I have beaten Act 1 four times, once before the patch, three after the patch. The three times I beat it after the patch were all Solo.

Yes. It is possible to solo Act 1 in Classic mode in many different ways and without the Lone Wolf talent.

Here are all my builds just before the final battle:

Run#1 : Rogue/Ranger Elf

Lvl. 6 (Yes, I beat it at Lvl 6)

Str: 10
Fin: 20 (+2 Gear, +2 Elf talent)
Int: 11 (+1 Gear)
Con: 12 (+2 Gear)
Mem: 13 (+1 Gear)
Wits: 16 (+1 Gear)

Combat Abilities:

Ranged: 5
Huntsman: 1
Scoundrel: 1

Civil Abilities:

Loremaster: 1
Sneaking: 1
Thievery: 1

Talents:

Glass Cannon
Guerilla

Skills:

Flesh Sacrifice
Adrenaline
Walk in Shadows

Snipe
Ricochet
Marksman's Fang

Tactical Retreat
Cloak and Dagger

Restoration (Migo's ring)
First Aid
Teleportation (Gloves of Tele)
____________________________________________
Run#2 : Battlemage Dwarf

Lvl. 7

Str: 16 (+2 Dwarf talent)
Fin: 12 (+2 Gear)
Int: 14
Con: 13 (+2 Gear)
Mem: 19 (+5 Gear, +3 Mnemonic talent)
Wits: 16 (+1 Gear)

Combat Abilities:

Hydrosophist: 3
Necromancer: 1
Scoundrel: 1
Warfare: 4

Civil Abilities:

Sneaking: 2
Thievery: 2

Talents:

All Skilled Up
Mnemonic

Skills:

Here you can mix and match depending on the situation, which makes this build so much fun to play. The general strategy is to prioritize enemy targets by first isolating the one with the lowest amount of armor of any type, then initiating the battle with the appropriate weapon, and later switching into a different weapon during combat if needed.

This is what I rolled for the final battle:

Teleportation (Gloves)
Mosquito Swarm
Crippling Blow
Battering Ram
Battle Stomp
Metamorph (Dwarf skill)

Chloroform
Hail Strike
Shackles of Pain
Decaying Touch
Restoration

Armor of Frost
Bless
Adrenaline
Walk in Shadows
Cloak and Dagger

_________________________________________
Run#3 : Pure Mage Human

Lvl. 7

Str: 11 (this was an accident)
Fin: 12 (+2 Gear)
Int: 20 (+4 Gear)
Con: 11 (+1 Gear)
Mem: 18 (+2 Gear, +3 Mnemonic)
Wits: 19 (+2 Gear, +2 Human talent)

Combat Abilities:

Aerotheurge: 4 (+1 Gear)
Geomancer: 1
Huntsman: 1
Hydrosophist: 1
Necromancer: 2 (+1 Gear)
Pyrokinetic: 1
Necromancer: 1


Civil Abilities:

Loremaster: 1
Sneaking: 2

Talents:

Escapist
Mnemonic

Skills:

This can be flexible but the idea is to have as much hard CC available as possible. This was my build before the final battle:

Haste
Encourage
Teleportation
Tactical Retreat

Armor of Frost
Fortify
Restoration
First Aid
Bless

Fossil Strike
Searing Daggers
Spontaneous Combustion
Fireball
Electric Discharge
Decaying Touch
Shackles of Pain

I'm sure there are many, many more possibilities.
Cheers.








Last edited by vivalafai; 24/03/17 04:44 PM.