Insane Adventure Solipsist Guide
Posted: Mon Feb 09, 2015 7:41 pm
I had a lot of trouble getting this insane win, and required a lot of help from Axored with the build, who also has an insane solipsist winner, so huge shoutout to him for all his help.
This guide might help people looking to make a stab at an insane run on any build, or someone looking for a solid solipsist build. I didn't record each level what points I took, and my memory is shoddy, so there may be errors, but I break the build down into 4 general tiers and outline skills, combat strategy, and zone order for each tier. The zone orders are good for any insane run.
For an incredibly comprehensive walkthrough of an insane run I highly recommend Donkatsu's Let's Play! which can be found here:
http://forums.te4.org/viewtopic.php?f=49&t=42428
My character can be found here:
http://te4.org/characters/110965/tome/2 ... e07305419a
Class: Solipsist
Race: Cornac
Prodigies: Mental Tyranny and Swift Hands
Prodigies: Superpower and Swift Hands ** as was pointed out of Atarlost, this is probably superior, as more mindpower is needed for status landing.
This build goes antimagic, and as such, requires Spellhunt Remnants, which did not drop for me, so I had to use the vault. Axored did not use the Spellhunts for his win, so I don't think they are essential, but they certainly made it easier.
Stats:
Will - Cunning - Str/Dex
Equipment Priority:
+HP Gear is essential, even late into the game.
+Mindpower
+Mind Crit
+Mind Damage
You need statuses to stick, and to do that you need to boost mindpower over bonus mind damage or even crit chance. I found that once I managed to sleep/inner demons a boss, the fight was over. Doing 600 damage per round vs 500 damage per turn was irrelevant if you were waiting off to the side for his demons to do him in (and yes, it works even on the final fight)
Obviously the mindpower boosting is essential (so Will/Cun) but this character wears massive armor, so some str at least was needed to get into the gear early, when I did not have enough +str gear to swap. Dex as an off stat is just the best defensive option.
General Guide levels 1 through 10: (Assuming you drown everything and start at level 6 to 8 )
Level 8: (if only level 6 that's fine, just go to Trollmire and make it look like this at level 8 )
Buy an extra infusion slot with your cornac point. Since healing restores both your health and your resource, regen infusions are excellent, once you get fungus rolling, heal infusions are better.
Since you are not antimagic yet:
Physical/Magical Wild -> mental effects are a non issue generally, but as an AM with no dispersion Impending doom can end you. Seriously.
Regen
Shield -> ideally you *won't* have a shield, as you want to betray anorithil to get track...but surviving is more important atm.
Movement
Stats: Max WILL and get STR to 20
We will be wearing a mindstar and a shield for this build until we get good mindstars. I think I switched at level 42 or so. Shields are so much better for survival (since you can get the +HP ego), and early game mindstars suck so much.
Class Skills
Psionic/Psychic Assault: 3/1/0/0 Mind sear is your bread and butter spam bolt. Use psychic lobotomy to fill in cooldowns, but it is underwhelming.
Solipsism: 3/1/1/0 The speed buff is amazing, and we will be maxing it with the next 4 points.
Thoughtforms: 3/1/0/0 Even late game thought forms were excellent. More on this later.
Generic Skills
(once you get the gold, open the armor tree and get Armor to level 2-3 ASAP)
Combat Training: 0/0/0/0 If you find some good + str gear, feel free to equip it and train Armor trg...we need it to 2 as soon as practicable)
Cunning Survival: 1/0/0/0 "Sensing" creatures is more powerful than people give credit. It lets you target them at range 5, even if your light source is 2.
Psionic Dreaming: 1/1/1/0 Dreamwalk will be getting all our generics until it is maxed. It is your best get away spell, but at low accuracy it is horrible.
Psionic Mentalism: 1/1/0/0 We really need a second point in Mental shielding, but meh.
Psionic Feedback: 1/1/0/0
So you've made level 6,7, or 8 depending on your luck in drowning. Now what?
