Solo Class: Difference between revisions

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Solo classes often fall into two broad categories:
 
== '''Type I: Classes specializing in solo play ==:'''
* '''The [[Jack of All Stats]]''', with limited versions or equivalents of enough specialists' abilities that they can keep themselves alive and ''barely'' defeat stronger or more numerous enemies without help. Besides striking out on their own, they can be less capable replacements for multiple types of specialists—e.g. becoming a secondary healer or an off-tank.
* '''[[The Minion Master]]''', '''[[The Turret Master]]''' and any class that can almost create their own party out of thin air to back them up.
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* '''Hunters and hunter-like classes''', whose [[Real Life]] counterparts are typically portrayed as being masters of the wilderness. With powerful ranged attacks, debilitating traps, abilities that facilitate escaping from tight spots and a strong animal companion, the hunter class are usually a game's designated loners.
 
== '''Type II: Party-centric specialists whose niches enable solo play ==:'''
 
== Type II: Party-centric specialists whose niches enable solo play ==
''Note: The following list contains just a few of the possible examples as solo ability depends on how a specialist's niche is defined in a given game.''
* '''[[Meat Shield]]s''' with relatively decent attack power may be able to withstand [[Mook]] assaults and whittle down bosses without their usual backup but take an age to complete the encounter.
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* '''Nukers''' with sufficient spell power and [[Hit and Run Tactics|space to distance themselves from their target(s)]] may be able to kite enemies to death before their meager defenses give out. They may also have the option of casting multiple layers of temporary magical defense on themselves and [[Alpha Strike|'bursting']] down enemies while protected.
* '''[[Gradual Grinder]]s''' can pop a bunch of [[Standard Status Effects]] on a boss or group of enemies and run around until they drop if the game mechanics allow it... [[Obvious Rule Patch|usually not for long.]]
 
 
A solo class that doesn't need a party in ''any'' situation may be a [[Game Breaker]]. Balanced ones may be resented by [[Scrub]]s who feel that they encourage '[[Noob]]-ish' play and are hard to integrate into a team strategy. Classes that can fly solo ''to any extent'' in team or open PVP are often [[Base Breaker]]s. The [[Solo Character Run]] is usually ''not'' done using one of these as it would be less of a challenge.
 
'''Note that all classes in most games can be played solo with ''sufficient skill'', enough [[Level Grinding]] or [[Good Bad Bugs]] so this trope only refers to classes that are easier to play solo than others (e.g. a new player can solo to level [[Cap]] without ever joining a party on these classes but not others) or that the developers [[Word of God|intended for that purpose]].'''
 
{{examples}}
 
* ''[[Dragon Age]]: Origins'' lets you do this several ways. First is the Arcane Warrior, a heavily armored mage who gets abilities that allow them to seriously reduce or totally nullify all damage and they also have access to heals and powerful offensive spells. Then there's the rogue. Properly built, a rogue can become essentially immune to melee damage, and resist all but the most powerful spells.
* ''[[Adventure Quest Worlds]]'' has the rogue and the pirate, whose Footwork skill allows them to dodge enemy attacks (and every attack you dodge gets you a little bit of health back), and whose DPS abilities can even allow them to take out bosses solo, especially when Concealed Blade kicks in. The Healer can also solo, but it takes a while and it's limited to how much mana you have and can get back from Energy Flow.
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* Many classes in ''[[Flyff]]'' can solo due to [[Good Bad Bugs]] or a Gamebreaker. However, the Billposter is usually considered the purpose built solo class due to high damage output combined with decent endurance and the ability to self heal (as an offshoot of the basic healing class). The Battle Priest (A Priest built for fighting instead of healing and using Billposter equipment) is another 'proper' solo class.
* ''[[Maple Story]]'' infamously has the Clerics and their [[Prestige Class]]es being the best solo classes after a certain level as their heals [[Revive Kills Zombie|damage undead enemies]] while affecting themselves as well. Their final job gains the ability to nuke several entire platforms at once, which still puts them ahead of other fourth jobs even after a damage [[Nerf]].
:HP priests (priests gearing for HP, which increases durability without sacrificing too much damage) especially could shrug off most enemy hits and heal wounds well enough to keep going. With MP Restore before the Big Bang patch it was possible to wait about a second or so and restore roughly 50 mp during a battle, never using pots or Magic Guard. The patch removed this feature, though (which also had the side effect of making chairs completely ineffective for mage classes).
 
HP priests (priests gearing for HP, which increases durability without sacrificing too much damage) especially could shrug off most enemy hits and heal wounds well enough to keep going. With MP Restore before the Big Bang patch it was possible to wait about a second or so and restore roughly 50 mp during a battle, never using pots or Magic Guard. The patch removed this feature, though (which also had the side effect of making chairs completely ineffective for mage classes).
* Several [[WoW]] classes have gained and lost this designation due to [[Blizzard]]'s constant rebalancing, though Hunters, Paladins and Death Knights have been especially persistent examples in players' eyes. The discovery that any class can solo group content at its original recommended level is usually followed by calls for a [[Nerf]].
* Hunters can solo very efficiently in ''[[Eden Eternal]]'' due to having most of their DPS come from a powerful tiger companion that can be healed (they are sub-par against bosses that quickly kill or dispel their tiger). The class is exceptionally popular with botters for this reason.