PDA

View Full Version : New Soloing User Character Creation



Boise_Tanis
04-22-2011, 10:18 AM
I am new to DDO, and have just created my first character.

I created a new character with the intent to go solo for now, just because of my time constraints, in how long I can play at a given time. I may have more time at certain intervals, in which I can play an alternate character optimized for group adventuring at a later time.

Here is the character stats that I have planned using the DDOCharGen.exe software program to help plan my character.

I'd appreciate some positive/negative feedback, advice, opinions, feedback that will help me refine this character so that I can successfully play the quests in this game.

Thanks!


Character Plan by DDO Character Planner Version 3.8.2
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Halgbrun Gulbrandsen
Level 20 Neutral Good Elf Male
(1 Rogue \ 12 Ranger \ 7 Cleric)
Hit Points: 200
Spell Points: 589
BAB: 17\17\22\27\27
Fortitude: 13
Reflex: 16
Will: 12

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 14 14 14
Dexterity 18 18 18
Constitution 10 11 11
Intelligence 14 14 14
Wisdom 10 14 14
Charisma 8 8 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 8 11 11
Bluff 0 0 0
Concentration 0 18 20
Diplomacy 0 0 0
Disable Device 6 21 21
Haggle 0 1 1
Heal 0 2 4
Hide 7 13 15
Intimidate 0 0 0
Jump 6 13 13
Listen 1 3 5
Move Silently 7 16 18
Open Lock 8 15 15
Perform n/a n/a n/a
Repair 2 2 4
Search 4 4 6
Spot 3 20 22
Swim 2 2 2
Tumble 8 9 9
Use Magic Device 3 8 8

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+4)
Skill: Haggle (+1)
Skill: Hide (+3)
Skill: Intimidate (+1)
Skill: Jump (+4)
Skill: Listen (+1)
Skill: Move Silently (+3)
Skill: Open Lock (+4)
Skill: Search (+2)
Skill: Spot (+3)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Longbow
Feat: (Automatic) Martial Weapon Proficiency: Longsword
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Trapfinding
Enhancement: Rogue Improved Trap Sense I


Level 2 (Cleric)
Skill: Disable Device (+1)
Skill: Spot (+1)
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Turn Undead
Spell (1): Bane
Spell (1): Bless
Spell (1): Cause Fear
Spell (1): Command
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Doom
Spell (1): Inflict Light Wounds
Spell (1): Nightshield
Spell (1): Nimbus of Light
Spell (1): Obscuring Mist
Spell (1): Protection From Evil
Spell (1): Remove Fear
Spell (1): Shield of Faith
Spell (1): Summon Monster I


Level 3 (Cleric)
Skill: Disable Device (+1)
Skill: Spot (+1)
Feat: (Selected) Stealthy
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip


Level 4 (Cleric)
Ability Raise: WIS
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Spell (2): Aid
Spell (2): Bear's Endurance
Spell (2): Bull's Strength
Spell (2): Close Wounds
Spell (2): Cure Moderate Wounds
Spell (2): Deific Vengance
Spell (2): Eagle's Spendor
Spell (2): Find Traps
Spell (2): Hold Person
Spell (2): Inflict Moderate Wounds
Spell (2): Lesser Restoration
Spell (2): Owl's Wisdom
Spell (2): Remove Paralysis
Spell (2): Resist Energy
Spell (2): Seek Eternal Rest
Spell (2): Soundburst
Spell (2): Spawn Screen
Spell (2): Summon Monster II


Level 5 (Cleric)
Skill: Disable Device (+1)
Skill: Spot (+1)


Level 6 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Feat: (Selected) Self Sufficient
Spell (3): Bestow Curse
Spell (3): Blindness
Spell (3): Contagion
Spell (3): Cure Serious Wounds
Spell (3): Dispel Magic
Spell (3): Glyph of Warding
Spell (3): Inflict Serious Wounds
Spell (3): Magic Circle Against Evil
Spell (3): Mass Aid
Spell (3): Prayer
Spell (3): Protection From Energy
Spell (3): Remove Blindness
Spell (3): Remove Curse
Spell (3): Remove Disease
Spell (3): Searing Light
Spell (3): Summon Monster III
Spell (3): Water Breathing