1. shop for infusions. You have some gold depending on drops and such. If nothing of real use, open armor training if you have good gauntlets or helm to wear.
2. Shop for a torque of mindblast/psychoport/wand of conjuration. You can get insanely powerful items for 12 gold, making the T1's a joke.
3. Shop for +HP gear. Even the low level towns often have gauntlets of the hero with another 40 HP. I do a lot of shopping on insane.
4. If your infusions are set, and your money is all spent, go to trollmire, including Bill. To fight: Summon your warrior thoughtform. Use Mindsear. Use Psychic Lobotomy, back up. Repeat. If you have a good torque or wand, fire away. If anything gets next to you, dreamwalk or movement infusion. I picked up hack and back from an escort. Got *sooo* much use out of that.
Order of zones:
Trollmire -> Derth -> Lumberjacks -> Kor pul
This should get you to level 10. Open up Psionic/Nightmare, put a point in nightmare, and the rest of your points in clarity and dreamwalk until both are maxed.
General Guide levels 10 through 22:
Stats:
Max Will, if you have enough STR for the armor you need to wear (factoring in +STR gear you have found) start maxing CUN. My first number of failed runs I automatically tried to max WIL/CUN and waited for STR items to upgrade my armor, and I kept dying without the armor/hp, and my encumberance was suffering from trying to carry so many torques around. The instant I went to 20 str my runs went smoother. I think I actually went to 28 str naturally before switching to max CUN.
Skill Points:
Max Dreamwalk, Max Inner Demons, Max Clarity.
Start getting points in sunder mind.
Get another point in Mental Shielding to remove 3 effects. (I ended the game with only 3 points in this skill)
Get armor to 3 points (if you have found any nice +HP massive armor)
Get a point in Charm mastery and up to evasion if your cunning allows. Charm mastery 5/5 I cannot recommend enough, even on a generic starved class such as this. It is so over powered on higher difficulties.
Fighting Tactics:
This is when your tactics begin to evolve for the first time. You have the sleep/inner demons/sunder mind combo and may be tempted to simply use it all the time. In fact, you need to know *who* to use it on because of its long cooldown. Elementals, giants, anything that is immune confuse, cannot be put to sleep. Anything which does damage to which it is immune is pointless. Best possible things: Assassins and skirmishers, skeleton warriors, etc. Anything with a low mental save which hits like a truck is perfect. Summoners are a riot. You will have to learn from many deaths the *perfect* things to sleep/inner demons.
Enemies who cannot be slept can still be inner demoned; but it is harder to manifest. Ideally, for tough enemies, you would sleep them, then inner demons and leave them alone. If they cannot be slept, you will want to do the following:
Synaptic Static: Great for giving brainlocked (doubles the effect of sunder mind)
Sunder Mind: Game Breaker. Never misses and drops mental save for 4 turns, with a 4 turn cd. Effect doubles if target brainlocked.
Inner Demons: You save this for last because you want the lowered mental save so they don't shrug it off right away. If they *do* shrug it off right away you may need to run away while your thoughtform sacrifices himself for you.
Now the key is to keep sunder mind on the target *all* the time. I had Gorbat (mental save 58 or some such) at a mental save of *zero*. Not only were his inner demons manifesting, but he was constantly confused, brainlocked, talents not cooling down, etc. This requirement against tough foes to keep sunder mind on them required strict discipline. If you miss the rotation *once*, their mental save resets, they will not manifest inner demons, and you must have the wherewithal to withdraw and try again. I fought the Dragonslayer backup gaurdian for about 40 minutes because of this. Be patient. We don't do a lot of damage....
At 20 save your cat point for fungus...
Order of Zones:
Clear Scintilating caves and Rhaloran Encampment. By now you have some good coin, so go shopping again for T3 +HP armor.
Clear Derth Elementals (hopefully have a lightning torque or a magical wild by now)
Clear Norgos Lair.
Do not do Heart of the Gloom if the Withering Thing is the boss. On insane he is...well...insane. I come back when I am like level 25 or 26 to do HoG. Sad I know.
