Dungeons & Dragons Online®

Dungeons & Dragons Online®

How is solo play in DDO?
I'm wondering how well you can solo in DDO nowadays. Is it possible to solo to 20 with any class? One thing I didn't enjoy in the past was the way in which experienced players would fly through dungeons and I'd find myself chasing along after them which I didn't care for too much. I'd like being able to just take my time soloing them sometimes if that is possible. I remember liking the outdoor areas and I think those you could do alone if you wanted to, the slayer ones?
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The short answer is DDO is not easily soloable by any/all toons, but much of DDO can be soloed if you know what you're doing and it's the best way to learn quests that parties often 'zerg' through.

Definitions:
Soloing - any quest completion without another human.
True Soloing - any solo quest completion without the assistance of 'bots' known as hirelings.
Summons (monsters magically conjured to assist) are allowable in both versions of soloing

Note that hirelings come in 2 varieties:
Regular hirelings, purchaseable with in-game currency (platinum) - limited to 1 per player at a time and can only be summoned at the quest entrance.
Gold Seal hirelings, purchaseable with the transitional currency known as Turbine Points. Turbine points can be farmed in DDO, but large or ongoing expenditures will require their purchase with RL $$) - no limit on quantity of Gold Seal hires, nor on where you summon them.
All hirelings are notoriously stupid and will often do things like stand in a trap while it repeatedly damages them. If you solo with hires, it is often advisable to 'park' one or more of them and only call them to you when you need them.
You can have both varieties of hireling in your party at the same time (1 regular hireling and 1 or more Gold Seal hirelings). With Gold Seal hires, you can fill your party with idiots... ehrm.. hirelings, if you want (at a cost).

With that as background, to solo DDO, you need DPS (killing power), healing, and trap-handling at a minimum. Traps alone will make (true) soloing impossible for many builds. To make matters worse, there are NO regular trap-handling hirelings, only Gold Seal ones. Therefore, if you wish to solo while avoiding cash outlay, your toon needs to have trap-handling ability. Some builds can encompass all 3 needs (a Warforged wizard/rogue, for example, can kill stuff, self-heal and handle traps) and such builds are necessary for what I have called true soloing.

On top of that, there are some quests that specifically either cannot be soloed or that require massive gymnastics to manage soloing (you have to hit multiple levers either at once or in a limited time, for example). Raids can only be 'true' soloed, as hirelings are not allowed. There are some online guides that tell how to solo SOME of the 'non-solo' quests in the game.

The philosophical answer, however, is: What's wrong with you that you can't find a party? DDO, like the D&D on which it is based, is specifically designed for cooperative play. Soloing is an interesting challenge from time to time, but if you are truly a solo-type person, you probably should pick a different game. :)
vip is worth it in my opinion...rogue hires are good too but have to spend ddo points...four difficulty levels to choose from so soloing is an option in most cases...that said partying is where u will maximize ur exp and treasure gain
Thank you for the reply and info.

My answer to your question at the end would be, nothing is wrong with me unless disliking zerg gameplay in a D&D game is wrong. I don't think it is. I loved EverQuest for years and that was a very social game where solo was not even possible for my class which was a Cleric. I wanted to play a healer in DDO as well some years ago and found it very stressful and not at all fun rushing through the dungeons just trying to stay in range to heal people. It was frustrating too when I'd fall behind and get separated from the group, etc. I guess some people cope with this better than others but this did not seem like the sort of immersive D&D experience I was hoping for so I left the game with my highest level character being a ranger (who I enjoyed more) in his mid teens.

All that said, in a perfect MMO world for me personally, the option to solo when desired is a big plus. For example, WoW is a game that is fun to play solo and it is a good thing too because the experiences I had with the "community" were nothing to write home about.

I still regard the original EverQuest as the best MMO and the best computer game I have ever played and in that world we needed each other, we helped each other, we formed friendships and best of all we just had a lot of fun in that amazing world.

DDO has the makings for an EverQuest-like experience but people rush through the content and perhaps that is a fault of the game's design whereby repetitive content invites that sort of gameplay as people seek to build up their characters. EQ was slow paced in a wonderful way that also felt more realistic, more immersive.

So, I like to play with people who are able to play nice and I like to play at a pace where you can enjoy things like the DM's voiceover and take it all in. Maybe that's too much to ask for in modern MMO's and maybe that's why I find myself not caring about The Elder Scrolls Online coming up. I do have fun in WoW until I get bored with the grind and take yet another break but WoW is a single player game until end game if you want it to be and in that community, I do because there is way too much focus on itemization and not enough on simply having fun playing content together. We went long stretches without any gear dropping in EQ and that was also a good thing. Nobody was playing for gear unless they were in a raiding guild and even there many played for the raid content not the gear because even there it was slow going gearing up.

Yeah, I miss the good old days. ;-)
Naposledy upravil DirtyHarry; 10. led. 2014 v 17.18
Try asking around on your server for a Roleplaying guild. They will tend to play slower and get into character. Barring that, some guilds are known for 'zerging' and others for the opposite. If all else fails, find a few like-minded souls and form a 'static group' with them.

