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Posts with tag solo-instances

How to solo dungeons for fun and profit (but mostly fun)

Lots of people who hit level 90 are stuck wondering what to do next as the game offers a plethora of choices but no clear must-dos once you've finished the leveling grind. One of our favorite options is soloing old content. If you never had a chance to raid or run dungeons earlier in the game, now you can do many old world raids completely solo. It's a fun way to check out content you've never seen, experience new bits of the game's story, gain reputation (useful for that Beloved title), and pick up pets, mounts, and great transmog gear.

Oh, and did we mention money? Even though most of the better loot you'll find in these dungeons is bind on pickup -- meaning you can't toss it on the auction house -- it will sell for gold to vendors. That means if you clear out your inventory so you're prepared to pick up and vendor everything you come across, you can make a pretty decent profit grinding through old dungeons.

It's not the most time-efficient way to make gold, but it can be a lot of fun. So if you want to try your hand at some solo content -- whether you're level 90 or not -- keep reading for the tips you need to succeed with soloing.

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Filed under: WoW Rookie

Item Squish won't affect soloing capabilities, but other changes may.

The devs have been very keen to reassure us that the item squish incoming with Warlords will have no impact on our ability to solo old content. And Technical Game Designer Chadd "Celestalon" Nervig has tweeted, reasserting this point. However, in response to well-known death knight soloer Aelobin, he comments that other factors may have an effect.

What Chadd doesn't do is expand on just what exactly these "other changes" might be. At a guess, I would imagine that they may relate to ability changes, as there is a planned sweep to address the issue of button bloat, so you may lose some of the skills that you currently use to solo older content. Perhaps it relates to the non-linearity of expansion transition gear, or perhaps it's none of the above. Nonetheless, the message regarding the item squish is being received loud and clear.

Filed under: Raiding, Warlords of Draenor

Lichborne: Soloing old content for fun and profit

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

Greetings. Your usual master, Daniel Whitcomb, is out accumulating bones for his tier 13 set, so I'm filling in. Today, we'll discuss a topic that's received some attention lately in the WoW community and here on WoW Insider: the soloing of old raid and dungeon content. Why go solo? Well, there are many good reasons. Rewards are plentiful: achievements, gold, and transmogrification loot can all be harvested from older dungeons and raids.

If you're not interested in the rewards, though, try it for the challenge. Since the majority of the game's single-player content is tuned to be accessible to all, there are very few options for the solo player looking for something difficult. For harder bosses, you'll have to know your rotation, your cooldowns, and your enemies intimately. For the most difficult bosses, it's quite typical to need a night or nights to perfect your strategy and execution -- when to use cooldowns, what time to move to pick up adds, etc. If this interests you, you're in luck; death knights are generally acknowledged as the class that's best suited for soloing pursuits.

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Filed under: Death Knight, (Death Knight) Lichborne

Breakfast Topic: To solo or not to solo?


Sure, getting together with 40 of your best friends and leading an epic raid on the alternate faction's capitol city can be fun, but I have to say that there's fun to be had doing things all by yourself, too. Some classes were soloing Onyxia at level 70 -- and it seems like just about everyone can solo her at or near level 80. (For those thinking of trying this yourself -- it's good fun and not a bad amount of gold for the effort.) Zul'Gurub and Ahn'Qiraj (the 20-man wing, at least) have both been cleared (mostly) by a lone player. Karazhan has been cleared with a group of 3 -- though in our post-Wrath world, I'd imagine that everything save Netherspite could be easily managed with less. (And at some point even Netherspite is bound to be overcome by brute force.)

To solo or not to solo, that is the question. Whether 'tis nobler in the mind to suffer the slings and arrows of outrageous Hunters (who sometimes seem to think they have a monopoly on soloing content) or to take arms against a sea of dragons (dragons, elementals, demons -- we're not picky), and by opposing, earn epic (albeit under-level) loot. So, tell us, what have you soloed lately?

Filed under: Analysis / Opinion, Breakfast Topics, Classes

Instances are for groups, silly solo player

We've mentioned solo instances before -- just like more midlevel content, Heroic versions of old world instances, and player housing, they seem to be the kind of content that players seem really interested in, but Blizzard isn't all that excited about implementing. And now they've come up again on the forums, and once again Bornakk has given a few good reasons why it just wouldn't work for the game Blizzard is making.

Tremallyn of Shu'halo is actually asking for scalable instances -- he says that if 10 and 25man groups are going to be playing the same instances in Northrend, why not scale those down to five man and even solo versions, so all players can get a chance to see the content? Bornakk replies that the rest of the game already is solo content, and that they want the endgame dungeons to be more exclusive. We've heard other good reasons before -- to tune an instance for every class, with all of their varied strengths and weaknesses, would require Blizzard to water down the instance so much that it wouldn't be nearly as dynamic an experience as you can have with a minimum 10 people in the party.

Not that it's impossible -- other games (I know of one in particular) have scalable instances, some of which are even tuned for one player. But at the same time, we play MMO games for a reason -- if you really just wanted to play a great single player experience, there are a wealth of single player games to choose from out there. And if you really want to do an instance solo, you could always just wait 10 levels and do it solo anyway.

Filed under: Analysis / Opinion, Blizzard, Instances, Raiding, Wrath of the Lich King

And now for this skill testing... instance?

I was just sitting in Ironforge a minute ago trying to peddle my enchants. The members of the guild I'm in were sitting around shooting the breeze about Burning Crusade instances. Somebody remarked on BRK's article earlier today about hunters "once being in demand" in Blackrock Depths, and I chimed in that as a subtlety rogue I've felt a little left-out of some of the Burning Crusade content. It seems from my vantage point that hunters and mages own the vast majority of the Burning Crusade instances because those of us who have to be in physical contact with our targets who don't have the benefit of plate armour are getting the bejeezus beaten out of us in this series of instances.

While I can see the progression that Blizzard has taken, and I can understand the necessity for encounters to increase in difficulty I'm having a really difficult time finding the willpower to flush my carefully crafted rogue build down the toilet that I spent so much time perfecting.

So let's shift gears for a moment to solo instances. Yes, we've talked about them before. I think that with the right implementation though, that we could kill a number of birds with one stone.

How many crappy rogues have you met in-game? Ok, put your hands down. We can substitute any class into that question. There are lots of players with no skills floating around. We've all seen warriors who don't sunder, mages who don't realize they can summon (food and water), and even shamans who don't know what a totem is. Yes, I'm serious, I've seen every one of those.

So here's my idea - with apologies if somebody else already thought of it first. I know Dan brushed gently against it a few months ago. Why not make an Academy style instance where players could go solo, maybe every ten levels, and be taught in "live fire" situations how to use the skills they've acquired in the last ten levels. Loot would have the benefit of being class-specific (or at the very least class-appropriate), and lunchbox letdown would be next to non-existent. The only obvious problem to me, is that the gear would almost have to be Bind on Pickup, and they'd probably want to make it so once you beat the last boss that you couldn't come back until you graduated to the next bracket.

Then everybody would have something to do, nobody would feel completely useless, and best of all it would have a positive impact on the skill level of the players on our realms and in our guilds. What do you think?

Filed under: Analysis / Opinion, Odds and ends, Features

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