So, this has been coming up quite a lot recently, how solo-friendly the QWZ is. Of course, the mission descriptions recommend 2, and I recommend 3 for EZ steamrolling (if you coordinate and stay together), BUT I know that some people are obstinate soloists and then other people just don't always have the opportunity to gather a group quickly. So, I thought it would be cool to put together a list of tips to help the less experienced soloists out. I'll start with mine, others can add more. Note that this is NOT a place to say "git gud n00b" or "soloists are lame" or anything like that. Just real tips for making life easier in the purple zone. These tips can include strategies (take out this guy first) or build tweaks (always good to have a stun) or whatever.
I'm not really going to talk about build or gear, other than to say, don't take all garbage powers and junk gear. Sure, take a few garbage powers for theme, or to enhance the difficulty, but not ALL of them. If you don't know what are garbage powers, post your questions in the builds forum and people will surely help you out. For gear, just some of that gear that drops from the level 40 quest lines will do, and nice secondaries can be had for a few G in the AH.
But my tip is this, get you some nice devices to help you along your way. I recommend Psionic Accelerator (everyone's doing it), Ice Grenade and Archer's Memory. The Archer's Memory may be tough to get because it is an event item, so you can substitute Empowered Dragon Staff instead. The good thing about these is that none of them need to be farmed. Psionic Accelerator and Ice Grenade are both bought from the Drifter. Sometimes the Empowered Dragon Staff can be had for a few G on the AH (other times, it's expensive), not sure where it is sold from normally, but look around, you can find it. If not, there are other devices around with similar stats. Look around at the various devices in the stores and AH and you might find others that work even better for you.
The idea here is to do a little clearing from 100 feet before you go launching in on them, while also having a little bit of battlefield control. With these 3, you can usually clean off or mostly clean off the henchbeings and take a good bite out of the higher level mobs. The Paralyze on Psi Acc slows them down a bit, as does the root on Ice Nade.
For my CC/DPSer, who is both moderately squishy and not very good at damage, the addition of these 3 items made the missions go from just under impossible (sometimes impossible) to relatively smooth. I still have to be careful, but it took a fairly mediocre build from nearly impossible to doable with effort.
Hopefully, we will get some other good suggestions in here.
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You can still use your favorite offensive or support passive for group content, but think of Invulnerability as that thing you put on when you decide to go soloing the harder stuff to make it bearable. It really does make the content go from "jesus christ I need help because I keep getting splattered" to "this is actually manageable."
Advice for specific packs, assuming you have Invulnerability and thus can soak hits decently while blocking:
Other useful abilities:
- Teleport: Great for getting away in a pinch. This also acts as a sort of lesser stealth, allowing you to sneak around more easily, or gives you time to select your opening target more carefully.
- Self healing: Conviction and Bountiful Chi Resurgence are both great. Lifedrain (and its clones) are also handy. Resurgence is a great emergency button and Rebirth will save your stars (and time) if a pull goes unexpectedly pear-shaped.
- Ebon Void, Force Shield, Telekinetic Shield: All 3 have advantages with useful lingering bonuses that play well with Invulnerability.
- AoE CC, such as Mental Storm or Grasping Shadows. I especially like Grasping Shadows for its Devouring Darkness advantage.
Epic Stronghold
Block timing explained
So what you'll notice in the videos ( and more so as I post more ):
Burst Damage!
Movement is useful
Stuns, Knocks, Interrupts and Placates are useful
Kill Order
Flight
THE GOLDEN RULE
- Always stick to your theme!
- If you feel like it.
My super cool CC build and how to use it.
1) When Annihilator Bots do their energy drain, just Block. Keep blocking until they finish their animation
2) For Elder Worms, Kill Followers first. Those buggers are mighty annoying. Also, always try to stun/interrupt Subjugator's summon.
3) If you're using vehicles, get Incendiary Round and/or Gravity Pulse. Use Incendiary rounds quickly and fly out of their range (not too far since they might reset). When going back in, try to stick to the ground because they will use gravity on you. Sticking to the ground will save you from fall dmg. When Gravity expires, you can fly away again quickly.
4) If you have Sentinel mastery, try getting Primus Spark Shield and try to aoe stun as many mobs with your powers/devices. You get heals when they try to attack you. It sorta works like a mini-Regen.
