Best Class/Classes For Solo Run?

Discussion in 'The Temple of Elemental Evil' started by sonofliberty, Sep 20, 2012.

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  1. sonofliberty

    sonofliberty Established Member

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    I have basically completed my first attempt at a solo run; only D&D and WOTGS left to go. I used a human Ftr 16/Rogue 4. I did use Scather, wore the blue chainmail, and the hero's shield. I am actually wondering if I should have stopped at lvl 1 rogue, the lvl 1 wizard, and lvl 18 ftr.
    Has anybody else gone solo? What worked best?
     
  2. Nightcanon

    Nightcanon Garrulous Halfling

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    I haven't solo'd myself. Is there any particular reason for 4 rogue levels? I tend to think of multiclass rogue levels as being primarily for sneak attack damage, so odd levels, but I guess it's different it you need to sneak past things and open chests without magic. What's the rate of level progression like? One of the things that's put me off a solo run is working out how I'd do various fights (Lareth's guards come to mind, but potentially even the moathouse bandits) that can be touch and go with a full party- but if you can get up to say fourth level before setting out for the moathouse, and manage to fight one enemy at a time you'd be at an advantage.
     
  3. Nightcanon

    Nightcanon Garrulous Halfling

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    I'd be tempted by spellcaster levels of some sort, I think. If you have Scather and power attack, there aren't that many more combat feats you really need. Ability to cast heal and summon monster would be pretty useful I'd think. Are potions of heal readily available to buy?
    Do you have a plan for Demons & Demigods, beyond retiring instead? I'd have thought that the slavers would be pretty tough solo too.
     
  4. silo25

    silo25 Established Member

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    I have soloed every class, the best is actually a bard (for dominates and charms to soften them up before killing them!) but when playing a fighter it goes by alot faster to have WW attack. every class is able to solo the game up to D&D, youll need a high UMD and items for that.
     
  5. silo25

    silo25 Established Member

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    if you do not want a hint or giveaway about the temple spoiler below
    i love the slavers solo just make sure your saves are up to par, if your not a crafting class you won't live without letting shenshock live to buy his gear
     
  6. sonofliberty

    sonofliberty Established Member

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    I ended up wasting many points to UMD which is why I am considering 1 lvl of mage. That gives me allot of cool items and the ability to scribe and use scrolls. As a lvl 1 mage, I can scribe fireballs, prot from arrows, and minor globe of invuln among others.
    I did let Seneschock live in the first go round. His wands and UMD gave me lots of powers including stoneskin among others. The slavers really were not bad. Actually, the scariest fight was against the three ghouls in the moathouse at third level.
    I definitely plan to do a 1/1/18 r/m/f as my next solo. I don't have a plan for D&D except lose/die. Anybody else soloed against Iuz?
     
  7. Goshi3156

    Goshi3156 Dire Badger

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    I imagine its actually for Uncanny Dodge and Evasion. Since you're soloing you're more likely to get caught flat-footed at the start of every battle so retaining your DEX bonus would help. Evasion... really should go without saying =/
     
  8. nyarlathotep

    nyarlathotep Merry Murder Maniac

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    i once solo'ed it with a thief. I did end the game with stealing Zuggy's jewelry. Also, it was a 5.x version, so no slavers there yet.
     
  9. Nightcanon

    Nightcanon Garrulous Halfling

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    Uncanny dodge & evasion- couldn't you get those with Barb? (Haven't run a barb for while).
     
  10. Nightcanon

    Nightcanon Garrulous Halfling

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    Further question: is the rate of XP gain such that you can absorb multiclassing penalties and still get where you need to be wth levels?
     
  11. Goshi3156

    Goshi3156 Dire Badger

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    Barbs only get Uncanny Dodge. Fast Movement and the d12 hit dice would be quite nice for a solo run though.
     
  12. Nightcanon

    Nightcanon Garrulous Halfling

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    Re solo D&D: I think it would depend on being able to stay alive long enough to do some really heavy-duty buffing of self and possibly some large summoned creatures to control how many Iuz get to you at once. Is there a little alcove in the arena somewhere I wonder? Does Iuz have Freedom of movement?
    I have the beginnings of a plan but not sure if I can short-cut with an existing character.
     
  13. sonofliberty

    sonofliberty Established Member

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    So far, I cannot beat the Iuzes with just one character. It may not be possible with my current build.
     
  14. scubamatt

    scubamatt Member

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    I'm about embark on a solo adventure (I do not plan to use NPCs), and I've been pondering the best combination of race/class/feats. I do not know how far I can get, but I love the idea of the lone hero questing. With that in mind, I fully intend to min/max as much as I can (smart heroes use every advantage they can get).

    I'm sure I want to have Cleric as a core class (specifically, Elhonna as my deity) and Good/Plant as my domains. This allows me to turn undead, turn plants, and potentially craft Holy items later. It also gives me Entangle as a domain spell at 1st level.

    I'm pretty sure I want Rogue levels, for the trap/lock/face skills. In PnP, I almost always played Cleric or Rogue, as both classes were in demand for any party. Two levels gives Evasion, 4 levels gives Uncanny Dodge. The sneak attack damage is excellent, of course, but unless I summon a monster (for flanking) or use the Improved Feint feat, I won't get a lot of SA damage.

    I still think in terms of 'no more than 3 classes', even though I can probably do 4 and eat the XP penalty easily. For my 3rd class, I'm not sure what to take. Wizard would be good for nukes, but arcane spell failure is a problem, even in light armor. Ranger would be a decent option, as many of the skills overlap Rogue and you eventually get a pet. Survival skill is also a big benefit, to avoid random encounters. Taking some Druid levels appeals to me as well - good spells, an animal minion, the light armor restriction is a bummer but not terrible with a high DEX, and I can use any weapon from race/multiclass.

    I want the huge pool of skill points a 1st level Rogue gets, so I pretty much gotta take Rogue at 1st level. But if I start as a Rogue, to get Elhonna as a deity option, I must play Elf, Half Elf, Gnome, or Halfling. Since I want a reach weapon, the smaller races are out. Half-elf offers me almost nothing, where Elf gives me bonus to spot things and martial proficiency with some of the best weapons in the game (longbow and longsword). Therefore I pretty much have to play Elf (sigh), even though I think Dwarf would be a better choice in the long run (CON bonus versus Con penalty, plus bonuses to saves versus poison and all magic, resist to trip etc). As an alternative, I could start as a Ranger (and a Dwarf) and get most of the same skills as a Rogue.

    I noticed that in spending skills, I can put points into Disable Device and Open Lock, even without a single level of Rogue. It's cross-class, of course, but in PnP I wouldn't be able to buy the skill at all unless I had Rogue levels. Will I still be able to (attempt) pick locks and disable traps in the game? Or is it letting me spend points on skills I won't ever get to use?

    The answer to that question will decide if I take Rogue levels at all, actually.
     
  15. silo25

    silo25 Established Member

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    yes youll be able to use those skills, high skill points help on a solo run!
     
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