Solo: Druid
Solo: Druid
I´m trying to do a solo with a druid (Shapeshifter). Do someone have some advise on fighting and what I should start doing?
[QUOTE=Monkyboy]I´m trying to do a solo with a druid (Shapeshifter). Do someone have some advise on fighting and what I should start doing?[/QUOTE]
If you don't, maybe you shouldn't be soloing. It isn't as easy as it sounds, and though a shapeshifter might be able to do it, it will take skills and planning in order to get it done.
I would recommend another class, something that gives you more options, like a fighter/thief, fighter/mage, thief/mage, and so on and so forth. A soloing druid will lack tank power and thieving skills and will surely run into loads of troubles on the way. Not impossible, but unless you know what you're doing I don't think it's a good idea.
If you don't, maybe you shouldn't be soloing. It isn't as easy as it sounds, and though a shapeshifter might be able to do it, it will take skills and planning in order to get it done.
I would recommend another class, something that gives you more options, like a fighter/thief, fighter/mage, thief/mage, and so on and so forth. A soloing druid will lack tank power and thieving skills and will surely run into loads of troubles on the way. Not impossible, but unless you know what you're doing I don't think it's a good idea.
- Arch_Angel
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*minor spoilers*
I'd have to agree with Thrifalas and recommend another character if this is your first solo attempt. However as someone who's gone through the game as a solo shapeshifter I can certainly assure you it is possible. You *may* want to install weimers 'ease of use' mod as it's got a tweak that will make your shapeshifter's warewolf form much more powerful (and closer to its pnp stats IIRC).
I actually found the game too easy after installing the mod, although I have gone through the game solo with every class (not necessarily their subclasses though).
I'm really going to have to stretch to remember anything too specific in terms of advice for the druid, but you can use tactics that could be applied to any solo character. Remember you don't always have to go to every area and take out every enemy. You're pretty much going to hit the experience cap before you finish SOA so don't feel like you have to go rushing into any hard battles straight away. The circus tent you can do with little violence. I kill the 2 orcs at the start to free aerie, run straight through the area with the shadows & illusions and go straight at kallah concentrating all attacks/spells on him. It's easily acomplished especially if you're in warewolf form. Just totally ignore the shadows & illusions from the room below.
For a druid definately make use of the spell 'hold person' and 'insect plague' (as well as its other forms) are great against mages and groups of enemies alike. Call lightning is very powerful & hits multiple enemies but can only be used in open areas, so you may only want to keep it memorised once. Ironskins are another worthy spell to look at as your armour class (when in human form) won't be very good. Before jumping into a big battle summon creatures first, then shapeshift and wade in. Even if they're not powerful summons, sometimes just having something there to absorb one or two hits can be the difference between winning and losing a battle.
Do the easy quests with little to no combat first. There's plenty to do within the city that falls under that category. Don't be afraid to run away and come back later when you're stronger or have rested up. Plan ahead and know what equipment you're going to want/need, and know what order and where to get each piece. I'd recommend sling & club as good starters when you're not shapeshifted. Use the sling until an enemy gets close and then switch to your shapeshifted form. A club is a great 2nd weapon to use against mages (either gnasher or blackblood). The sliver damage over several rounds from gnasher is great for interrupting spells, as is the acid damage from blackblood. Just keep in mind your melee skills won't be good, so I'd only recommend using the above tactics (against mages) when you're out of insect plague and shapeshifts.
Let us know if you have any problems against any specific opponents/areas, can give you more advice then if needed
Hope some of this helps.
I'd have to agree with Thrifalas and recommend another character if this is your first solo attempt. However as someone who's gone through the game as a solo shapeshifter I can certainly assure you it is possible. You *may* want to install weimers 'ease of use' mod as it's got a tweak that will make your shapeshifter's warewolf form much more powerful (and closer to its pnp stats IIRC).
I actually found the game too easy after installing the mod, although I have gone through the game solo with every class (not necessarily their subclasses though).
I'm really going to have to stretch to remember anything too specific in terms of advice for the druid, but you can use tactics that could be applied to any solo character. Remember you don't always have to go to every area and take out every enemy. You're pretty much going to hit the experience cap before you finish SOA so don't feel like you have to go rushing into any hard battles straight away. The circus tent you can do with little violence. I kill the 2 orcs at the start to free aerie, run straight through the area with the shadows & illusions and go straight at kallah concentrating all attacks/spells on him. It's easily acomplished especially if you're in warewolf form. Just totally ignore the shadows & illusions from the room below.