Now it gets dicey.
Clear Old Forest (peek down below if you have water breathing to set the level, but don't fight. We will come back here after Dreadfell)
Clear Maze (unless it is alt maze, in which case, clear Sandworm first)
The T2's are the real test of your mettle on insane. A decent mindblast torque or wand will clear the T1s, and you usually can afford a nice T3 weapon with your first coin, but by T2's your torque is no longer one-shotting things, and your T3 weapon is kinda meh. You have to be super cautious on T2's, more so than *anywhere else*. If you survive the T2s without losing a life, you will win the game.
General Guide levels 22 through 32:
Check your level. Ideally you are level 22 or 23 by now, so time to clear out the merchant quest without triggering Melinda (which we avoid). Fear not if you are level 24 though, you can trigger both Melinda and the merchant, just be sure to decline Melinda and accept the merchant.
Stats:
Max Will, if you have enough STR for the armor you need to wear (factoring in +STR gear you have found) start maxing CUN. There is no shame in putting points in STR. A couple of points here or there in cunning won't save you, but wearing the best armor a level or two earlier *can*.
Skill Points:
By now, our sunder mind-inner demons combo is working nicely.
Put some points in synaptic static to increase the radius as you see fit. I went a long time at 3 points. Start putting points in the excellent distortion tree. Initially: 1/1/1/1 it to get to maelstrom.
Then: 1/1/1/3 to get some area and duration on maelstrom
Then: 4/1/1/3 to make myself and allies immune.
Then: 5/4/1/5 Ravage is excellent, but needs no more than a single point. Be aware that the target needs to be distorted for Ravage's real power to show.
Opening fungus lets us go 1/1/1/1 in this excellent tree. Extra points to get Charm mastery to 5/5 eventually for Swift hands abuse.
Fighting Tactics:
This is when your tactics begin to evolve for the second time.
You hopefully have track from an escort or an item. If the enemies are standard, non threatening mobs of giants and the like, you can Maelstrom/distortion bolt them to death. Save your inner demons combo for the tough nuts; solos and uniques and the like. General rule of thumb, if it can be killed with distortion tree, just kill it with distortion tree. Nothing ruins a run like unloading all your cool tricks on a mob that was going to die anyway and then the Arcane Blade Rantha appears because an inner demon aggroed her from 20 squares away. Solipsist is about patience and battlefield control.
At 30 take Mental Tyranny. Now distortion does mind damage too! As well, you get some penetration, which is sadly lacking on this class.
** Alternatively, take superpower. I'm of the opinion now, thanks Atarlost!, that superpower might have been the more powerful prodigy.
Order of Zones:
Clear Old Forest (peek down below if you have water breathing to set the level, but don't fight. We will come back here after Dreadfell)
Clear Maze (unless it is alt maze, in which case, clear Sandworm first)
Do the AM quest, go to Tempest Peak to set the level and leave. We will return just before Dreadfell (level 28 or so)
Clear Sandworm Lair. Eat the heart and open harmony tree with your next cat point. Seriously, it is worth it for the single point in waters of life.
Clear Golem Graveyard (This can generate some scary bosses. Don't be afraid to flee. I died here once)
Clear Halfling Ruins (Good luck saving the yeek. I don't think I ever did on my solipsists, but I suck)
Clear Heart of the Gloom *thanks for pointing this out Effigy. I find the Withering Thing so crazy that I don't even go here till most T2 are done!
Clear Daikara. Don't do the temporal Rift.
Clear Ruined Dungeon
Clear Tempest Peak for Fungus.
General Guide levels 32 through 50:
Stats:
Max WIL, Max CUN extra points in DEX
Skill Points:
Get your Mindstar mastery open and improved (ideally escort/purchase/purchase) to get leaves tide to 4/5.
I regretted the single point in Dream Prison and Nature's Equilibrium, would probably have been better served with 5/5 thick skin.
