Old raids that can be soloed?

IanMoon8

Well-known member
With MD being total trash DDO has become very much "find your fun". A few months ago I started aggressively farming Zawabi's Revenge and have had quite a lot of fun. Today I just tried a Heroic Vision of Destruction and got an Omniscience all by my little lonesome. I've done chronoscope plenty.

All that said, I know soloing Von 5&6 is not possible, and other raids definitely have similar mechanics.

So which old style raids is it possible to solo?
 

axel15810

DDO YouTuber, Streamer and Podcaster
Every raid is possible to solo except VoN 5 (VoN 5 can be duo'ed, though). Some require a specific build, gear or very specific tactics to solo.

But of ones that are very easy to solo for everyone at level 34 without a powerful build, specific build or specific tactics, I'd say - heroic/epic DQ, FoT, heroic/epic Chrono, ToD, Reaver's Fate, heroic MA, heroic LoB, TS, CiTW (except casters due to Lloth SP drain), heroic VoD.

Anyone can complete these raids solo at level 34 on atleast Normal.
 
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IanMoon8

Well-known member
Every raid is possible to solo except VoN 5 (VoN 5 can be duo'ed, though). Some require a specific build, gear or very specific tactics to solo.
Right, so which ones can be soloed without a specific build?

I like my fire sorc nuker. Any problem that can be solved by the liberal application of meteor swarm is a problem I like to have.
 

vryxnr

Well-known member
There was a thread a while back detailing this (with video evidence iirc), but my search-fu apparently sucks today.

But as mentioned, most raids are soloable, and many simply require you to be able to overpower it (sometimes that means massive DPS, sometimes that means being able to survive mechanics that will hit you no matter what, etc) but can be done by most decent builds. There are some that require very specificc builds to even have a chance though, but they are not that many.

Chronoscope (all versions): soloable via overpowering it

Tempest Spine: soloable (depending on difficulty will need up to 50+ Int and 75+ Str)

Vault of Night: duo minimum due to north door mechanic
Plane of Night: soloable with VERY strong ranged

Twilight Forge: soloable with a very specific build (monk self rez AND a pet)
Titan Awakes: soloable via one shotting the boss or using a pet to help with the laser

Zawabi's Revenge: soloable (need a ranged attack)

The Reaver's Fate: soloable

Ascension Chamber: soloable with specific builds (pet to stay on the platform, and self rez or very good luck)

The Shroud (both versions): soloable (need a way to destroy the maze crystal: ranged or spell)

A Vision of Destruction (both versions): soloable

Hound of Xoriat (both versions): soloable

The Master Artificer (both versions): soloable (need a ranged attack)

The Lord of Blades (both versions): soloable (need a ranged attack)

Tower of Despair: soloable

Caught in the Web: soloable

The Fall of Truth: soloable

Defiler of the Just: soloable

Fire on Thunder Peaks: soloable but need a way to bypass their shield (confirmed that ruin and a few other spells mentioned by J1NG below still work) or high movement abilities and patience and luck

Temple of the Deathwyrm: semi-soloable BUT requires luck (not every instance is soloable due to random path splits. Min to complete regardless of split is 4 bodies which can be 2 characters that both have pets for pressure plates) and a build with a strong pet (to stay with Auggie) and high movement speed (kill Auggie and pull 2 distant levers in a short time frame)

The Mark of Death: soloable with a strong pet (to stay on the main platform)

Riding the Storm Out: soloable

The Curse of Strahd: soloable with specific builds (repeatable self rez mandatory)

Old Baba's Hut: soloable via overpowering it (needs to be able to survive the bees as you run back and forth both sides. First set of levers can be tricky)

Killing Time: soloable (need enough DPS to do the side rooms quickly)

Too Hot to Handle: soloable via overpowering it (specific builds do better than others)

The Dryad and the Demigod: soloable

Hunt or be Hunted: soloable

Skeletons in the Closet: soloable via overpowering it (good ending only if you can self rez)

Fire Over Morgrave: soloable

Threats Old and New: soloable

Den of Vipers: theoretically soloable via overpowering it (note: you cannot leave the end fight if you have the Hydra's aggro, so you have to do it quickly with your one lantern's worth of charges. If you have to refresh your lantern, you may need a pet that can hold aggro as you run back), but I haven't seen any reports of a successful solo of this one yet.

Edited to make things more reasable. Also, obviously, some are much more challenging than others.
 
