Zeyphor wrote:
here are your options to keep enemies out of your melee range(or incapacitate them)
1: dream walk; even with just 1 point, this talent goes a very, very, very long way
I like dreamwalk but saying it goes a long way at 1 point is just wrong, it has what, 6 accuracy then? You might move by only 1 tile...
Zeyphor wrote:
2: distortion wave, which has a range of 9 at tlvl 6.5 and also stuns the enemy for 4 turns at tlvl 6.5 if the enemy was already distorted and they fail a physical save versus your mindpower
So you need 5/5 distortion bolt to ignore your thought form, to use a setup turn using distortion bolt, the ennemy to not be fast enough to avoid the bolt, to fail a first check and be distorted then to fail a save check to be stunned. I know easier stun to use.
Zeyphor wrote:
3: maelstrom, which has a radius of 4 and lasts for 10 turns at tlvl 6.5
Works well until you meet an enemy with movement skill.
Or ranged damage.
Zeyphor wrote:
4: sleep, nightmare, and slumber; don't worry about hitting yourself or your thought-form with sleep if you both have lucid dreamer up, since restless night won't proc against targets that are sustaining lucid dreamer
Agree that sleep is very good for running away, not so for damage though, as one hit will wake them and then they're really hard/impossible to sleep for a few turns after.
Zeyphor wrote:
5: dream prison; with that, you can keep a every enemy in a radius of 7 asleep indefinitely if you have a decent regeneration infusion... and actually put them all to sleep, which is mostly a matter of targeting
Never tried so can't actually comment. Dislike not moving on purpose though.
Zeyphor wrote:
6: forge bellows, which is one of the best talents in the entire game
Would agree if the wall creation wasn't random but 100%.
And would be better if the whole category didn't suck, you could basically multiply all numbers in those talents by 10 (except forge armor) and have something balanced.
Zeyphor wrote:
7: dreamscape; you can use dreamscape on a different enemy to get a 15 turn breather at tlvl 6.5
Similarly to fearscape, yeah I agree.
Zeyphor wrote:
8: running faster than the opponent because you have clarity
Agree to a point, once you've been hit it doesn't work as well and every class will use a movement infusion which will be enough to run away speed boost or not.
Zeyphor wrote:
9: if your thought-form is behind you, you can swap places with your thought-form; depending upon the situation, that might be a bad idea, but it is often a good idea
Summons are always great, agreed.
Zeyphor wrote:
10: a movement infusion, or a psychoport torque if you'd dare to use it, or rush/disengage shoes, or an offset nature's vengeance that you swap to
Avalaible to everyone so irrelevant.
Zeyphor wrote:
dream hammer is a weapon attack, and it can deal broken amounts of damage with high willpower
Agreed, and I prefer to use dreamhammer rather than most solip talents but seems weird to mention after listing 10 points of how not to be in melee.
Zeyphor wrote:
dreamscape can crit; at tlvl 6.5 with 100 mindpower, it grants you +136% all damage during dreamscape on a non-crit, and when it crits with 150% multiplier, thats +204% all damage right there! just imagine what it gets to with high critmult
So you use dreamscape against dangerous targets? Seeing as how they only get 50% damage reduction, starting turn 2 you take more damage than you would have otherwise that seems pretty damn dangerous to me.
Zeyphor wrote:
solipsists are actually very beefy at high levels, especially if antimagic with massive armor; antimagic shield and dismissal are both far more effective if you have high resistances, and forge shield makes antimagic shield and dismissal even better... also fungus makes psi a non-issue unless your hp is also
Agreed that solip has more synergy than most with AM and fungus. Everyone use massive armor though. This is also the right time to point out that heroism, one of the best defensive tools, sucks hard on solip. On use it lowers your speed and you don't care about going below 1hp because that would mean your psi is almost/complety depleted and you are massively slowed.
I also find that heal infusion are superior to regen because of the lower, cd, instant use, wound+ poison cleanse but on solip I need a regen because I can't wait as long for my hp to drop because it would.mean being slower. That's already two insc slots where I have to play with inferior inscriptions.
Zeyphor wrote:
I was going to add more, but I didn't feel like it; regardless, I think that solipsists are a very easy class to play, and alot of the time I can just get reckless with them... they in my opinion are at least B tier, based upon the provided criteria for the tiering
I feel like their damage is too low for them to be fast, their mobility/defense too poor to get reckless, and their kit to clunky to be easy. I know some of it is subjective and the class just doesn't do it for me andbut apparently click very well with you but trying to ignore that i still can't put them higher than C tier. For example shadowblade is just plain better and while not easy it's not as bad as solip, doomed can reduce ennemy damage to 0 and shadows deal more damage than solip, rogue has lots of tools for massive damage/utility, corr/reaver are more straight forward and deal massive amounts of damage making them better imo (though they do hugely lack in mobility...).
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