Level 7 (Cleric)
Skill: Disable Device (+1)
Skill: Spot (+1)


Level 8 (Cleric)
Ability Raise: WIS
Skill: Disable Device (+1)
Skill: Spot (+1)
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Deathward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Mass Shield of Faith
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Panacea
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight


Level 9 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Spot (+2)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Two Weapon Fighting
Feat: (Automatic) Bow Strength
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Wild Empathy


Level 10 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Jump (+2)
Skill: Spot (+2)
Feat: (Automatic) Rapid Shot


Level 11 (Ranger)
Skill: Balance (+1)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Spot (+2)
Feat: (Automatic) Diehard


Level 12 (Ranger)
Ability Raise: CON
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Move Silently (+4)
Skill: Spot (+1)
Feat: (Selected) Improved Two Weapon Fighting
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Summon Nature's Ally I
Spell (1): Tumble


Level 13 (Ranger)
Skill: Haggle (+1)
Skill: Open Lock (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Giant


Level 14 (Ranger)
Skill: Balance (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+2)
Feat: (Automatic) Manyshot


Level 15 (Ranger)
Skill: Concentration (+2)
Skill: Jump (+2)
Skill: Use Magic Device (+2)
Feat: (Selected) Mental Toughness
Feat: (Automatic) Improved Wild Empathy


Level 16 (Ranger)
Ability Raise: WIS
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Use Magic Device (+1)
Spell (2): Barkskin
Spell (2): Cat's Grace
Spell (2): Hold Animal
Spell (2): Mass Camouflage
Spell (2): Snare
Spell (2): Spike Growth
Spell (2): Summon Nature's Ally II


Level 17 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)
Feat: (Automatic) Evasion


Level 18 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Discipline
Feat: (Favored Enemy) Favored Enemy: Elemental


Level 19 (Ranger)
Skill: Concentration (+3)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Move Silently (+1)
Feat: (Automatic) Greater Two Weapon Fighting
Feat: (Automatic) Improved Precise Shot
Feat: (Automatic) Precise Shot
Spell (3): Summon Nature's Ally III
Spell (3): Wild Instincts


Level 20 (Ranger)
Ability Raise: WIS
Skill: Concentration (+3)
Skill: Hide (+3)
Skill: Move Silently (+2)

Darkrok
04-22-2011, 10:23 AM
I think you're making the mistake a lot of people make in thinking that you have to take cleric levels to be able to solo and keep yourself alive. That's simply not the case.

There are tons of builds that will work well for a soloing f2p 28-point player but before I start tossing out suggestions I'd love to hear what you like to do in games? Melee or casting? Buff-heavy or more always-on ability focused? Do you want to do traps (this is NOT necessary to play solo by the way)?

AcesWylde
04-22-2011, 10:23 AM
I honestly wouldn't recommend splashing cleric just for self healing, rogue splash with ranger will be enough to solo most mid-low level content with a hireling, heck even some high level ones if you're geared/built right.

mnk1/rgr18/rog1 is popular if you have monk

ftr1/rgr18/rog1 is a cheaper ftp alternative

Memek
04-22-2011, 10:25 AM
The feats are completely off, Ranger gets you TWFing fighting feats for free and yet you select them, other feats that you chose are useless.

I suggest to choose a build from here:
http://forums.ddo.com/showthread.php?t=232660

If you're soloing due to time contraint and not for the extra challenge, you can just take a healing hireling into the quests with you, and choose any build.

Otherwise, you'd want some self-healing of course.

danotmano1998
04-22-2011, 10:31 AM
Well, I'm no builder expert, but I will say this:

Having a character that can do traps is a huge boon while soloing.
Mine can't, and even though he is a fairly decent build, he gets slaughtered when running mid level content on epic from traps.

I would suggest more in search, less in spot. You should probably consider raising your open lock/disable device skills a bit higher as well, since you're going this route.

