by blackmore » Fri Sep 23, 2005 7:49 am
There are 2 aspects to being a good solo char - doing lots of damage to mobs, and keeping mobs from doing lots of damage to you. Every classo has strengths and weaknesses, depending on what mob you want to hit.
Mage - wind is still the measure against which all other blasting is compared. Mirror images (prime only) are one of the better defenses any character can have, though they prevent you from having much of an opening move (but against bigger mobs, they'll die more reliably with images up using web/curse/damn/bind as an opening).
Necro - if you can get corpses, necro is extremely powerful. Having an army to be hit instead of you is a great defense, and when they hit, that's bonus damage as well. More powerful as a prime with Jujus.
Druid - At higher levels can be incredibly powerful, especially with a powerful shifted form that gets the army of a necro to help.
Thief - with high damage and poison, you can do insane xp runs with a thief prime, especially with monk to focus and bard to sing brothers.
If I were to make a char intended specifically for strong soloing, I would only choose one of the above as a prime. With the exception of druid, they have prime skills that improve offense and/or defense. The other classes provide the same offensive/defensive abilities whether prime or not.
Bard - since this was brought up, Bards are respectable soloers in the right areas, but have no natural defense with bard, so you need other classes to provide your defense for you. Cry doesn't do more damage than wind, but with enough +charisma eq, you can prevent mobs from making their save almost every time, basically ensuring full damage, whereas wind will most often only do half damage. Gods is a great song for soloing, especially if you're using an instrument that lets the song expire after a couple rounds of combat, where you can cast while gods stays up.
Monk - flurry and counterattack are very nice skills. A good grip isn't going to compete with a good stab, but it's the only other class with a powerful opening move. Strike is extremely useful if you aren't casting.
Cleric - while Sanc is still a defensive requirement, you pretty much need cleric in your classo somewhere, so you're going to have sanc one way or the other.
Warrior - The problem with warrior is that you rely too much on other classes for their spells/skills. There isn't much gained with being prime as a solo char.