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Waveman

Well-known member
There was a thread a while back detailing this, but my search-fu apparently sucks today.

But as mentioned, most raids are soloable, and many simply require you to be able to overpower it (sometimes that means massive DPS, sometimes that means being able to survive mechanics that will hit you no matter what, etc) but can be done by most decent builds. There are some that require very specificc builds to even have a chance though, but they are not that many.

Chronoscope (all versions): soloable via overpowering it

Tempest Spine: soloable (depending on difficulty will need specific Int and Str values)

Vault of Night: duo minimum due to north door mechanic
Plane of Night: soloable with VERY strong ranged

Twilight Forge: soloable with a very specific build (monk self rez AND a pet)
Titan Awakes: soloable via one shotting the boss or using a pet to help with the laser

Zawabi's Revenge: soloable (need a ranged attack)

The Reaver's Fate: soloable

Ascension Chamber: soloable with specific builds (pet to stay on the platform, and self rez or very good luck)

The Shroud (both versions): soloable (need a way to destroy the maze crystal: ranged or spell)

A Vision of Destruction (both versions): soloable

Hound of Xoriat (both versions): soloable

The Master Artificer (both versions): soloable (need a ranged attack)

The Lord of Blades (both versions): soloable (need a ranged attack)

Tower of Despair: soloable

Caught in the Web: soloable

The Fall of Truth: soloable

Defiler of the Just: soloable

Fire on Thunder Peaks: soloable but need a way to bypass their shield (gonna test if ruin still works soon) or high movement abilities and patience and luck

Temple of the Deathwyrm: semi-soloable BUT requires luck (not every instance is soloable due to random path splits) and a build with a strong pet (to stay with Auggie) and high movement speed

The Mark of Death: soloable with a strong pet (to stay on the main platform)

Riding the Storm Out: soloable

The Curse of Strahd: soloable with specific builds (repeatable self rez mandatory)

Old Baba's Hut: soloable via overpowering it (needs to be able to survive the bees as you run back and forth both sides)

Killing Time: soloable

Too Hot to Handle: soloable via overpowering it (specific builds do better than others)

The Dryad and the Demigod: soloable

Hunt or be Hunted: soloable

Skeletons in the Closet: soloable via overpowering it (good ending only if you can self rez)

Fire Over Morgrave: soloable

Threats Old and New: soloable

Den of Vipers: theoretically soloable via overpowering it (note: you cannot leave the end fight if you have the Hydra's aggro, so you have to do it quickly with your one lantern's worth of charges. If you have to refresh your lantern, you may need a pet that can hold aggro as you run back), but I haven't seen any reports of a successful solo of this one yet.

Edited to make things more reasable. Also, obviously, some are mucc more challenging than others.
Thanks for the list. Saved this.
 

J1NG

I can do things others can't...
Fire on Thunder Peaks: soloable but need a way to bypass their shield (gonna test if ruin still works soon) or high movement abilities and patience and luck
Can confirm this (Ruin) still works, as does Disintegrate (which doesn't work well because of high Fort saves on Dragons), Cyclonic Blast (which works better due to being Reflex save), and Horrid Wilting (more damage but as Fort save usually saved against for reduced amount).

J1NG
 

SpartanKiller13

Why do I have 522 ddo build files
The Curse of Strahd: soloable with specific builds (repeatable self rez mandatory)

Old Baba's Hut: soloable via overpowering it (needs to be able to survive the bees as you run back and forth both sides)
Strahd can be done with Divine Intervention

Baba needs either wings or a pet to be able to hit both levers in time (takes precise timing with wings)
 

vryxnr

Well-known member
Is there a list of all of these?
Heh, I did a quick google for "ddo self rez" and your thread from almost a year ago on this subject was my first result.

Part of the trick with CoS is knowing the timings of the grip. It starts 30 seconds after Strahd vanishes from the eastern crypt room, then it cycles through 4.5 minutes, 90 seconds, 30 seconds, repeat. So a 15 cleric 5 monk can have both Death Pact and Rise of the Phoenix. Use DP after the first grip, then speed run the tower ascent in the 4.5 minute window. If you get gripped again before finishing that section, wait for the 90 second and 30 second grips to happen before using Rise of the Phoenix (the grip can target the dead, so you can see when they happen), so you can be back in a 4.5 minute window to finish the section. The grip temporarily stops being a threat once you drive Strahd back again from within the castle's "heart". Here you can DDoor to access the shrines and reset both abilities. Once you unlock the crypt doors for the torches, the grip is a threat and starts at the beginning again (aka: 30 seconds after unlocking the doors the first grip will happen). Once again, DP back form that, and you now have 4.5 minutes to blitz the crypts for the torches and complete the end fight. If you don't do it all in that 4.5 minutes, once again wait for the 90 second and 30 second grips to happen before using Rise of the Phoenix again to once again be in a 4.5 minute window to finish the raid. A jibbers is a final failsafe and "hail-mary" option, but it is only temporary, giving you an extra 1 minute to act before dying again.

