Aller au contenu

Photo

Solo/Duo NM+Trials, which option to go with?


  • Veuillez vous connecter pour répondre
8 réponses à ce sujet

#1
PapaCharlie9

PapaCharlie9
  • Members
  • 2 982 messages

Yet another one of those "help me decide what to do" threads.

 

Just before Patch 10 came out, I did a Nightmare no-crafting run with a Qunari 2H Champ. That was fun, the extra challenge was enjoyable. Now with Patch 10 + Trespasser, I want to up the challenge one more notch, but not go crazy. I also kind of want to play a race/class combo I've never played before, but that's secondary.

 

I know for sure I want to do the following (you can comment on these if you want, but I'm not likely to change these):

  • Nigthmare, natch
  • Walk Softly Trial
  • Grizzly End Trial and only hunt for bear mats, no buying from any merchant
  • Solo or Duo
  • No Golden Nug goodies until after attaining Skyhold
  • No Combat Roll/Coming Through
  • On the other hand, Caltrops/Tread Lightly is fair game

For the rest, I've narrowed it down to these choices. What's your opinion? Goals are increased challenge, something fresh and new, and fun factor.

 

Option 1: Dwarf Artificer Archer (swap to DW when I get bored with arching)

 

Never played a Dwarf IQ. I have controlled Varric, particularly in Descent, so I know how much fun the Artificer is. On the other hand, having played Varric I kind of feel like I've been there, done that already.

 

This I would probably duo with a warrior, Cass or Blackwall.

 

Option 2: Dwarf Tempest Archer (swap to DW when I get bored with arching)

 

Never played a Dwarf IQ. I've controlled Tempest Archer a ton and am quite comfortable with how to optimize it, so this one would be totally solo from beginning to end.

 

Option 3: Qunari Necro Mage

 

I've played Qunari, but not as a mage. I've never run a Necro IQ.

 

This I would probably duo with a warrior, Cass or Blackwall. Maybe swap for Sera for some quests.

 

Option 4: Qunari Rift Mage

 

I've played Qunari, but not as a mage. I've played Rift Mage more than any other spec, so on the one hand know how to totally own with it, on the other, kind of bored with it. But doing this totally solo from beginning to end could be a fresh take.

 

Opinions?

 

Anticipating some alternatives:

  • I don't want to run Assassin because I just did a bunch of that recently and MoD is still an "I win" button from about level 14 an up, so works against the challenge goal
  • I don't care for Reaver much, too easy to counter its drawback making it kind of OP
  • I've done enough KE for one lifetime
  • Templar's kind of fun, but I think I'd get bored of the one-hit wonder of Wrath/Purge
  • Already ran 2H Champ, Tempest DW, KE and RM.
  • Already ran humans and elves, male and female


#2
HEROx Divine

HEROx Divine
  • Members
  • 136 messages
Qun Necro. It's very viable as a solo option, and very fun. You can self revive with the Necro passives, making soloing much easier.
  • PapaCharlie9 aime ceci

#3
PapaCharlie9

PapaCharlie9
  • Members
  • 2 982 messages

Qun Necro. It's very viable as a solo option, and very fun. You can self revive with the Necro passives, making soloing much easier.

With Wisps of the Fallen, can a Necro ever be truly solo. ;)

 

Good points.



#4
HannahRose

HannahRose
  • Members
  • 110 messages

Archer artificer is a bit too easy to solo the base game with, even on nightmare + trials. If you're looking for a challenge I wouldn't suggest this.

 

Necromancer is a lot of fun to solo with, and it can be pretty challenging (you will need/want tank support at least occasionally). It would also be interesting to see how effective a solo build would be on mobs with the new spirit mark upgrade. Wisps for days~ lol

 

Anyway, my vote is for Qunari Necro. And btw Qunari mages are especially fun/potent because the damage boost from the Vitaar is at its most noticeable/effective due to the low base damage of staffs. :P

 

 

Edit: Late post is late! (I went to go do something else and forgot to hit "post reply" before I left. lol)



#5
VilniusNastavnik

VilniusNastavnik
  • Members
  • 823 messages

I play with even ground, Walk softly and Grizzly end. Always good when your enemies are the same level as you or higher. More XP. 

