  Lists level ranges, etc. As for the rest of the "debate"... there's just no pleasing anybody here.  Everybody knows that there is a finite amount of development resources, and thus they campaign against ANYTHING that they don't do, because it cuts into the amount of content created for activities they DO participate in.  Thus no reasonable balance is ever admitted by either side. Ugh. </blockquote> Thank you so much for this link, it is exactly what i have been looking for. I am a shy gal, a mother of 5 one of them a toddler and someone who dosnt know the first thing about playing my toon in a group so I am unable to group I would just end up letting em down so I have to play solo, I know I am not the only one in this position so I would also be in favour of more solo content. Also, if some peeps are like me and sometimes just love to lose oneself in a game to whine down without having to talk to anyone just a bit of mindless bashing for hours it would be good to have at least one spot for that too. But it is hard to completely cater for all but maybe giving a little to all would be a viable option. Tess.

Melodar
02-26-2007, 03:17 AM
<p>From what I've seen of solo dungeons the problem is most are encounter based so people are going to face 3+ mobs. </p><p>Soloing is way too easy as way to many people are doing it. Yes MMO stands for alot of people playing a game not grouping but most play MMO's to group/play with others. Eversolo has made groups very hard to come by and the fact that so many solo and have no idea about group dynamics when they join a group they give many PuGs a bad name. I for one liked how D&DO kinda forced you to group it was a nice game but had zero content you would repeat same stuff over and over and over and over and over in groups. </p><p>While everyone should have their prefered playstyle I personally would love to see something like a solo server setup up where you can't group and let all the soloers go play there so those who want to group can. I play two of the supposedly more wanted classes enchanter and healer yet often sit lfg forever. (And by soloers I mean those who prefer to solo 90% of the time.)</p><p>Soloing is fine but we sure don't need more solo stuff.</p>

Conj
02-26-2007, 04:43 AM
[email protected] wrote: <blockquote>Is it just me or is there a lack of solo dungeon's in this game.Wouldn't it be great if there were a few instanced "non-heroic"dungeon's where a player could kill some time for an hour or so going through a Dungeon that is designed to solo.I'm not asking for uber drop's but something to kill the time and maybe make a plat or 2 from treasured drop's or possibly an end boss with a very slight chance to drop something.I've been playing since launch and have been level 70 forever and it seem's that the only place to solo unless you're dressed in good gear is in the outdoor area's.This game need's something to mix it up a bit.</blockquote> <b><span style="font-size: xx-large"><span style="color: #ff3300">AGREED</span></span></b>

Logical_Knight
02-26-2007, 12:38 PM
<p>  My memory might be skewed, but I seem to remember back when the solo vs group playstyle flaming was at its peak that the general consensus was that overland zones ought to be "solo friendly" while dungeons ought to be "group oriented".  Now we're suggesting that there be more solo dungeons?  I'll refrain from passing judgement, but I wonder how a call for more "group oriented" overland zones would be treated?  My guess is, not that well.</p>

Guy De Alsace
02-26-2007, 12:52 PM
<p>Half the problem is that group zones get loot you can use at the level required for soloing and grouping. However solo instanced zones drop nothing that is remotely usable - even to solo with. If you did the unthinkable and actually <i>used </i>the solo gear that drops you would likely get killed trying to cross the overland zone to get back to the solo zone <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.</p><p>Overland zones have too much overlapping heroic/solo content to be reliable as wholly solo areas IMO.</p>

