How the various classes solo (at least in my opinon)
I have also rated them on a 1-5 star basis, (*) being the worst and (*****) being the best.
My rating system includes the following:
-> How well can the class solo without the use of enhancements from other classes.
-> How easy it is to just pick up the class and start playing. Are they easy to play. (i.e. bards are really good - but twisting songs can be daunting to newer players)
Bard****
The bard seems to have a few ways of soloing. They do have their lull line of spells, and then can single pull with one of their direct damage spells. From there, since they are a plate class, they can try tanking the mob. Most people however seem to prefer to kite mobs, where they use snare songs and/or speed songs to run around while doing either direct damage to a single mob, or do swarm kiting with their AoE songs. The hardest part about bards is getting used to twisting songs and switching instruments.
Beastlord****
Beastlords have spells much like a shaman, but overall their spells are weaker. They emphasize the Brawn over Brains approach. Beastlords that solo tend to step in with their pet, and then either back up to heal themselves or back up and heal their pet. Either way they tend to do plenty of damage with just the two of them. Their pet buffs are probably the best in the game - added with their normal buffs they cast on themselves and their pets, they tend to be very strong. And slowing and dotting a mob makes the job of the pet that much easier.
Berserker*
I really don't even want to talk about this class - as SoE hasn't really finished it (they still are missing their own AA and many of their abilities aren't working) but they solo with some work. They have a set of abilities that let them snare mobs "leg Strike" they can use that to kite mobs by snaring and then throwing axes at the mob - however the snare does not seem to work very long, and is often resisted. If they can get intimidation to work they can also fear kite. As a last resort they can try to run up and overpower the mob - but this is less effective than a warrior due to the limited armor. Berserker is really ment more as a DPS class and tends not to solo well in my experience thus far (and from what I've read)
Cleric**
Clerics are one of the harder to solo classes - but believe it or not, they can. They can root and nuke or they can root and rot in the case of undead. They also have some fear spells - if they drink a sow potion they can usually reverse kite a bit till they get to higher levels. After the reduce the mob to bits with nukes/rots they can sometimes even melee the mob, with the HP/AC buffs and anti-undead weapons. They at least have healing spells to help them in downtime.
Druid*****
To many the druid is the ultimate solo class - and in many ways they may be the best WIS based solo classes. They have snare and sow, an awsome combination that lets them stay out of harms way. They also have a nice line of dots to hurt mobs. Throw in some animal charm spells and they can solo pretty good. They can root and rot/nuke if they so choose as well using their various spells. As final bonuses they can get to pretty much any zone fast and have buffs/heals to help them out as well.
Enchanter***
Another one of the harder-to-solo classes, at least in early levels. Since their pet cannot attack on its own, they need to get the mobs attention before they can have their pet attack. Then the pet just attacks, no way to pull it off. They do have fear and root spells - so they can use that as options - and they do have a couple of nukes (like chaotic feedback) and rots (their choke-line of spells). Probably the best way to solo with them at lower levels is to root and nuke/rot the mob down a bit till root breaks - then let the pet finish it off. Once they learn charm, you can charm solo - but really best to have a high CHA for this. Sick your new pet onto a mob, and have them kill each other - preferably your charmed pet will win - then when charm breaks, the pet is now weaker and you can solo it. Added bonus of having mez to reduce adds and mana spells.
Magician*****
Another really good solo class. They have very strong pets - but they don't have quite as good buffs for their pets as the Beastlord. They do have a lot of summon spells, but they have some good DD and AoE spells. Soloing well with them is a matter of knowing which pet is the best to use for what situation. Most people tend to use the Earth pet (most hp) or Air pet (harder to hit) - they will then usually sick their pet on a mob, and follow up with DD. They do have pet heals, and can summon some really good gear for their pet. Their damage shields are very useful too.
Monk**
Most of the pure melee are a little tougher to solo with. Mainly because they have no natural magic as a way out. Monks, kinda do with their feign death. Their big disadvantage is their lowered armor selection. Mend can be used as a heal if need is great. They do have some nice higher level abilities though.
Necromancer*****
Necros very well could be the best soloist. They have a pet, they have mutliple dots, they have snare, they have fear. Really they have just about everything they need - they can even heal with life tap line of spells. They have a get out of jail free with their feigndeath spell. With all this going for them its easy to see why many people think they are the best. However, resists tend to make life difficult for them, more so than mages who have Malo line of spells to reduce this. It is also difficult when fear kiting to prevent adds. Their pet heals also are weaker in general than mages and beastlords - but with the bonus of being able to fear kite, the pet shouldn't take much damage.
Paladin***
The paladins are a bit easier to solo than other melee classes. They have lulls, which make them one of the best pullers, and being one on one is really what the Paladin wants. They also have HP and AC buffs, and some heals, though of course weaker than a clerics, and they have anti undead spells that make them really good in those situations. They also have root, which allows them to root and nuke with arrows if desired. Finally they have lay hands, which can be used as an emergency heal when the going gets tough.
Ranger***
The Ranger is much like the druid in they have sow/snare. They however, are great with a bow, and will most likely use that over any dots. They start with snare and pretty much back up and make the mob in a pin-cushion. Against animals their animal fear allows them to reverse kite - which is probably their better option for soloing at higher levels. They also have damage shields and some buffs, as well as heals to reduce downtime.
Rogue**
Unfortuantely, I have the least experience with rogues. I do understand though that their lower AC makes them hard to solo. They're best bet is to get up behind a mob, and Backstab it, hoping to do enough damage they can solo the mob for the rest. Their poisons do add pretty good damage it seems too.
Shadow Knight***
The Shadow Knight, like much of the other hybrids, can solo based off the spells they get from their father caster class. Pets, is not really one of the SK strong points. However, that does not mean the pet doesn't help. Starting with the darkness/snare spells, followed by a fear, the SK is acting like a necro, but instead of the pet doing most of the damage, the SK is with this weapons. Harm Touch is a great finisher if your in serious trouble with a single mob.
Shaman****
Shamans have the best buffs overall in the game. Enough that at lower levels they can semi-tank. However, this is not their strong point. They have root, and they have a cold line of nukes, but they are best when they root and rot. The can also kite with the dot spells and their SoW- but they don't have a snare spell like other classes. Once they get their pet the world changes for them. Their pet can kinda tank, especially when the shaman slows the mob and buffs the pet. Canni and regen help reduce downtime. Shamans solo otherwise much like a beastlord, but now its brains over brawn and the shaman wants to focus more on the magic side
Warrior**
Warriors are probably a little easier to solo than some of the other melee classes due to high HP and high AC. They follow the "bully" method. Find a mob, run up, hit it and hope you kill it. To solo them most effectively, find them some usesful potions (such as potion of dulscehound).
Wizard***
Wizards have the best DD spells in the game. They maybe best at snaring and doing AOE on mutlipe mobs (quad kiting) or they could root and nuke. Their ports help them find places to go. Also, They can regain mana with their familiar. They're lack of hitpoints make them a bit more difficult to play.
Well thats my list and my opinion. Play skill also adds into it, and I couldn't target every possible strategy, I only listed the ones that came to mind and that I knew about.
Feel free to correct or add what you think is needed.
(edited to fix a problem with the bolds)
(edited to explain my ratings system better)
Edited, Fri Apr 30 22:56:44 2004 by Devilwind
Edited, Sat May 1 09:06:44 2004 by Devilwind