Heal doesn't seem to be a very useful skill..

I'd agree with the above posters about cleric levels. With the right UMD, you can self heal just fine. I've seen it done many times. The other option is to just bring along a cleric hireling!! (I do, even though I am already a pure cleric.)
Of course, I don't know if that is why you chose cleric, or if it's some other reason.

*edit*
after reading the above post and reviewing your chosen feats, I'd say he's dead on.
Best advice is to look around on the forums for a build that interests you and tailor it to your playstyle.

lazyninja81
04-22-2011, 10:34 AM
Agree with what other's are saying. Drop the cleric splash and bring a hireling or buy wands (which a ranger can use). Also, If you want to be able to disable traps you need a high search skill as well. Try to keep both search and disable device maxed at every level up. You can't disable what you can't find. Spot will warn you when there are traps nearby or will help you see hidden enemies.

Also, you dex is a bit too high, unless you're planning on going with a weapon finesse build (a feat that allows you to apply your dex modifier as your to hit bonus with melee weapons, instead of str modifier). 18 ranger/2 rogue, or 18 ranger/1 fighter/1 rogue would both be good solo builds. Look around the forums for build specifications or send me an email/PM and I can give you some suggestions.

Welcome to DDO!

Boise_Tanis
04-22-2011, 10:35 AM
I think you're making the mistake a lot of people make in thinking that you have to take cleric levels to be able to solo and keep yourself alive. That's simply not the case.

There are tons of builds that will work well for a soloing f2p 28-point player but before I start tossing out suggestions I'd love to hear what you like to do in games? Melee or casting? Buff-heavy or more always-on ability focused? Do you want to do traps (this is NOT necessary to play solo by the way)?

Thanks for all the suggestions so far, this is definitely the type of feedback I was looking for after doing some pouring over forum posts trying to determine the best way to set up my character.

I like both melee and casting. The type of casting I like to do is not particularly ranges, but up close battle casting, mixed with melee sword fighting.

Doing lots of traps actually sounds kind of boring to me, but I had thought it would be necessary to have a rogue in order to open locked doors and get past traps.

I think that I am more of an ability-focused player mixed with trying to find or purchase strong weapons, armor, and equipment.

Ytteri
04-22-2011, 10:35 AM
At levels 9 and 12 you've taken (improved) two weapon fighting, both of which you'll eventually get for free (in the case of twf, just one level after you've actually taken it) so you've got 2 wasted feats right there. You've also taken self-sufficient, stealthy and discipline, none of which are worth the precious feat slots, in my opinion.

Edit: and taking too long to reply has me beaten on this point by several posts.

Boise_Tanis
04-22-2011, 10:37 AM
The feats are completely off, Ranger gets you TWFing fighting feats for free and yet you select them, other feats that you chose are useless.

I suggest to choose a build from here:
http://forums.ddo.com/showthread.php?t=232660

If you're soloing due to time contraint and not for the extra challenge, you can just take a healing hireling into the quests with you, and choose any build.

Otherwise, you'd want some self-healing of course.

Thanks for the link! And also for catching that I mistakingly added TWFing feats, I had not realized that they were added for free as a Ranger.

This is all the more reason why I wanted to use the character planning software in advance. :-)

AcesWylde
04-22-2011, 10:39 AM
Doing lots of traps actually sounds kind of boring to me, but I had thought it would be necessary to have a rogue in order to open locked doors and get past traps.

You can actually zerg through a lot of the low-mid level traps with enough HP/evasion, and most locks are optional, you would however be passing up loot/xp, play what you enjoy, personalty I think rogue splashes are fun.

Boise_Tanis
04-22-2011, 10:39 AM
Well, I'm no builder expert, but I will say this:

Having a character that can do traps is a huge boon while soloing.
Mine can't, and even though he is a fairly decent build, he gets slaughtered when running mid level content on epic from traps.

I would suggest more in search, less in spot. You should probably consider raising your open lock/disable device skills a bit higher as well, since you're going this route.

Heal doesn't seem to be a very useful skill..