kellan123
02-26-2007, 01:20 PM
<cite>Goozman wrote:</cite><blockquote><p>Would be keen if there were actual solo dungeons that were fairly difficult, had traps and scripted events, and a few named with a tiny chance of dropping actual good [I cannot control my vocabulary]. The thing that makes me think it'll never happen is the imbalance in soloing between classes. Maybe they could somehow accomidate this imbalance by adding items in the dungeon for certain classes/archetypes to enhance them (like regeneration for fighters)... I duno.</p><p>Would be neat though.</p></blockquote> QFE. I agree, I'd love a zone that was hard, skill-wise, for the solo player. I never did try to do the solo pebble quests in The Fallen Dynasty, but that was because I play a paladin,  and I think they required <u>heavy</u> DPS. I wish the engine could scale down mobs accurately and all heroic instances could be offered to a solo player. I'd love to run through a scripted Nektropos by myself a couple times before trying the harder and more rewarding heroic/group instance. Sometimes, the many AFK breaks, the recruiting, the uneven skill of the players in the group can all add up to a harrowing group experience, thus shining brighter light on solo gameplay. I know I'd also enjoy a "duo" level of gameplay, as sometimes I find myself with just one other, looking for things to do. You can't tell me that late one night, you'll find yourself wishing that you could do a version of Unrest or Nizara, solo...even though it may take 2 hours and require the right broker-bought potions, good food/drink, actually READING the story/lore, using your brain, and also your hand-eye-coordination. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ...or maybe you can....to each his own, I guess.

Slapfish
02-26-2007, 01:30 PM
<cite>Goozman wrote:</cite><blockquote><p>Would be keen if there were actual solo dungeons that were fairly difficult, had traps and scripted events, and a few named with a tiny chance of dropping actual good [I cannot control my vocabulary]. The thing that makes me think it'll never happen is the imbalance in soloing between classes. Maybe they could somehow accomidate this imbalance by adding items in the dungeon for certain classes/archetypes to enhance them (like regeneration for fighters)... I duno.</p><p>Would be neat though.</p></blockquote><p> This is exactly what I would love to see.  This doesn't have to turn into a group vs. solo argument. It's simply a statement of what some people would like to see more of in the game. I like to solo quite a bit because I like the freedom of movement and the ability to really explore my surroundings. When I'm in a group I really have to stay up with the group and usually fighting is pretty non-stop and there is no ability to just snoop around and see what's in there. </p><p>It would be fun to have to consider and think through the same kind of tactics that a group has to when in a dungeon, but by myself.  Usually in a dungeon I don't think a lot. The tank is in charge and I just kind of follow along and try not to screw up. There isn't a lot of technique or planning. So it would be cool to have to do this on my own a bit. </p><p>I personally don't really care about the rewards all that much. If I did, I wouldn't solo in the first place. When I group I never win anything anyhow, unless it's higher level guildies letting me cuz they don't need the stuff. So for me it's more the challenge/entertainment factor that's important. </p>

SkinnyFats_EQ2
02-26-2007, 01:47 PM
[email protected] wrote: <blockquote><p>Goozman wrote:</p><p> QFE. I agree, I'd love a zone that was hard, skill-wise, for the solo player. I never did try to do the solo pebble quests in The Fallen Dynasty, but that was because I play a paladin,  and I think they required <u>heavy</u> DPS. I wish the engine could scale down mobs accurately and all heroic instances could be offered to a solo player. I'd love to run through a scripted Nektropos by myself a couple times before trying the harder and more rewarding heroic/group instance. Sometimes, the many AFK breaks, the recruiting, the uneven skill of the players in the group can all add up to a harrowing group experience, thus shining brighter light on solo gameplay. I know I'd also enjoy a "duo" level of gameplay, as sometimes I find myself with just one other, looking for things to do. You can't tell me that late one night, you'll find yourself wishing that you could do a version of Unrest or Nizara, solo...even though it may take 2 hours and require the right broker-bought potions, good food/drink, actually READING the story/lore, using your brain, and also your hand-eye-coordination. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ...or maybe you can....to each his own, I guess. </p></blockquote><p>I couldn't agree more.  The problem I typically have is that if you don't get into a zone like Unrest or Nek castle as soon as it is available, you end up going in with a group at least some of whom have been there before.  And so instead of figuring out puzzles, or where to go next, you are just lead around at 100 miles per hour being told "click there", or "pick up quest there", or whatever.  That assumes you even have the chance to pick up stuff along the way.  You never even have time to read the text the characters say because the group is in such a hurry; you just click click click through dialog and get to the end.  Thus the backstory and lore is completely missed.</p><p>It's unfortunate really, because those are some of the best zones in the game, and I hate to not experience them to the fullest.</p><p>Thus, I am sure hoping Unrest comes out this week, where I'll have a chance to play it ASAP.  If it comes out next week I'm gone on Spring Break, and by the time I get back my previous sad scenario will be in full force. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> </p>

Araxes
02-26-2007, 02:11 PM
<cite>Ponos wrote:</cite><blockquote> <p>Crypt of Betrayal</p><p>Blackburrow</p> </blockquote> These are certainly not solo dungeons.  CoB is particularly challenging even with a group.  Blackburrow has a yard with trash, that's it.  The rest of it is not for solo play. There are small areas in every single dungeon in the game, usually right at the entrance, that have mobs designed for solo kills.  Perhaps that's what you're thinking of. 