Fighting Tactics:
At 36 take Harmony for waters of life. Though this may seem wasteful, to be honest I never regretted it. There were at least 4 occasions I can recall where OP spiders/Mucus was hitting me for 250 per tic, and waters of life meant I could just bask in it. I would have liked more points for the potential speed increase of fire damage, but there are simply not enough generics to go around.
At 42 take Swift Hands. Awesome prodigy, used for torques/boots/helms/gloves. With charm mastery 5/5 I could get two shots of spydric poison, two blasts of Spellhunt Remnants, two teleports from Wander's rest. The list goes on. I only ever used this prodigy for activatables.
Order of Zones:
Vor Armory - turns into a huge joke. All orcs are obviously sleep deprived and go down like a sack of hammers. Find a nice fat unique berzerker, send him snoozing, and let his inner demons clear the area. Your antimagic silence shuts down the pyromancers easily, and distortion eats the packs. All in all, this part of the game was *easier* than when I played archmage here, since archmages had to fear silence.
Briagh's Lair - The walk here is the most terrifying part of any insane run for me, and the extra speed made it easy. Briagh can be quite dicey on insane because of the huge open areas, finding the *right* guy to sleep/inner demons made it easy. (I think it was a skirmisher)
Back to the West, do the backup guardians in order from west to east. Again, your AM abilities made the casters a joke. The dragonslayer was the only challenge because of his numerous closers, pulls, as well as high regen and unstoppable (which, sadly, procs off inner demons....d'oh) Don't give Tannen the orb. Fighting the alt-orb demon waste is so much easier than that closed in crazy tower. Tannen is a joke who likes to sleep as well, and his inner demons all have body of fire which,....well...he just sorta explodes.
Back to the East again, I did the necros first. I was concerned about the first entrance hall because of the randboss that was there (an oozemancer I think) so I quick switched psychoport and left to fight one on one. Between spellhunts and silence, the necros were no issue. On to the antimagic crowd. These guys were even easier, as distortion simply ate them all, and the odd unique could be slept/inner demoned.
The race through Charred Scar was no race at all with +41% global speed and a good movement infusion. The fire torque was used pretty much on CD to make the fights mundane.
The mages were easy as well, what with their whole "need to cast spells" thing. The master of the pride actually gave me a good fight, as he shrugged off my silence and Spellhunts didn't remove anything useful, so I ended up sleeping him and letting his inner demons finish him.
Grushnak pride was a problem. The high number of Elite Berzerkers with Call to battle kept pulling me into the middle and shield slamming me. I tried every trick I had but lost a life here. Almost lost another one before I won. Sometimes on insane, the unique combinations that come against you just synergize too damn well.
The Slime tunnel bosses were trivial. Somewhere along the way I picked up the Guardian Totem, so between that, Spellhunts, and my own silence, the bosses were quickly reduced to rubble. Far easier than any of my melee winners.
For the climb I would engage anyone without closers or summons. They usually fell to a sleep/inner demons combo. Any that wouldn't or couldn't...(I seem to recall a couple of pesky Elder Vampires and Eternal Bone Giants) I simply dug around them and then jumped over them to the exit and went up.
The final boss fight was incredibly tough. I lost 2 lives here. Elander had a lovely AoE stun on a short CD that was killing me; my stun resist was 70% or so, but he didn't seem to care. In addition he had some healing, so what damage I did he quickly regenerated, and spellhunt failed both times to get essence of speed or quicken spells. Also, he had a mental save of 96 (compared to my mindpower of 92) so he was resistent to so much, and I couldn't get a cooldown rotation of sunder mind working, since his damage was so high that I had to keep ducking out of line of site.
In any event I closed all the portals, and then Aeryn died. Now I figured I was boned, but good old Argoniel was mentally a wimp compared to his brother, and he had no healing. I instead went to work on him, and used spydric poison to keep Elander out of LoS. Argoniel died, giving me the pearl of life and death, with its yummy 100% stun immune. That turned the tables entirely, and now I could rotate my defenses to stay alive while slowly whittling his mental save down. 92...88....84....80...76....72....then he gets brainlocked....then inner demons kicks in...then I stand back and wait. A very tough, but gratifying victory.