It's true that those who have played the content over and over can tend to speed through it. Some people even spend $$ buying XP items to avoid playing the content much at all in the interest of gaining power for their toon. But DDO does have all kinds, you just have to find yours.
Doug původně napsal:
Try asking around on your server for a Roleplaying guild. They will tend to play slower and get into character. Barring that, some guilds are known for 'zerging' and others for the opposite. If all else fails, find a few like-minded souls and form a 'static group' with them.

It's true that those who have played the content over and over can tend to speed through it. Some people even spend $$ buying XP items to avoid playing the content much at all in the interest of gaining power for their toon. But DDO does have all kinds, you just have to find yours.

Those are good points. If I come back to the game at some point I'll probably go for a mix of a static group or two and otherwise test the waters to see what I can get away with solo too.
yea i thk ur attitude is the norm thats why generally peeps play a mix of group play and solo...sometimes its just nice to play slow and just enjoy the content...i play a number of clerics as well and ur attitude and exp there is norm as well i would say...i thk the prob of a static group is that it may start out that way but then peeps schedules etc...will break the group down...just my opinion (my longest running static group was prob 3-4 months)
Static groups solve the problem of who does what by planning together and making and playing complementary toons and such. Any PUG is coming from behind.

The problem with static groups is that they're invisible. They never post an LFM or otherwise advertise their existence. Therefore, it's hard to say how many there are, how they form or how long they last. Probably the best static group is one with your RL (or at least Facebook) friends.

I do solo some.. usually lower-level quests after a TR. Sometimes I post an LFM and let ppl join if they want, but in that event, the LFM will mention that I'm zerging. That's not really a 'party' quest, cause idc if the joiners pike at the entrance. OTOH, I enjoy group play far more, especially as the quest levels rise and the sheer volume of damage required to kill mobs gets to be annoying for a soloer... and someone with a decent sense of humor definitely livens up the game. Finally, I often lament that even in parties, people essentially solo.. running ahead while someone is shrining or buffing, for example. No surprise that that's usually the person who dies.

True cooperative play is rarer than I wish... on that, we agree.
Some guilds manage to provide many of the features of a static group, while having a larger pool of people to play with, avoiding the group breakup cause someone had a life change. Problem is, I'm not sure how you pick a guild that suits you.. most ppl wind up joining the first guild that will accept them.
Reading your post about being a healer, I can only symphatize. I was in the exact same spot with my cleric and I am currently using him to solo through most of the epic content on normal. The permanent hirelings from the expansion packs really help in this way, as do the hirelings you can buy for platinum. I currently run with 2 owlbears (permanent hireling from Shadowfell expansion) the onyx panther and a platinum bought fighter contract.

You can do without those permanent hirelings if you want, they just make it a lot easier to breeze through. Get yourself a meatshield hireling and you should be good. Traps are easily avoided in the easier difficulty levels (hardly fatal at all unless you really messed up on your constitution) so rogue hires or a flesh and blood person are not really necessary.

One thing to invest in when you are grouping is a speed/striding item so you can keep up with the group. That helped me tremendously with my cleric.

If you can't find a group to join, create your own with a hireling and solo through a quest on casual/normal and learn it. Heck you might actually enjoy it unlike the zergers that have been going through it 100s of times and never pay attention to the DM narration that warns them about the trap up ahead (which they bludgeon through). One important hurdle to take is that a quest may look difficult in a party (because of tons of arrows whizzing about and 2 monks and a ranger beating the crap out of anything that kill you in 1 blow), but is actually quite easy on casual/normal all by yourself because of the scaling.

Many quests CAN be solo-ed. Yes, there are some party based ones that really require more players, but quite a few require a button pressed or a lever pulled that a hireling can accomodate in too (park the hireling at the lever, keep the lever selected and let the hireling interact with it when needed).

Your warforged character can be locked for three reasons: 1. He's a warforged and you haven't paid or unlocked the race yet. He is a class that you haven't paid or unlocked yet. You have other characters but no character slots available anymore. Either get a VIP subscription or pay for the locked feature so you can play your character.

Don't let people dissuade you from playing a specific class. Yes, the warforged barbarian isn't that good at keeping himself alive, but there's alternatives for that (cleric hirelings for example). Part of DDO's fun is experimenting with new builds, another part is getting yourself immersed in a quest (flower sniffing as the people on the DDO forums call it). If you aren't doing those things, you may want to look into a cookie cutter build running the most efficient quest chains up to the top. Then again, that's as much fun as knitting a bonnet in my eyes, but if that floats your boat, I'm not stopping you.
Excellent points, Koowluh. I tend to only run quests on elite and so my soloing advice tends to run that way too. If you're running Normal or Hard, you can often simply ignore traps and heal the damage they do. Since I'm usually either soloing Normal to learn a quest or Elite for completion/favor/XP, I don't tend to think that way (you only need to learn a quest once.. that may take more than 1 run, but it's still an inherently-limited number of runs).

