Quote (rouxt @ Apr 27 2013 11:49pm)
The updates are cool. Still some bugs atm. Heal mastery is no longer working at all, so that needs to be fixed. The element mastery stuff is cool but not a game changer. It's capped at 2 per tier like exp is so the most you can have on an item is 28% and atm it still does nothing cause it's bugged also with heal mastery. So it comes down to when it's fixed how will it work? Like prof 1%=1ee? Or like Heal mastery with a much higher ratio per 1%? Or something in between. Won't know till it's fixed. Which will be interesting because any 3 of those options will effect the market.
But even then the chances of getting it high on an item that you can use for your type of charms will be slim. As it is now it looks to be more of a glyph item than anything else which is still fine, can't have anything to op.
This discussion about soloing is cool though. Really depends on how you want to solo and what your theories are on drops. The fastest soloing is on a warlock, no more than ever. Any questions on that can be pm'd to James who holds the speed solo records which he could absolutely shatter with this ls version. What is the benefit of going down td's? Depends on who you ask and their preference. There comes a point with td's that no matter what your on it is no longer beneficial. Td's is the old line of thinking with the old style of LS when it was of benefit.
As far as prof gain goes depending on the person and their ability to climb, their time to slash, gear and a few other things dictates your method. Personally I can get more prof in a weeks time with less effort doing group blacking than anyone else can with the same amount of time soloing. My situation is unique though with the guild I'm in and the fact we can consistently do a group climb 3to1 vs a solo climb.
But if the focus is just gaining prof then both group and soloing are not close to the most efficient way to gain prof but that way takes drops out of the picture. But prof isn't something that's critical now like it was before. It's just a by-product of the time you invest in playing with minimum pay out vs LS in updates past. Now a 200ee lvl55 ice charm without prof and 200 int gives you a Spell Damage: 619 to 743. With 20 prof it gives you Spell Damage: 660 to 792. That's it, 50 more max damage for roughly 400 caster climbs in the post arena version of LS. Is that worth the time investment? No, not now. Has it ever been for melee? No. Is it nice to get as you're focusing on gps, drops, music, movies, association? Yes.
Dom talks about the solo comparison the way he personally likes to solo which is down td's and extending the climb to his taste which would be harder for the avg caster to do vs a melee absolutely. But most don't solo like that, they will explore hit a couple td's and if it gets to much they will just remake and keep going problem solved. In the end it's pretty simple; it's soloing so you do it how you like and make it work for yourself how you want it to.
If this were Facebook, I'd like this post.

I came to this topic because Phil told Dion that solo sucks, stayed because he told me Paul didn't intend LS to be solo, which is not true. Then the troll (kakewalk) drew me in *facepalm* but this is a good summation of my argument.
I try to build for the absolute worst and most challenging scenario. It is easy to solo faster than I currently do. I can solo at 10-20x the speed I do simply by not taking tds. Could even still explore. If I danced solo, I could go even faster yet. However, without better mana syphon + max mana gear than I can afford, even with some pretty amazing damage charms, I can not solo as fast casting on Mage or Warlock as I can melee on Fighter, or Pali, or Sam, or even monk, due to mana requirements, as well as the "update" that took shrine back to what it was in the first couple seasons of the game (absolute values). At one point I could. My builds were nerfed one by one. However, I think even if the old builds still worked as they did, with all the trapdoors and the massive challenge, I could not survive what I've put my melee character through. The above statements about profs? True 100%. However, what happens when the next nerf comes through? That's my major point. I've watched entire builds go to shit, personally, because rather than improving the existing infrastructure, the game is constantly
changed and the only worthwhile, solid, stable part of a character I have seen is profs. All else is just smoke and mirrors, if the wrong update hits.
I suspected something was wrong with Heal Mastery, btw, as when I've put it on, I seem to be healing no different than without it, thanks for confirming that, rouxt. As far as prof gains being faster group than solo? Only if you can hit as constantly. And 100% of the time I'm soloing, I'm hitting. In group, many waves I'm lucky, when climbing with guild, if I can get in just 1 hit. So we'll agree to disagree.

But again, I always keep to the eternal hope, as well, that a decent, usable item will drop. I know, eternal optimist and all that. Without bothering to explore, how reduced are those chances?

Quote (TaylorSwift @ Apr 28 2013 12:10am)
Soloing my warlock full explore 1-71 is a piece of pie for me. Then again I have some nice gear so that helps. Soloing 1-101 on my warlock is yet to be seen but on my mage it was also easy. Not until lvl 103 did I notice it actually getting hard.
However for most soloing to level 101 would be very hard if not impossible for even the an average caster. Therefore I believe he should increase the percentage of life the shrine gives you per tier.
Melee I cannot speak of because personally I find it to be boring.
I've seen your mage, not warlock though, IIRC. How many TDs are you going down, and are you using fish/comfreys, just shrine, or no shrine at all when you are soloing? Out of curiousity.
Edit: Looked over the gear you're using on your warlock. I can beat the staff and robe I see there now. My damage charm is a bit lower, and slightly lower heal. I can't see my Mage or Warlock either one surviving 4, 5 7, 8 trapdoors at level 60+, where you end up fighting level 75-80 mobs/eps. So yeah, but more than slightly interested in knowing how you compete with the excessively high melee damage shots on the EPs down several trap doors.
This post was edited by InsaneBobb on Apr 28 2013 01:24am