I'd agree with the above posters about cleric levels. With the right UMD, you can self heal just fine. I've seen it done many times. The other option is to just bring along a cleric hireling!! (I do, even though I am already a pure cleric.)
Of course, I don't know if that is why you chose cleric, or if it's some other reason.

*edit*
after reading the above post and reviewing your chosen feats, I'd say he's dead on.
Best advice is to look around on the forums for a build that interests you and tailor it to your playstyle.

Thanks for the advice.

I do have one question, why do you suggest to focus more on search than spot? I thought that search and spot are mostly the same, but spot is running constantly , without having to activate search...?

Boise_Tanis
04-22-2011, 10:43 AM
Agree with what other's are saying. Drop the cleric splash and bring a hireling or buy wands (which a ranger can use). Also, If you want to be able to disable traps you need a high search skill as well. Try to keep both search and disable device maxed at every level up. You can't disable what you can't find. Spot will warn you when there are traps nearby or will help you see hidden enemies.

Also, you dex is a bit too high, unless you're planning on going with a weapon finesse build (a feat that allows you to apply your dex modifier as your to hit bonus with melee weapons, instead of str modifier). 18 ranger/2 rogue, or 18 ranger/1 fighter/1 rogue would both be good solo builds. Look around the forums for build specifications or send me an email/PM and I can give you some suggestions.

Welcome to DDO!

:-) Thanks for the welcome!

And thanks for the advice on the dex and search vs. spot, I had thought they functioned the same, only that search had to be activated and spot ran as a constant effect.

countfitz
04-22-2011, 10:43 AM
Actually, while 1/1/18 ranger/rogue/monk works, I think 2 rogue is better for evasion, no monk or fighter at all. Also, if you want more self healing and a little more survivability, grind 400 favor (play a character for a week or two to see what the game is like, don't get attached to it, for learning, etc., until you get 400 favor) which unlocks drow. Then, personally, I say build and evasion paladin (2 rogue/18 paladin, leveled 1 rogue, 9 paladin, 1 rogue, 9 paladin) focus on two weapon fighting, which it seems you want, and high charisma and dexterity. Possibly even weapon finesse, though that is slightly gimp, you'll be soloing so nobody will notice. And remember in a drow they penalize constitution, so you'll have to be careful with that.

Otherwise, if you REALLY want ranger, I still suggest 2 rogue instead of 1. And still drow. It's like Elf's more intelligent, charismatic brother (they look the same but darker skinned, you won't notice the difference since you usually only see your character from behind.)

Boise_Tanis
04-22-2011, 10:45 AM
At levels 9 and 12 you've taken (improved) two weapon fighting, both of which you'll eventually get for free (in the case of twf, just one level after you've actually taken it) so you've got 2 wasted feats right there. You've also taken self-sufficient, stealthy and discipline, none of which are worth the precious feat slots, in my opinion.

Edit: and taking too long to reply has me beaten on this point by several posts.

Thanks for the advice on the wasted feats.

I also agree about the quickness of the replies! I didn't expect such fast and numerous responses.

Pretty awesome!

Darkrok
04-22-2011, 10:48 AM
Thanks for all the suggestions so far, this is definitely the type of feedback I was looking for after doing some pouring over forum posts trying to determine the best way to set up my character.

I like both melee and casting. The type of casting I like to do is not particularly ranges, but up close battle casting, mixed with melee sword fighting.

Doing lots of traps actually sounds kind of boring to me, but I had thought it would be necessary to have a rogue in order to open locked doors and get past traps.

I think that I am more of an ability-focused player mixed with trying to find or purchase strong weapons, armor, and equipment.

Given what you just said there I highly, highly recommend the Classic Rocker (http://forums.ddo.com/showthread.php?t=249865&highlight=classic+rocker) build.

One thing that's frustrating about a lot of the multi-class builds is that they develop later. For a solo new player that means you might not really get into the meat of the character before you get to the point where the game gets a bit harder. It also means a reliance on several stats which can be hard on a 28-point build.