For a druid definately make use of the spell 'hold person' and 'insect plague' (as well as its other forms) are great against mages and groups of enemies alike. Call lightning is very powerful & hits multiple enemies but can only be used in open areas, so you may only want to keep it memorised once. Ironskins are another worthy spell to look at as your armour class (when in human form) won't be very good. Before jumping into a big battle summon creatures first, then shapeshift and wade in. Even if they're not powerful summons, sometimes just having something there to absorb one or two hits can be the difference between winning and losing a battle.
Do the easy quests with little to no combat first. There's plenty to do within the city that falls under that category. Don't be afraid to run away and come back later when you're stronger or have rested up. Plan ahead and know what equipment you're going to want/need, and know what order and where to get each piece. I'd recommend sling & club as good starters when you're not shapeshifted. Use the sling until an enemy gets close and then switch to your shapeshifted form. A club is a great 2nd weapon to use against mages (either gnasher or blackblood). The sliver damage over several rounds from gnasher is great for interrupting spells, as is the acid damage from blackblood. Just keep in mind your melee skills won't be good, so I'd only recommend using the above tactics (against mages) when you're out of insect plague and shapeshifts.
Let us know if you have any problems against any specific opponents/areas, can give you more advice then if needed
I killed a rabid rabbit! I'm experienced now!
I would rather go for Spears, Daggers, and Slings
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Why Spears?
Spear of Kuldahar +3 will give you 8 more HPs, available in Werewolf form, wich is a nice bonus.
Spear of the Unicorn +2 gives you good immunities (Hold and bonus to save vs death)
Halcyon +1 is easy to get early, and will give you the ability to disrupt spellcasting through Stoneskin due to it's +1 Eletricity damage.
The Impaler is a GREAT weapon. Doing 14-19 piercing damages each attacks, plus STR bonus.
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Why Daggers?
The Boomrang Dagger gives you a ranged 2d4 + 2 damages. That's a Bastard's Sword +2 damage!!!
Firetooth will give you 2d4 + 3 (+1-2 Fire), ranged as well!
Neb's Nasty Cutter, Pixie Prick +3 and Stiletto of Demarchess +2 are great to slay without effort low-level monsters (Carrion Crawlers, Goblins, Orcs, Muggers and various forms of thieves, etc.)
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Why Slings?
Because you will want the Sling of Everard +5, because of it's ability to slay Kangaax and various other bosses. It can also go through Mantle and Improved Mantle.
------
Why Spears?
Spear of Kuldahar +3 will give you 8 more HPs, available in Werewolf form, wich is a nice bonus.
Spear of the Unicorn +2 gives you good immunities (Hold and bonus to save vs death)
Halcyon +1 is easy to get early, and will give you the ability to disrupt spellcasting through Stoneskin due to it's +1 Eletricity damage.
The Impaler is a GREAT weapon. Doing 14-19 piercing damages each attacks, plus STR bonus.
-------
Why Daggers?
The Boomrang Dagger gives you a ranged 2d4 + 2 damages. That's a Bastard's Sword +2 damage!!!
Firetooth will give you 2d4 + 3 (+1-2 Fire), ranged as well!
Neb's Nasty Cutter, Pixie Prick +3 and Stiletto of Demarchess +2 are great to slay without effort low-level monsters (Carrion Crawlers, Goblins, Orcs, Muggers and various forms of thieves, etc.)
-------
Why Slings?
Because you will want the Sling of Everard +5, because of it's ability to slay Kangaax and various other bosses. It can also go through Mantle and Improved Mantle.
A druid probably is a difficult one to play solo, it's not as versatile as some class mixes.
To add to that weapon list:
Spear of Withering +4 is pretty good - available in the Underdark, I believe.
Neb's Nasty Cutter is limited to evil characters at least as long as it delivers poison strikes.
Clubs and Scimitars can be quite useful for a while too. One of the scimitars gives you an extra attack per round (Belm, I think) and there is a club that delivers bonus acid damage (useful vs. trolls). Both scimitars and clubs can be used in combination with shields.
Staff of the Woodlands is a useful staff limited to druids available late in SOA.
To add to that weapon list:
Spear of Withering +4 is pretty good - available in the Underdark, I believe.
Neb's Nasty Cutter is limited to evil characters at least as long as it delivers poison strikes.
Clubs and Scimitars can be quite useful for a while too. One of the scimitars gives you an extra attack per round (Belm, I think) and there is a club that delivers bonus acid damage (useful vs. trolls). Both scimitars and clubs can be used in combination with shields.
Staff of the Woodlands is a useful staff limited to druids available late in SOA.