Your first solo set has three jobs. It kills packs of three to six mobs without stopping to rest, it keeps you alive without a healer, and it costs little enough that a death costs you one evening of farming at most. Everything below is about meeting those three jobs on a budget, in content that rewards you for it.
The three tests every solo build must pass
Hold any build you find up against these before you buy a single piece.
- Area damage. Most open-world camps, solo dungeon rooms and Corrupted Dungeon corridors are packs. A weapon that hits one target clears bosses fine and everything else slowly, and slow clears are where solo players lose their silver per hour.
- Sustain. Lifesteal, a self-heal, a shield or a strong defensive cooldown. Without one you stop after every second pull to eat health back.
- An exit. A dash, a speed burst or a purge. In a yellow zone it saves you from a bad pull. In the Mists or a Corrupted Dungeon it saves you from another player.
Few weapons pass all three. Let the armor fill the gap: a weapon with no sustain wants a healing chest or helmet, a weapon with no mobility wants boots with a dash or speed.



