Grouping & Soloing

Sloth is primarily a group MUD as there are several huge mobs that no player can take down by themselves.  The best equipment is usually found on those huge monsters and as such, you'll oftentimes have to join a group to slay those monsters.  The best experience is also found in grouping, since a large group can kill several large mobs that will yield greater experience than killing several smaller monsters would yield solo in most cases.  This is not to say that you can't solo on Sloth - just that they will oftentimes be much smaller mobs, several more kills, or if you prefer - multiple runs to kill a single mob.

The classes available on SlothMUD all have their uses in a group, but some classes are better for soloing than others.  The best primary class for soloing with the focus on killing multiple small mobs would probably be thief primes with their massive backstab damage allowing them to splork (kill the mob with a single, double, or triple stab).  But any class can solo certain mobs with the right blend of skills, spells, equipment, and most importantly, knowledge.

At the lower levels - it's much better to solo in order to gain experience and knowledge.  When you're in a group, you're being dragged around by the leader and in most cases can't even see where you're going - until the leader reaches his intended destination.  Also - the experience in groups is doled out on a percentage-based system, where those with more levels get a greater percentage of the experience and those with fewer levels get a smaller percentage.  Gold is split equally.  At the extremely low levels (before you get stats) - it's almost worthless to group.

In general, until you have at least a decent armor class and some hit points to soak up some damage without dying, I wouldn't group for the most part.  If it's a honor mob or a quest group though, feel free to join up and try your best not to die.

A few very important notes about grouping - there are several things to know:

Monsters can have multiple attacks, cast spells, or have unique protections that players do not get - an example would be a fire whip that hits everybody in the room.  In most cases, if you have double attack, you get one hit on the monster then take all of the monster's hits, then if your second hit will be successful, it'll land after that - then a special protection would occur at the end.  But that's not a hard and fast rule by any means.

[Written on: 13-Feb-2010]