Too right on the "hit and run" tactic - A single opponent requires just boots or oil of speed - run away, hide in shadows, run back. Groups require a bit more tactical thought. Find somewhere where the fog of war covers your opponents - if you can get them at opposite ends of a room then you might be in luck.
Incidently - has anyone else noticed how "blindness" actually helps in that respect. I think most of the monsters (especially the dust mephits) have a touch of the "ravenous bugblatter beast of traal" about them.
Trapping your planned escape route is a good idea. At early levels save the poison for spellcasters. Make full use of the bhaal powers - if you've got any offensive ones at all - horror is great, but the others can make so much difference to a close fight (larlochs is great for spell disruption).
Final tip is that weapon selection is all important - I've always dismissed certain weapons as "will do until something better comes along" but have just discovered how useful some can be - Arbane's sword is a godsend for a solo character as are anything which gives mind shield (immunity to charm/confusion) which are instakills to a solo.
Solo Assassin is just the coolest!
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