I'll edit errors/omissions and make improvements if there is any feedback.
This guide might help people looking to make a stab at an insane run on any build, or someone looking for a solid solipsist build. I didn't record each level what points I took, and my memory is shoddy, so there may be errors, but I break the build down into 4 general tiers and outline skills, combat strategy, and zone order for each tier. The zone orders are good for any insane run.
For an incredibly comprehensive walkthrough of an insane run I highly recommend Donkatsu's Let's Play! which can be found here:
http://forums.te4.org/viewtopic.php?f=49&t=42428
My character can be found here:
http://te4.org/characters/110965/tome/2 ... e07305419a
Class: Solipsist
Race: Cornac
Prodigies: Mental Tyranny and Swift Hands
Prodigies: Superpower and Swift Hands ** as was pointed out of Atarlost, this is probably superior, as more mindpower is needed for status landing.
This build goes antimagic, and as such, requires Spellhunt Remnants, which did not drop for me, so I had to use the vault. Axored did not use the Spellhunts for his win, so I don't think they are essential, but they certainly made it easier.
Stats:
Will - Cunning - Str/Dex
Equipment Priority:
+HP Gear is essential, even late into the game.
+Mindpower
+Mind Crit
+Mind Damage
You need statuses to stick, and to do that you need to boost mindpower over bonus mind damage or even crit chance. I found that once I managed to sleep/inner demons a boss, the fight was over. Doing 600 damage per round vs 500 damage per turn was irrelevant if you were waiting off to the side for his demons to do him in (and yes, it works even on the final fight)
Obviously the mindpower boosting is essential (so Will/Cun) but this character wears massive armor, so some str at least was needed to get into the gear early, when I did not have enough +str gear to swap. Dex as an off stat is just the best defensive option.
General Guide levels 1 through 10: (Assuming you drown everything and start at level 6 to 8 )
Level 8: (if only level 6 that's fine, just go to Trollmire and make it look like this at level 8 )
Buy an extra infusion slot with your cornac point. Since healing restores both your health and your resource, regen infusions are excellent, once you get fungus rolling, heal infusions are better.
Since you are not antimagic yet:
Physical/Magical Wild -> mental effects are a non issue generally, but as an AM with no dispersion Impending doom can end you. Seriously.
Regen
Shield -> ideally you *won't* have a shield, as you want to betray anorithil to get track...but surviving is more important atm.
Movement
Stats: Max WILL and get STR to 20
We will be wearing a mindstar and a shield for this build until we get good mindstars. I think I switched at level 42 or so. Shields are so much better for survival (since you can get the +HP ego), and early game mindstars suck so much.
Class Skills
Psionic/Psychic Assault: 3/1/0/0 Mind sear is your bread and butter spam bolt. Use psychic lobotomy to fill in cooldowns, but it is underwhelming.
Solipsism: 3/1/1/0 The speed buff is amazing, and we will be maxing it with the next 4 points.
Thoughtforms: 3/1/0/0 Even late game thought forms were excellent. More on this later.
Generic Skills
(once you get the gold, open the armor tree and get Armor to level 2-3 ASAP)
Combat Training: 0/0/0/0 If you find some good + str gear, feel free to equip it and train Armor trg...we need it to 2 as soon as practicable)
Cunning Survival: 1/0/0/0 "Sensing" creatures is more powerful than people give credit. It lets you target them at range 5, even if your light source is 2.
Psionic Dreaming: 1/1/1/0 Dreamwalk will be getting all our generics until it is maxed. It is your best get away spell, but at low accuracy it is horrible.
Psionic Mentalism: 1/1/0/0 We really need a second point in Mental shielding, but meh.
Psionic Feedback: 1/1/0/0
So you've made level 6,7, or 8 depending on your luck in drowning. Now what?
1. shop for infusions. You have some gold depending on drops and such. If nothing of real use, open armor training if you have good gauntlets or helm to wear.
