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3 years ago ::
Mar 21, 2010 - 7:47PM
#1
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Date Joined:
Jun 17, 2008
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I was wondering what'd be one of the best classes for a solo game? I was thinking maybe a warrior, paladin, or battle cleric. Any ideas/suggestions?
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3 years ago ::
Mar 21, 2010 - 8:42PM
#2
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Date Joined:
Feb 20, 2008
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Well if your trying to think up a solo adventure to run through with a friend, any class could work so long as the encounters are built properly. So I'd go with which ever class fits the adventures theme. If however your talking about starting a game but you've only got one person playing, I've done this with 4e but not without a DMPC. If you or your DM does not want to play a DMPC then it's a tough choice. Something versatile to be sure. In the end it really depends. More info would help.
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3 years ago ::
Mar 22, 2010 - 10:31AM
#3
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Date Joined:
Aug 23, 2007
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You'll have to define 'solo game' a little better. If you mean one DM/one player, that's one thing. If you mean 'just me, myself, and my books" then thats something else altogether.
1-on-1 adventuring, I'd have to say a paladin, a rogue, or a battle cleric would probably work best.
In a typical party (multiple PCs) you need someone with face skills (Diplomacy, etc), someone who can deal damage, and someone who can heal/mitgate damage.
Alone, you'll need the same set of abilites.
A paladin has the best armor/shield/weapon combo in the game, some self healing theough lay on hands and certain powers, can be based on CHA (allowing excellent face skills, good WIL defense), and is an easily recognized hero-type "the knight in shining armor". You lack stealth skills, and your offense is not great (early in your career), but you are as durable as they come, and you can always build for exploiting radiant vulnerability. This would probably be my first choice, a CHA based paladin of Pelor/Amaunator, probably human or half elven.
A rogue has excellent damage output, lots of skills, can be built around CHA (the artful dodger build is very survivable), but lacks self heals unless you multiclass, hybrid, or invest in some skill powers and gear. Most importantly, rogues have stealth and the ability to scout/avoid many fights if they are traveling solo, which they don't usually get to do in a group with non-stealthers. This would be my second choice, and take either an elf, a drow, or a half elf.
A battle cleric is very similar to a paladin, with less armor and weapon options, but more healing. this would be my third choice, as a dwarf, human, or half elf.
Paragons of the Forum: To me, these are people who set the standard for information, insight, and intellect in the 4e forums. Thank you! GelatinousOctahedron, Litigation, LordDuskBlade, LordOfWeasels
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3 years ago ::
Mar 22, 2010 - 8:27PM
#4
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You could also go for a Valorous Bard -- similar in concept to the battle cleric, but with the added advantage that you can poach a variety of other classes for features you might want.
Leaders in general are a good idea, as you can grant yourself two of your healing surges per encounter (three at higher levels) with barely any action cost. You do want to be careful with your leader selection, though; some of them 'waste' a lot of features and powers if you have no allies around. (SC warlords are an example of this; your 'presence' feature goes by the wayside.)
I've seen an interesting assassin build, also; I think it was ShakaUVM's creation, that could take on four equal-level standard monsters and survive without even using any dailies. Did a lot of hiding and vanishing, etc.
The world is a mess, I just need to... rule it.
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3 years ago ::
Mar 23, 2010 - 6:47AM
#5
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I like the Panther Shaman. It's one of the few leader builds that aren't primarily focused on giving bonuses to allies (of which you'll have none). Plus, if your DM is merciful he might take some swings at your spirit companion instead of you.
I know I've posted this a hundred times, but you could also Hybrid Beastmaster Ranger and have yourself a party (pun intended).
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3 years ago ::
Mar 23, 2010 - 6:57AM
#6
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Lazy warlord. Err wait, that's the worst
guides
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my builds
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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3 years ago ::
Mar 23, 2010 - 12:37PM
#7
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Date Joined:
Aug 27, 2009
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I'd like to echo the Paladin statement that Corman makes. In addition to his points (High durability, defenses, face skills, healing, and radiant vulnerability builds) the a paladin also has some ranged options. In addition, with the release of Divine Power he has some real damage-boosting powers that can give him a strikerish feel.
Basically you're a little bit of everything except controller. The only issue is not having anyone to defend with your challenge. If your DM throws in a Controller/Artillery companion NPC to aid you you have all of your roles semi-covered and have someone to protect.
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3 years ago ::
Mar 23, 2010 - 5:17PM
#8
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bard.
play a bard. I really don't think any other class is going to give you as much versatillity, and the bard sacrifices very little power for that versatillity.
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
I could say anything in D&D is silly though, because it's a silly game and we are silly people.
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3 years ago ::
Mar 24, 2010 - 12:06AM
#9
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Date Joined:
Nov 23, 2001
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Paladin with warlock multi - for the thievery skill. You have all the benefits of a durable defender, multiple forms of healing through lay hands and powers, radiant sources of damage which will you can put the smack down on most undead, and you have a decent array of both physical and social skills to choose. The warlock multi will give you thievery which you may need for traps and locks, as well as a eye bite! that synergies so well with divine challenge...top that off with the ability to use warlock implements for extra options and you're golden.
I like the bard for a lot of reasons but after playing one, they're so versatile that then end up being too thin across the board for my taste. Damage being the main concern, sure you can heal but you may not be able to heal enough to make up for the lack of damage you'd be dishing out. While they do aid a group immensely that's just it, they are great additions to a group. Most of their powers are "when an ally" or "the next ally who hits" etc.
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3 years ago ::
Mar 24, 2010 - 1:33AM
#10
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Date Joined:
Feb 20, 2010
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You know, I never considered playing against myself. Is that doable without being boring?
The Smithy Knew
He'd Lost His Groove
When Scalding Sparks
Left His Chin Too Smooth
Dwarvenshave
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