I used to frequent a resource website at www.ddmsrealm.com that maintained information on the soloability of quests. Those that could be 'true soloed' (no hires), those that could not be soloed at all, and those that could be soloed with hires with varying levels of required gymnastics (which it outlined). Haven't looked at the site in a while, so I have no idea how up-to-date it is.

The prepurchase hires from Menace of the Underdark (Onyx Panther L20) and Shadowfell Conspiracy (Owlbear L17 and L24) count as Gold Seal hirelings and can all be summoned into the same party simultaneously. Add yourself and a single plat hire, and you have a near-full party at no RL $$ cost, if you have these hires. Note that dungeon scaling (increased quest difficulty based on the party size) IS affected by hirelings, but at one-half of the scaling for real toons. The hypothetical party of 5 (Self, 2 owlbears, panther and regular hire) would see the same scaling as a party of 3 real people.

If you run a WF barbarian with a hire, pick a sorc.. repair spells will be more efficient. You might have to put it on 'defensive' mode so he uses his SP to heal you in preference to DPS, and some hires might do this better than others.
playing solo need tons of experience and good choice of character... for example barbarians cant play solo.
It pretty much depends on difficulty.
'Normal' is pretty easy on any class.
Hard is a nice part for a mismatched party/solo.
Elite is where mistakes get slapped and you want a good composition.

My view: DDO is soloable. Is even threads of people doing "1 to 20 in a week on class X solo, here is my vids) (Mr Cow believe has a series for every class).

The fun though.. is not so much ...at least to me. I'd rather party.
Doug původně napsal:
The prepurchase hires from Menace of the Underdark (Onyx Panther L20) and Shadowfell Conspiracy (Owlbear L17 and L24) count as Gold Seal hirelings and can all be summoned into the same party simultaneously. Add yourself and a single plat hire, and you have a near-full party at no RL $$ cost, if you have these hires. Note that dungeon scaling (increased quest difficulty based on the party size) IS affected by hirelings, but at one-half of the scaling for real toons. The hypothetical party of 5 (Self, 2 owlbears, panther and regular hire) would see the same scaling as a party of 3 real people.

One slight correction: gold seal hirelings (and the permanent ones too) hardly seem to count at all for scaling. Platinum bought hirelings count for half a player. A typical player without the permanent hirelings would count for 1,5 player then because of the hireling. Not that big of a deal on the lower difficulty levels and quite enjoyable too. I've played like that for a while and some hirelings really shine (while others are dumb as bricks).

The wiki is horribly lacking in the dungeon scaling department, but there are some threads on the forums about it.
Dungeon scaling is horridly inconsistent. No surprise wiki isn't useful.

Out of boredom in the bottom of Reign of Madness capstone quest... we had the party be a party of one real, two real, two normal henchie and 2 owlbears... we stepped it slowly and averaged out the hp on the fire and earth ele rooms... See their hp, kill them, get repops. Increase party size. Repeat. The hp and damage changes were negligable. Think they went from a low 600 to mid 700 in total. Damage wasn't that much different either.

....now step into wheloon...and the party went from 'hey, a few prisoners" to "holy hells they won't stop coming" vietnam reenactments. That quartet of rioters became four score and seven thugs ago..


Stuff post Underdark seem to be hit with scaling hard. Challenges do it as well. Pre-underdark the scaling is just being hit a bit harder and mobs have more hp. (Elite doesn't scale much, and raids not at all..it's always 'max hard'). After underdark though, seems rare encounters in explorers fire more, all mob numbers are increased, AND the harder hitting/more hp. Becomes a case of "do we really need hireling?"

I definately notice the difference (as healer) between duo'ing and full party when facing the dragon in the water poisoning quest. Not sure the bit about 'different classes count as more', but gold seals are neglibable, hires are meh, and real players hit hard until you have a 'value of 4 real bodies' ..then immaterial.
I haven't tested scaling much, I only have what I've absorbed along the way from reading forums.

I gather a lot of scaling stuff isn't WAI (challenges for example).

What the Devs SAY should happen...
Elite shouldn't scale much.. that's why it's called elite. You wanna solo.. feel the pain.
Scaling is heavy up to 4 players and lightens thereafter.
Hires count for half a real player.

What I understand ACTUALLY happens...
Challenges double-scale somehow (#'s and difficulty? idr)
Some quests scale on elite and some don't
Hire scaling can vary
etc, etc in the vein of it's all really hard to predict.

True soloing (no hires) SHOULD be the easiest a quest ever gets. Fewer mobs/less HP/reduced trap damage, etc. Expect the difficulty to increase with additional ppl or hires to some extent (less in elite quests, less with hires, less after 4 person-equivalents, more in Challenges, esp. Cannith Challenges).

If you want the 2nd biggest challenge there is, park 5 real people at the quest entrance (piking) and solo. If you want the biggest challenge, have them come along (little humor there). :)
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