Travelling light and rest easy are also good options if you Don't ever use camps to replenish your potion stocks but rather use elfroot. Never really needed potion caches even on nightmare so.. 



#6
ottffsse

ottffsse
  • Members
  • 646 messages
yeah definately go even ground and walk softly. much more enjoyable and the level up progression seems more natural.

As a necro I could eventually solo anything the game would throw at me with all trials even rub dirt in as you have that self revive trick and hp regen except in some very rare situations when you are surrounded by countless fire dot wraiths and or poison projectiles but even than you eventually have the firepower to destroy them quickly. the only fight I felt I could not solo or was too much hastle when there are better strategies is to flat out fight gurd harofsen without resorting to your bag of tricks like either confusion grenade or spirit mark pawnage. and quite frankly as a necro if you dont use sm in that fight ytf are you playing that class is my logic. it is the one instance or few where it really really shines.

on the other hand I am not sure even an artificer can handle the 4 elite elite mages with those regenerating barriers before gurd alone, which a mage can with clever manuevering and dispel (without resorting to confusion grenade to get the brute on your side that is). for a warrior that fight would be brutal though with the trials as you cant really retreat/ restealth and re aggro, so a confusion grenade is a must probably.

for haven without t3 schem crafting you can probably do it alone sort of if you decide not to fight the mobs and kite them away from the trebuchete while running back and priming the rebuchete.

artificer will be fine with that poison weapons upgrade though I am sure but there will be challenges too.

even an assassin with moD will have trouble against a group of elite mages or despair demons/ and or will have a lenghier fight because extreme caution is advised. That one room in trespasser where a high lvl rage demon and 2 despair demons spawn is one of the hardest places to solo btw as it is very tight quarters and enemy hp and barriers are ridiculous not to mention they deal serious damage to squishy charcters fast (good news is that squishy characters can also deal a lot of damage to them fast).

I would turn as many trials on as possible as the rewards (the enhanced alemental p belts) are really worth it for any mage and the bow of artifice and elg enaste for an archer. Not to mention you get better and more mats for crafting that way without spneding stupid time farming.


in my opinion the rift mage would be the most challenging of those options as you do not have any type of security should **** happen beyond a very long cooldown guardian spirit. Great cc though but it will only get you so far. They are however the most effective class against the really tough mobs like promoted spellbinders and and despair demons because of those cc options.

#7
Evelynne

Evelynne
  • Members
  • 163 messages

I'm a bit biased towards Artificer Right now. I'd say run that with Solas -waggle-



#8
PapaCharlie9

PapaCharlie9
  • Members
  • 2 982 messages
Small modification: I decided to make options 1 and 2 (rogues) be either Archer of DW. Archer can get boring, so I'll swap to DW when it does, and then back again. 
 
One of the things I'm hung up on is Walk Softly. Seems to me that I'd get the most out of that by using a class/spec I know inside and out, so I can really appreciate how the Trial changes things from my experience. On the other hand, I want to run a new class/spec I've never done before, which argues for not turning on Walk Softly, but where's the fun in that? Back and forth, over and over again until I'm foaming at the mouth and falling over backwards.

#9
ottffsse

ottffsse
  • Members
  • 646 messages

honestly I think there comes a point with any soloing that at about mid game lvls 12-15 you optimized your class build to solo general encounters. at that point things become dull. I "know" I can solo these mobs alone, but at that point I integrated a tank into my party just because it was more fun to travel with someone and it was more efficient as I could focus on flanking/ deepstalker sigil damage and faster killing while the tank taunted. that"s what I did, I went solo again for stretches which I considered could be a challenge and the boss encounters. 


  • PapaCharlie9 aime ceci