The classic rocker is a pure level 20 bard. It's completely free-to-play, highly solo-friendly, and if you really like the character and play it all the way to 20 it will perform very well in raids, etc.

danotmano1998
04-22-2011, 10:48 AM
Thanks for the advice.

I do have one question, why do you suggest to focus more on search than spot? I thought that search and spot are mostly the same, but spot is running constantly , without having to activate search...?


Well, a high spot will tell you that there is a trap ahead. But if you can't find it via search it's useless!! Same goes for disable. Knowing there is a trap ahead and being able to avoid/disarm it are two different things entirely. ;)

And you are very welcome. Welcome to your newest addiction! I'm much like you, mostly solo, but I'm finding that at the higher levels, having others along is almost necessary to do some of the harder quests...

Boise_Tanis
04-22-2011, 10:49 AM
You can actually zerg through a lot of the low-mid level traps with enough HP/evasion, and most locks are optional, you would however be passing up loot/xp, play what you enjoy, personalty I think rogue splashes are fun.

Thanks for the advice on what kinds of things I might pass up not using a rogues splash.

Based on a lot of the responses, I am sure that the cleric splash is out for sure.

I will be pouring over some of the ranger/rogue, or ranger/fighter/rogue builds.

One other question. It was suggested to possibly do a Ranger 18/Rogue 2 or a Ranger 18/Fighter 1/Rogue 1 build.

Does this mean to start out with a Ranger for the first 18 levels, then change to the Fighter or Rogue?

I was under the impression that I should start with the Rogue for the first level, and then go through the Figher next, or Ranger next, depending on what I end up going with.

Thanks.

Boise_Tanis
04-22-2011, 10:51 AM
Actually, while 1/1/18 ranger/rogue/monk works, I think 2 rogue is better for evasion, no monk or fighter at all. Also, if you want more self healing and a little more survivability, grind 400 favor (play a character for a week or two to see what the game is like, don't get attached to it, for learning, etc., until you get 400 favor) which unlocks drow. Then, personally, I say build and evasion paladin (2 rogue/18 paladin, leveled 1 rogue, 9 paladin, 1 rogue, 9 paladin) focus on two weapon fighting, which it seems you want, and high charisma and dexterity. Possibly even weapon finesse, though that is slightly gimp, you'll be soloing so nobody will notice. And remember in a drow they penalize constitution, so you'll have to be careful with that.

Otherwise, if you REALLY want ranger, I still suggest 2 rogue instead of 1. And still drow. It's like Elf's more intelligent, charismatic brother (they look the same but darker skinned, you won't notice the difference since you usually only see your character from behind.)

Thanks for the response!

I thought that Ranger level 9 gets Evasion for free? Wouldn't that make going with Rogue 2 "doubling-up" with evasion?

Aurora1979
04-22-2011, 10:52 AM
:-) Thanks for the welcome!

And thanks for the advice on the dex and search vs. spot, I had thought they functioned the same, only that search had to be activated and spot ran as a constant effect.

plenty of build adivce being given so i thought id just address this for you.

Spot allows you to see invisible creatures and also means that when you are within the area of a trap you get a notice pop up saying "your sipdey senses are tingling" type thing.

You then need search to activate the search ability. this will actually find the trap/ trap box. Same thing with secret doors.

Lots of vets drop spot as they know where most of the traps are. However, if you want to find the trap boxes which is nessecery to disarm them then you must have a high enough search score.

Ive been playing for a long while now and do know where the traps are in all the main stream quests. Personally though, if i can afford the skill pts, i still like to invest in spot. The ability to see invisible mobs is nice.

NOTE: seeing invisible mobs is not the same as dealing with blurred or displaced mobs. spot has no effect here.

EDIT: As its now been mentioned i dont feel so bad derailing you a bit but i think a bard build of one type or other would do you a treat.

AcesWylde
04-22-2011, 10:54 AM
Thanks for the response!

I thought that Ranger level 9 gets Evasion for free? Wouldn't that make going with Rogue 2 "doubling-up" with evasion?