2. Shop for a torque of mindblast/psychoport/wand of conjuration. You can get insanely powerful items for 12 gold, making the T1's a joke.
3. Shop for +HP gear. Even the low level towns often have gauntlets of the hero with another 40 HP. I do a lot of shopping on insane.
4. If your infusions are set, and your money is all spent, go to trollmire, including Bill. To fight: Summon your warrior thoughtform. Use Mindsear. Use Psychic Lobotomy, back up. Repeat. If you have a good torque or wand, fire away. If anything gets next to you, dreamwalk or movement infusion. I picked up hack and back from an escort. Got *sooo* much use out of that.
Order of zones:
Trollmire -> Derth -> Lumberjacks -> Kor pul
This should get you to level 10. Open up Psionic/Nightmare, put a point in nightmare, and the rest of your points in clarity and dreamwalk until both are maxed.
General Guide levels 10 through 22:
Stats:
Max Will, if you have enough STR for the armor you need to wear (factoring in +STR gear you have found) start maxing CUN. My first number of failed runs I automatically tried to max WIL/CUN and waited for STR items to upgrade my armor, and I kept dying without the armor/hp, and my encumberance was suffering from trying to carry so many torques around. The instant I went to 20 str my runs went smoother. I think I actually went to 28 str naturally before switching to max CUN.
Skill Points:
Max Dreamwalk, Max Inner Demons, Max Clarity.
Start getting points in sunder mind.
Get another point in Mental Shielding to remove 3 effects. (I ended the game with only 3 points in this skill)
Get armor to 3 points (if you have found any nice +HP massive armor)
Get a point in Charm mastery and up to evasion if your cunning allows. Charm mastery 5/5 I cannot recommend enough, even on a generic starved class such as this. It is so over powered on higher difficulties.
Fighting Tactics:
This is when your tactics begin to evolve for the first time. You have the sleep/inner demons/sunder mind combo and may be tempted to simply use it all the time. In fact, you need to know *who* to use it on because of its long cooldown. Elementals, giants, anything that is immune confuse, cannot be put to sleep. Anything which does damage to which it is immune is pointless. Best possible things: Assassins and skirmishers, skeleton warriors, etc. Anything with a low mental save which hits like a truck is perfect. Summoners are a riot. You will have to learn from many deaths the *perfect* things to sleep/inner demons.
Enemies who cannot be slept can still be inner demoned; but it is harder to manifest. Ideally, for tough enemies, you would sleep them, then inner demons and leave them alone. If they cannot be slept, you will want to do the following:
Synaptic Static: Great for giving brainlocked (doubles the effect of sunder mind)
Sunder Mind: Game Breaker. Never misses and drops mental save for 4 turns, with a 4 turn cd. Effect doubles if target brainlocked.
Inner Demons: You save this for last because you want the lowered mental save so they don't shrug it off right away. If they *do* shrug it off right away you may need to run away while your thoughtform sacrifices himself for you.
Now the key is to keep sunder mind on the target *all* the time. I had Gorbat (mental save 58 or some such) at a mental save of *zero*. Not only were his inner demons manifesting, but he was constantly confused, brainlocked, talents not cooling down, etc. This requirement against tough foes to keep sunder mind on them required strict discipline. If you miss the rotation *once*, their mental save resets, they will not manifest inner demons, and you must have the wherewithal to withdraw and try again. I fought the Dragonslayer backup gaurdian for about 40 minutes because of this. Be patient. We don't do a lot of damage....
At 20 save your cat point for fungus...
Order of Zones:
Clear Scintilating caves and Rhaloran Encampment. By now you have some good coin, so go shopping again for T3 +HP armor.
Clear Derth Elementals (hopefully have a lightning torque or a magical wild by now)
Clear Norgos Lair.
Do not do Heart of the Gloom if the Withering Thing is the boss. On insane he is...well...insane. I come back when I am like level 25 or 26 to do HoG. Sad I know.
Now it gets dicey.