Jai1
02-26-2007, 02:52 PM
I've done a few solo dungeons outside in the regular zones.  I always seemed disappointed in the loot but it wasn't neccesarily challenging... it was solo.  I've done a lot of Splitpaw. Apart from the loot arguement,  SP is the only leveling dungeon you need.  Harvclaves has some loot through the tiers.  I imagine if you do it enough there are some good drops.  I did it mostly to level but things have changed since.  If you want just a dungeon -ike zone that scales with your level for good exp, SP is a good option. 

Ilavatar
02-27-2007, 08:30 PM
I agree with the poster that the nice thing about soloing is that you get a chance to go slowly and appreciate the story. That's very hard with groups. In fact, I like having a fast-moving group. What I'd like to see is that almost all zones would have a way to experience their content solo and still get exp and some decent loot although maybe not the great stuff. At least for some, but maybe not all classes. For example, I have a necro that I use for soloing but my Templar is mostly for group play. They do seem to take this into account somewhat but it involves a different style of play. It is slower and involves more thinking. For example, I've been exploring the Temple of Sol Ro and I've found that by using see invis and FD I'm able to slowly make my way into it. It's taken days (and many deaths) to figure it out. It involves watching and timing the mobs and hiding. It's great fun. But I couldn't do it without FD. Still there are many places where it seems impossible to solo or even sneak through unless they are grey or low green. It would be nice to see more thought go into this. Thanks for this post, it got me to thinking and I realized how to get past my latest bottleneck in the Temple!

Ba
02-27-2007, 11:32 PM
<p>Play the right classes and equip them well and most of the heroic dungeons in the game with green and blue con mobs become solo dungeons. Especially if you have invis.</p><p>My Fury can solo the majority of the heroic dungeons in the game, fairly well too. And she is just a HEALER class. Play a REAL solo class like summoner, wizard , chanter, rogue etc for an even better experience.</p><p>Its  a tad slower to carve through ^^^ mobs than ones with ^ or no arrow mobs but hey, its all good providing your careful. You get to keep all the master spells too <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

Spider
02-28-2007, 12:03 AM
[email protected] wrote: <blockquote>Is it just me or is there a lack of solo dungeon's in this game.Wouldn't it be great if there were a few instanced "non-heroic"dungeon's where a player could kill some time for an hour or so going through a Dungeon that is designed to solo.I'm not asking for uber drop's but something to kill the time and maybe make a plat or 2 from treasured drop's or possibly an end boss with a very slight chance to drop something.I've been playing since launch and have been level 70 forever and it seem's that the only place to solo unless you're dressed in good gear is in the outdoor area's.This game need's something to mix it up a bit.</blockquote><p> Split paw ftw </p><p>from teh late 20's to the late 50's its everythign ur looking for </p>

Spider
02-28-2007, 12:11 AM
<cite>Maroger wrote:</cite><blockquote><cite>Goozman wrote:</cite><blockquote><p>Would be keen if there were actual solo dungeons that were fairly difficult, had traps and scripted events, and a few named with a tiny chance of dropping actual good [I cannot control my vocabulary]. The thing that makes me think it'll never happen is the imbalance in soloing between classes. Maybe they could somehow accomidate this imbalance by adding items in the dungeon for certain classes/archetypes to enhance them (like regeneration for fighters)... I duno.</p><p>Would be neat though.</p></blockquote>I got a Master Chest doing "Delving into the Darkness" - part of the Splitpaw saga and I was soloing. </blockquote><p> i got a master chest on harclaive too .... once  out of about 200 times doing it </p><p>it was pretty cool </p><p>and i always get some decent treasured gear there </p>