You are correct disregard the statement below


Actually, while 1/1/18 ranger/rogue/monk works, I think 2 rogue is better for evasion,

unbongwah
04-22-2011, 10:54 AM
Apart from the rogue 1 / rgr 18 / <something> 1 builds - have a look at my Tempest Trapmonkey in my sig for one example - rogue / bards are also a solid combo for soloing. Bard adds buffs, cures, and a bit of CC (mostly from songs). They are a bit squishy, though, and it can be a bit trickier to maintain trap skills if you want them.

Boise_Tanis
04-22-2011, 10:55 AM
Actually, while 1/1/18 ranger/rogue/monk works, I think 2 rogue is better for evasion, no monk or fighter at all. Also, if you want more self healing and a little more survivability, grind 400 favor (play a character for a week or two to see what the game is like, don't get attached to it, for learning, etc., until you get 400 favor) which unlocks drow. Then, personally, I say build and evasion paladin (2 rogue/18 paladin, leveled 1 rogue, 9 paladin, 1 rogue, 9 paladin) focus on two weapon fighting, which it seems you want, and high charisma and dexterity. Possibly even weapon finesse, though that is slightly gimp, you'll be soloing so nobody will notice. And remember in a drow they penalize constitution, so you'll have to be careful with that.

Otherwise, if you REALLY want ranger, I still suggest 2 rogue instead of 1. And still drow. It's like Elf's more intelligent, charismatic brother (they look the same but darker skinned, you won't notice the difference since you usually only see your character from behind.)

I really like the idea of using a drow and now that I seem to have more options that I had previously thought for soloing, I really like your suggestion of using a paladin. Although it would be nice if the Paladin also had a couple battle spells such as a some thunder bolts or fireballs, something along those lines, to assist while cutting through large hordes of enemies...

AcesWylde
04-22-2011, 10:56 AM
with a 14 int (or even just 10) there is no reason you shouldn't max out search/spot/disable/UMD

Boise_Tanis
04-22-2011, 10:58 AM
Given what you just said there I highly, highly recommend the Classic Rocker (http://forums.ddo.com/showthread.php?t=249865&highlight=classic+rocker) build.

One thing that's frustrating about a lot of the multi-class builds is that they develop later. For a solo new player that means you might not really get into the meat of the character before you get to the point where the game gets a bit harder. It also means a reliance on several stats which can be hard on a 28-point build.

The classic rocker is a pure level 20 bard. It's completely free-to-play, highly solo-friendly, and if you really like the character and play it all the way to 20 it will perform very well in raids, etc.

Thanks for the suggestion and the link. I had read in several posts that bards are really great with crowd control, great for running into the thick of a mass of squirming, drooling enemies, and brining a lot of pain to the mix.

Boise_Tanis
04-22-2011, 11:03 AM
plenty of build adivce being given so i thought id just address this for you.

Spot allows you to see invisible creatures and also means that when you are within the area of a trap you get a notice pop up saying "your sipdey senses are tingling" type thing.

You then need search to activate the search ability. this will actually find the trap/ trap box. Same thing with secret doors.

Lots of vets drop spot as they know where most of the traps are. However, if you want to find the trap boxes which is nessecery to disarm them then you must have a high enough search score.

Ive been playing for a long while now and do know where the traps are in all the main stream quests. Personally though, if i can afford the skill pts, i still like to invest in spot. The ability to see invisible mobs is nice.

NOTE: seeing invisible mobs is not the same as dealing with blurred or displaced mobs. spot has no effect here.

EDIT: As its now been mentioned i dont feel so bad derailing you a bit but i think a bard build of one type or other would do you a treat.

:-) Thanks for taking the time for the details on spot vs search!

And for seconding the bard suggestion.

AcesWylde
04-22-2011, 11:06 AM
Bards are very versatile soloists (I play a drow brd14/rog2), but are rather tricky if you're new to the game, so don't skimp on the research first. ;>

Boise_Tanis
04-22-2011, 11:08 AM
Apart from the rogue 1 / rgr 18 / <something> 1 builds - have a look at my Tempest Trapmonkey in my sig for one example - rogue / bards are also a solid combo for soloing. Bard adds buffs, cures, and a bit of CC (mostly from songs). They are a bit squishy, though, and it can be a bit trickier to maintain trap skills if you want them.