Clear Old Forest (peek down below if you have water breathing to set the level, but don't fight. We will come back here after Dreadfell)
Clear Maze (unless it is alt maze, in which case, clear Sandworm first)
The T2's are the real test of your mettle on insane. A decent mindblast torque or wand will clear the T1s, and you usually can afford a nice T3 weapon with your first coin, but by T2's your torque is no longer one-shotting things, and your T3 weapon is kinda meh. You have to be super cautious on T2's, more so than *anywhere else*. If you survive the T2s without losing a life, you will win the game.
General Guide levels 22 through 32:
Check your level. Ideally you are level 22 or 23 by now, so time to clear out the merchant quest without triggering Melinda (which we avoid). Fear not if you are level 24 though, you can trigger both Melinda and the merchant, just be sure to decline Melinda and accept the merchant.
Stats:
Max Will, if you have enough STR for the armor you need to wear (factoring in +STR gear you have found) start maxing CUN. There is no shame in putting points in STR. A couple of points here or there in cunning won't save you, but wearing the best armor a level or two earlier *can*.
Skill Points:
By now, our sunder mind-inner demons combo is working nicely.
Put some points in synaptic static to increase the radius as you see fit. I went a long time at 3 points. Start putting points in the excellent distortion tree. Initially: 1/1/1/1 it to get to maelstrom.
Then: 1/1/1/3 to get some area and duration on maelstrom
Then: 4/1/1/3 to make myself and allies immune.
Then: 5/4/1/5 Ravage is excellent, but needs no more than a single point. Be aware that the target needs to be distorted for Ravage's real power to show.
Opening fungus lets us go 1/1/1/1 in this excellent tree. Extra points to get Charm mastery to 5/5 eventually for Swift hands abuse.
Fighting Tactics:
This is when your tactics begin to evolve for the second time.
You hopefully have track from an escort or an item. If the enemies are standard, non threatening mobs of giants and the like, you can Maelstrom/distortion bolt them to death. Save your inner demons combo for the tough nuts; solos and uniques and the like. General rule of thumb, if it can be killed with distortion tree, just kill it with distortion tree. Nothing ruins a run like unloading all your cool tricks on a mob that was going to die anyway and then the Arcane Blade Rantha appears because an inner demon aggroed her from 20 squares away. Solipsist is about patience and battlefield control.
At 30 take Mental Tyranny. Now distortion does mind damage too! As well, you get some penetration, which is sadly lacking on this class.
** Alternatively, take superpower. I'm of the opinion now, thanks Atarlost!, that superpower might have been the more powerful prodigy.
Order of Zones:
Clear Old Forest (peek down below if you have water breathing to set the level, but don't fight. We will come back here after Dreadfell)
Clear Maze (unless it is alt maze, in which case, clear Sandworm first)
Do the AM quest, go to Tempest Peak to set the level and leave. We will return just before Dreadfell (level 28 or so)
Clear Sandworm Lair. Eat the heart and open harmony tree with your next cat point. Seriously, it is worth it for the single point in waters of life.
Clear Golem Graveyard (This can generate some scary bosses. Don't be afraid to flee. I died here once)
Clear Halfling Ruins (Good luck saving the yeek. I don't think I ever did on my solipsists, but I suck)
Clear Heart of the Gloom *thanks for pointing this out Effigy. I find the Withering Thing so crazy that I don't even go here till most T2 are done!
Clear Daikara. Don't do the temporal Rift.
Clear Ruined Dungeon
Clear Tempest Peak for Fungus.
General Guide levels 32 through 50:
Stats:
Max WIL, Max CUN extra points in DEX
Skill Points:
Get your Mindstar mastery open and improved (ideally escort/purchase/purchase) to get leaves tide to 4/5.
I regretted the single point in Dream Prison and Nature's Equilibrium, would probably have been better served with 5/5 thick skin.
Fighting Tactics:
At 36 take Harmony for waters of life. Though this may seem wasteful, to be honest I never regretted it. There were at least 4 occasions I can recall where OP spiders/Mucus was hitting me for 250 per tic, and waters of life meant I could just bask in it. I would have liked more points for the potential speed increase of fire damage, but there are simply not enough generics to go around.