It is possible, but is very challenging/tricky to actually accomplish. Speed (ignoring/running through the traps) and a bit of luck (findihg the torches/cards quickly) is vital.

edit: I do miss the EA self rez. I did several solo runs back in the day using it. Sadly that one has been removed from the game.

edit 2: Divine Intervention also works, but you are vulnerable to nearby enemies during the grip.
 
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IanMoon8

Well-known member
Well, probably I should make heroic Shroud my next target. I have greensteel mats for days but cleansers are hard to come by honestly.
 

J1NG

I can do things others can't...
Whats the secret to soloing heroic hound?
Survivability.

Primary issue of Hound on Heroic or Epic/Legendary, is being able to survie in Anti-Magic zones and any damage that comes your way. Everything else is largely secondary.

You can slowly whittled down Xyzzy if you can survive and choose minute moments for the puppies to deal some damage, it won't be ideal, but can be done in the worst case scenario for completion.

But if you're dead from the onslaught of damage and being unable to heal yourself, then there's not much that can be done about even eeking out the damage bit by bit until you can complete it.

The ability to eliminate many enemies quickly (and unaffected by Anti_Magic) will also help make life easier. But primarily survivability is the main thing needed.

J1NG
 

Anuulified

Well-known member
LN / EN Shroud, MOD, DOJ, Chronoscope (even LE is soloable), Tempest Spine (some stat req), Hound, VOD, a couple more here and there.
 

Anuulified

Well-known member
Survivability.

Primary issue of Hound on Heroic or Epic/Legendary, is being able to survie in Anti-Magic zones and any damage that comes your way. Everything else is largely secondary.

You can slowly whittled down Xyzzy if you can survive and choose minute moments for the puppies to deal some damage, it won't be ideal, but can be done in the worst case scenario for completion.

But if you're dead from the onslaught of damage and being unable to heal yourself, then there's not much that can be done about even eeking out the damage bit by bit until you can complete it.

The ability to eliminate many enemies quickly (and unaffected by Anti_Magic) will also help make life easier. But primarily survivability is the main thing needed.

J1NG
Hound is super easy. Make sure you can scroll haste and bulls strength min and murder mindflayers quickly. Kill 3 of them, drag dogs back to center, charm, haste all, bulls all, murder. Be able to kill all 3 mindflayers within 2 min or less. Helpful abilities is no fail reflex to avoid bees debuff, but not really required. I used to do this on my mid to low dps paladin solo on EN.
 

vik

Well-known member
A couple tips for leg hound:
  1. I believe slas work even when you have bees
  2. 5 piece zephyr stops the knockdown from Xyzzy (but doesn't work in other places like fire on thunder peak)
 

vik

Well-known member
Hound is super easy. Make sure you can scroll haste and bulls strength min and murder mindflayers quickly. Kill 3 of them, drag dogs back to center, charm, haste all, bulls all, murder. Be able to kill all 3 mindflayers within 2 min or less. Helpful abilities is no fail reflex to avoid bees debuff, but not really required. I used to do this on my mid to low dps paladin solo on EN.
Is there a time limit on killing the mindflayers? I never noticed one
 

IanMoon8

Well-known member
Survivability.

Primary issue of Hound on Heroic or Epic/Legendary, is being able to survie in Anti-Magic zones and any damage that comes your way. Everything else is largely secondary.

You can slowly whittled down Xyzzy if you can survive and choose minute moments for the puppies to deal some damage, it won't be ideal, but can be done in the worst case scenario for completion.

But if you're dead from the onslaught of damage and being unable to heal yourself, then there's not much that can be done about even eeking out the damage bit by bit until you can complete it.

The ability to eliminate many enemies quickly (and unaffected by Anti_Magic) will also help make life easier. But primarily survivability is the main thing needed.

J1NG
I attempted to run Heroic Hound on my pale EK a while back. He had zero difficulties staying alive but could not figure out how to actually deal damag to the boss.
 
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