5) Always have a healing power/device/advantage. Survivability goes a long way in these fights.
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Challenge is available on almost everything. If you want to use this character in content where they won't be a tank, don't put it on your main power. Disorient also reduces enemy damage to you. Fear is another damage debuff. Howl can fear, Challenge, snare, and/or knock down.
The Sorcery tree now has plenty of powers with debuffs. Hex of Suffering can be clicked at the beginning of a fight. In fact, you could do an entire build with DoTs.
Brimstone with Aftershock can do AoE, is quick, knocks down, apply Challenge, and apply Clinging Flames which can be used with Absorb Heat for healing. Pyre + Backdraft + Challenge or Flashfire + Sweltering Heat + Challenge can do similar.
Thunderclap is a great AoE stun that comes with Challenge and can proc Sentinel Mastery.
My laser sword character starts a fight with Particle Wave (Bad Footing+Challenge) and Particle Smash (R2+Null Value). Disorient, Challenge, stun, particle damage debuff, knock down all at the beginning of the fight.
I could go on, but there are powers everywhere that can apply nice crowd controls and debuffs.
Background Healing
The Rush of Battle is nice for farming the Warzone. 5/10/15% of my HP over 5s when I kill an enemy? Woo! You can get purple def/utility secondaries that give 338 flat health. They're only 15scr each and also have 20 con each. That's an easy ~1k HP for more Rush. Just make sure to kill a weak enemy early on in the fight.
If you use Invuln and need more HP, slipping into tank role doesn't hurt your damage, but gives you more HP.
Elixir is amazing if you can afford one.
Everlasting Light and Mend aren't really that good. Maybe if you have a decent amount of bonus healing or Pre, but on a non support / healer build, pretty 'meh'.
Powers
My favorite power to use is Sword Cyclone since I can easily move over to the mob I want to kill first while still doing damage. Epidemic is also good for this reason. Mob pathing in CO is kinda rubbish, so stuff like this helps. Tab targeting is also sad, so not needing to deal with that is nice.
Vortex Chains can probably work. You get a small HoT and knock, but the damage isn't that good and you can't move around while swinging.
Voodoo Doll shield lets you reflect some damage while blocking. Something you'll probably end up doing often. Parry also has some damage reflection. Electric Shield/Electric Vengeance can do damage while blocking but requires high energy equilibrium and uses energy when you do damage. Plus, it's 3 flipping points for that.
Gear
These aren't required, just nice to have.
OnSlaught Gloves of the Defender. You get a small shield based on how much damage you do.
OnSlaught Gloves of Lots of Flat HP. It gives you as much HP as the Justice Primary Defense gear does. (~553 HP)
Both of these also let you slot a r5 enhancement mod. Yes, they're tedious to get, but not hard.
[at]riviania Member since Aug 2009
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Why the heavy emphasis on Challenge? You're solo, keeping their aggro is kind of a moot point.
My super cool CC build and how to use it.
Not really heavy emphasis, it's just a super easy and cheap (only 1pt) to get damage debuff. Stuff like disorient and fear aren't so widely available. Taking less damage is something people don't tend to think about when mitigating damage, but is still helpful. More useful than Illuminate or Everlasting light on a non support toon.
[at]riviania Member since Aug 2009
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Challenge has the drawback of extra threat, which doesn't matter solo, but might be a pain in group content unless you plan on tanking in some capacity.
"If you want to use this character in content where they won't be a tank, don't put it on your main power."
A proper tank should be able to hold aggro against someone that just has Challenge. And, in most content, a character that can solo the Warzone can probably be the tank.
[at]riviania Member since Aug 2009
My super cool CC build and how to use it.
The damage resistance consumables from Hermes Vendor are incredible, of course you do need hermes tokens to buy them first but they worth it
Using the Ego Resistance device makes the Worms dailies really pleasant
of course different mobs will have different types of damage, buts they are extremly helpful
Also, "proper" tanks seem to be pretty rare outside endgame content. Part of the reason why I always build defensive passives and loads of self-healing into my characters is because I got sick of always dying due to aggro, despite there being 2 dudes in the group with a shield icon by their name.
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The faster you move, the further you go
My super cool CC build and how to use it.
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Used to be coach on the forums. Still @coach in game.