At 42 take Swift Hands. Awesome prodigy, used for torques/boots/helms/gloves. With charm mastery 5/5 I could get two shots of spydric poison, two blasts of Spellhunt Remnants, two teleports from Wander's rest. The list goes on. I only ever used this prodigy for activatables.
Order of Zones:
Vor Armory - turns into a huge joke. All orcs are obviously sleep deprived and go down like a sack of hammers. Find a nice fat unique berzerker, send him snoozing, and let his inner demons clear the area. Your antimagic silence shuts down the pyromancers easily, and distortion eats the packs. All in all, this part of the game was *easier* than when I played archmage here, since archmages had to fear silence.
Briagh's Lair - The walk here is the most terrifying part of any insane run for me, and the extra speed made it easy. Briagh can be quite dicey on insane because of the huge open areas, finding the *right* guy to sleep/inner demons made it easy. (I think it was a skirmisher)
Back to the West, do the backup guardians in order from west to east. Again, your AM abilities made the casters a joke. The dragonslayer was the only challenge because of his numerous closers, pulls, as well as high regen and unstoppable (which, sadly, procs off inner demons....d'oh) Don't give Tannen the orb. Fighting the alt-orb demon waste is so much easier than that closed in crazy tower. Tannen is a joke who likes to sleep as well, and his inner demons all have body of fire which,....well...he just sorta explodes.
Back to the East again, I did the necros first. I was concerned about the first entrance hall because of the randboss that was there (an oozemancer I think) so I quick switched psychoport and left to fight one on one. Between spellhunts and silence, the necros were no issue. On to the antimagic crowd. These guys were even easier, as distortion simply ate them all, and the odd unique could be slept/inner demoned.
The race through Charred Scar was no race at all with +41% global speed and a good movement infusion. The fire torque was used pretty much on CD to make the fights mundane.
The mages were easy as well, what with their whole "need to cast spells" thing. The master of the pride actually gave me a good fight, as he shrugged off my silence and Spellhunts didn't remove anything useful, so I ended up sleeping him and letting his inner demons finish him.
Grushnak pride was a problem. The high number of Elite Berzerkers with Call to battle kept pulling me into the middle and shield slamming me. I tried every trick I had but lost a life here. Almost lost another one before I won. Sometimes on insane, the unique combinations that come against you just synergize too damn well.
The Slime tunnel bosses were trivial. Somewhere along the way I picked up the Guardian Totem, so between that, Spellhunts, and my own silence, the bosses were quickly reduced to rubble. Far easier than any of my melee winners.
For the climb I would engage anyone without closers or summons. They usually fell to a sleep/inner demons combo. Any that wouldn't or couldn't...(I seem to recall a couple of pesky Elder Vampires and Eternal Bone Giants) I simply dug around them and then jumped over them to the exit and went up.
The final boss fight was incredibly tough. I lost 2 lives here. Elander had a lovely AoE stun on a short CD that was killing me; my stun resist was 70% or so, but he didn't seem to care. In addition he had some healing, so what damage I did he quickly regenerated, and spellhunt failed both times to get essence of speed or quicken spells. Also, he had a mental save of 96 (compared to my mindpower of 92) so he was resistent to so much, and I couldn't get a cooldown rotation of sunder mind working, since his damage was so high that I had to keep ducking out of line of site.
In any event I closed all the portals, and then Aeryn died. Now I figured I was boned, but good old Argoniel was mentally a wimp compared to his brother, and he had no healing. I instead went to work on him, and used spydric poison to keep Elander out of LoS. Argoniel died, giving me the pearl of life and death, with its yummy 100% stun immune. That turned the tables entirely, and now I could rotate my defenses to stay alive while slowly whittling his mental save down. 92...88....84....80...76....72....then he gets brainlocked....then inner demons kicks in...then I stand back and wait. A very tough, but gratifying victory.
I'll edit errors/omissions and make improvements if there is any feedback.