Best class/role for solo play

SpiderMonkey

Explorer
I've been wondering about solo play lately. A friend of mine and I will likely dabble in it before I run an actual playtest, and he'll likely want to play a fighter.

Looking at the roles, it seems to me that defender and striker would be best suited to solo play; controllers (well, the wizard, anyway) seem too fragile, and a lot of leaders' powers are clearly for team-play.

Those who've actually played with the little bit of info we've had: what do you think?
 

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Paladins are exceptionally difficult to kill and I've heard that rangers are very effective solo so I'd go with one of those.
 

It really depends on how the DM sets things up too. Any class should work, as long as the pairings are equal. For instance, a Controller probably shouldn't be going up against Soldiers or Brutes too often unless he's got some sort of advantage, but minions and enemy controllers could be that character's bread and butter. I agree with you on the Leader though... that is, unless you made the Leader PC a commander of some sort, and controlled a fairly weak NPC guard or two as support for him. Then his powers could work as written.
 

Hunters are best - you get a pet at level 10 and he can tank for you. Try to get a Bear or a Boar, they have the most HP. :D

But seriously, the above posters are right - it all depends on the DM, as well as the style of game. We've seen that every class can deal damage and with the application of Second Wind and Healing Surges every class can heal themselves. You're probably best off with a Striker of some kind because you're going to want to take targets down fast and solo.
 

I agree with Paladins or Rangers. Paladins do decent damage, have good defenses, and have some minor healing powers. A TWF Ranger would be exceptional for dealing with mooks if the Stormwarden PP is any indication.
 

It depends on the player just as much as it depends on the DM. Some players are better at some roles than others.

It seems to me that the one role most disadvantaged in solo play is the Defender, since he'll have no one to defend and thus a lot of his abilities will be pointless. Leaders might also find some of their abilities less than usefull, if they effect allies rather than "you or an ally."
 

I think for defenders your 'build' will matter some. If you pick powers that are all about taking damage from others, and attracting attention, you'll have a harder time than if you take powers that are more about damage and enemy control(by which I mean like Tide of Iron, I hit you then move you one.) Actually, I think all of the pre-gen fighter's powers work pretty well whether solo or not; There's not as much incentive to Mark, of course, and not too much worry about things trying to run past you(depending on RP golas of encounter, of course).

I agree that defenders and strikers will likely be the best soloists. Controllers will have a more difficult time of it, just due to low hp, unless most fights are with minions or standard mobs, and very few elites. Leaders seem to lose the effectiveness of a lot of their powers, but would probably work as well or better than a controller for facing standard enemies in small groups, with the occasional elite by itself.

Someone posted their experience with a solo session with a Wizard; noted was that it seemed much more sensitive to difficulty. While with a party you might run them 50% over exp budget and they could survive, that kind of situation was deadly with a solo controller.
 

I think the big thing your going to want is skill training in stealth.

Someone ran a playtest a while back with two solos. The first was the wizard (who had stealth training) the second was the warlock. He noted that stealth was a huge advantage as a solo character.

Since anyone can pick up stealth now, I say go for that. I think strikers would be the best solo guys, but any of them can probably fit the bill.
 

I agree that defenders take the biggest hit in small parties, followed by controllers; strikers get the biggest benefit. Leaders are a mixed bag--healing gets better, their other stuff gets worse.
 

I can see a lot of options, and not much is different than what the answer to this question would have been in 3.x. I'd say Fighters, Paladins, Clerics, would make good solos because they have the staying power. I would not underestimate the durability of a Dwarf Cleric (can heal himself three times as a minor action in the middle of combat). Rogues, Rangers and Warlocks that can rely on stealth/hit and run could do well also. Warlords, from what we have seen would not get to use many of their abilities, so may not be the best choice. And we haven't seen many defensive abilities from Wizards, so they are probably not the best choice either. But multiclassing options like Initiate of the Faith could open doors for those two classes as well, especially in combination with a slippery race like Eladrin or Halflings.

Like a number of others have said, it largely depends on whatever the DM feels will be suitable for the adventure.
 

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