They stated that every class can solo up to level 50, just the amount of time it takes and its difficulty will be greater then grouping (like it should be, safer in numbers).
I was toying with doing the exact same thing.... Just to see if it could be done.
I'm also toying with starting a bunch of characters on different servers to see which class I like the best and then follow through with which ever one suited me the best.
The only thing that may be wrong with this approach is I don't think we will get to see much of the combat wheel as a soloist so that part of the game may be missing (and may be the thing that makes combat fun).
As long as you know the functions of your class and it's strengths and weaknesses you should be fine. Play smart and you'll do fine. I read in a Moorgard interview that mages get self defensive spells in order to assist them in soloing. While certain spells are good for groups, others are better for soloing. Remember you only get 5 buffs to use before you're out of concentration points.
As for the combo wheel (heroic opportunities) for a soloer, they said it will be there, and I'm sure it will. But my theory is that the more people there are, the more combo's are added, therefore the end product will be more powerful. If you are soloing, you can still do it, but it just won't be *AS* powerful as a full groups, in which case it is supposed to be a tide-turning event.
You could well be right about the wheel... but I'm guessing that being solo will require you to keep a lot of spells in reserve so that when the wheel arrives you can do something about it.
I'm not too fond of the 'lead with your chin' approach until you can get the wheel to trigger type of combat when I'm trying to play a mage. Might be the thing that really forces me to find a good group to run with so that I get some cover.
Well that is the point. Although its possible to solo for anyone, it will almost definately be easier and more profitable (in the sense of exp, not necessarily loot) to group. Since with five other people you'll be killing much faster, and if they include the group exp bonus, you're all set. I think the soloing is more of a "if you don't have time to find a group and play with them only for a little while before leaving" method, that allows people to log in for just half an hour or so and actually do something productive. It may not be meant to level all the way up to 50, but it's always there for the anti-social players...
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I was toying with doing the exact same thing.... Just to see if it could be done.
I'm also toying with starting a bunch of characters on different servers to see which class I like the best and then follow through with which ever one suited me the best.
The only thing that may be wrong with this approach is I don't think we will get to see much of the combat wheel as a soloist so that part of the game may be missing (and may be the thing that makes combat fun).
As long as you know the functions of your class and it's strengths and weaknesses you should be fine. Play smart and you'll do fine. I read in a Moorgard interview that mages get self defensive spells in order to assist them in soloing. While certain spells are good for groups, others are better for soloing. Remember you only get 5 buffs to use before you're out of concentration points.
As for the combo wheel (heroic opportunities) for a soloer, they said it will be there, and I'm sure it will. But my theory is that the more people there are, the more combo's are added, therefore the end product will be more powerful. If you are soloing, you can still do it, but it just won't be *AS* powerful as a full groups, in which case it is supposed to be a tide-turning event.
You could well be right about the wheel... but I'm guessing that being solo will require you to keep a lot of spells in reserve so that when the wheel arrives you can do something about it.
I'm not too fond of the 'lead with your chin' approach until you can get the wheel to trigger type of combat when I'm trying to play a mage. Might be the thing that really forces me to find a good group to run with so that I get some cover.