Hmm. Having a whole continent to yourself doesn't seem too bad. LDoNs are group adventures, minimum of 4(?) players with a specific level range, within 10 levels, I believe. Best done with a full well balanced group. Tank, healer, some sort of high damage class, and your choice of scout/puller. Have had success with a mostly melee group, War, Pal, Rog, Sham, it was interesting, sort of like soloing, but with six extra hands. Playing a warrior, and having been a solo player until maybe 45, these tasks are good to teach class and group tactics, gives decent XP for about an hour's work, plus some rare loots as well.
Your Adventurer's Stone augment - also increases in power as you prolly know, but it takes MANY wins to build that baby up. Some other easier quest augs are Slipgear's Gem, if you haven't found that already. And I'm currently running around TSS to build up my Wanderlust Guild Loadstone, which powers up similar to the Slipgears, just takes a LOT longer. Keep in mind that the Adv. Stone can be used to port, as I tend to forget at times. Hail any Magus in a Wayfarer's camp or the Guild Lobby and follow the key words.
Tomes used to be needed to be brought to your class guild master for training, but I think they have been made clickable. Check your major towns for Class tomes. The lower disciplines have a long timer, so be careful when burning them before a big named fight.
Actually your two hand bash will be important to you later on in life, as there is a procc'ing weapon that can get you out of a bind or at least out of a zone if you cannot port. You may want to gain skill in this ability before you are fairly desperate to escape from a bad pull or added roaming mobs and fail to run because of summonning.
I tank with several weapon sets, including my main weapon which is a 2HS, with a hate producing aug attached. Other weapons are used for snaring and slowing, augged with hate stones or just damage spells. I prefer the Chaotic type, which staggers the mob up to a point, then they shake it off (60-65+). Elemental procs, such as fire or ice spells can be easily resisted by certain mobs - zone dependent. Epic weapons are becoming standard equipment, and need raids completed for some events. A good guild would be most helpful for this endeavor.
AAs can be a tough choice. I tend to be a bit light on most, due to the fact that many players have been playing for years, and have had the time to develop these, while I had to level fast, train skills, learn to group and still be expected to be as hard as my fellow tank with 250+ AAs. Sometimes I have to step down and let the better toon take the beating. Having been a solo player, I went with a bit more of the offensive AA than most folks would have to start. After all, a dead foe cannot hit you, so taking them down quickly was my style. A typical group player would be putting out less damage, but taking way less than someone like myself. I also try to pick skills that are passive, because I feel that they are worth the time to get, rather than a triggered skill that has a 10-15 minute timer. I can do way more damage in 10 minutes with a Ferocity than an Area taunt. However, I also picked up a few disciplines that tend to area effect as well.
Edited, Jun 23rd 2007 2:55pm by Hendrikk