Thanks for the advice, and the example build.

I can get around being squishy by wearing constitution items, having high constitution, and feats like toughness, which then make the rogue/bard build a pretty fun one.

Boise_Tanis
04-22-2011, 11:11 AM
with a 14 int (or even just 10) there is no reason you shouldn't max out search/spot/disable/UMD

Thanks for the skill points advice!

So, just to clarify, with each level, should I first max out search/spot/disable/UMD, and then if there's any points left, spend them on some other useful skills?

Am I correct in my understanding of that?

Thanks again!

yawumpus
04-22-2011, 11:15 AM
Actually, while 1/1/18 ranger/rogue/monk works, I think 2 rogue is better for evasion, no monk or fighter at all.

???

If you (like presumably the original poster) are taking rogue levels to handle traps, paladin (and pretty much anything other than wizard and pure rogue) isn't going to give you enough skill points to max UMD, disable device, and get a decent search score. If you want evasion, ranger gives you that at the same time your build does (or maybe one level later if you take monk or fighter first). There really is no reason to take 2 levels of rogue (3?,4,5 and 7 yes. Just not 2).

Don't build an elf (or drow) ranger, go human instead (dwarf isn't bad either). The dexterity bonus is *way* to expensive. You want 14 DEX, 14 or more CON, elf/drow makes the DEX 2 points cheaper and the CON 4 or more points more expensive. The drow INT bonus is a wash (you mainly want INT for skills, and humans get an extra skill free), and the drow CHR bonus is pretty pointless (while rangers like the UMD skill, it isn't worth this much. All this and humans get much better enhancements (a bump in STR, CON, more toughness enhancements and human versatility FTW).

One other thing to note is that the 18/1/1 ranger build is slightly obsolete. It isn't clear what the replacement is. Popular builds now run with 12 or 15 levels of ranger (18 really isn't all that bad, and sometimes is clearly better with *all* the endgame raid gear).

Also, unless you are familiar with D&D and MMOs, I suspect it will take a bit longer than a week to unlock 400 favor for drow (especially if you are f2p and/or a premium player correctly budgeting your turbine points from top down). You might want to be more careful in you shorter term character building to get there. That said, I recently started a drow two weapon paladin on a different server (with a custom build to unlock drow that took longer than I expected) and they really are indestructible. Also, if you are interested in non-solo raiding, they are the by far the best way to break into raiding (a ranger will require considerable grinding to be ready, and still not be close to the power of a paladin at the same level in most raids). If you decide to come out of the cold of solo play and group up, consider building a drow paladin.

AcesWylde
04-22-2011, 11:15 AM
Thanks for the skill points advice!

So, just to clarify, with each level, should I first max out search/spot/disable/UMD, and then if there's any points left, spend them on some other useful skills?

Am I correct in my understanding of that?

Thanks again!

If you go ranger, you'll have a base of 6 skill points (8 with a 14 int)

your base will be:
Search 1pt
Spot 1pt
Disable (CC) 2pts
UMD (CC) 2pts

if you go 14 in:

Open Lock (CC) 2pts
or
Balance (CC) 2pts

danotmano1998
04-22-2011, 11:21 AM
UMD is a great thing to have. It allows you to use that uber sword of ridiculous slaying that is race restricted.. Or those really cool scrolls you can't normally use.. etc.. etc..

I never saw a good use for spot, If there are hidden enemies I just loft a glitterdust at them and poof! Can anyone really justify a good spot skill? (If I'm wrong on this, please inform me of my errors.)

Balance is a very very good skill as well. Later on, enemies will be knocking you down and if you're alone, you can't heal yourself, attack back, or do anything until you do stand back up, which is an eternity when you're getting your head kicked in by a crowd of baddies.

Darkrok
04-22-2011, 11:27 AM
Thanks for the suggestion and the link. I had read in several posts that bards are really great with crowd control, great for running into the thick of a mass of squirming, drooling enemies, and brining a lot of pain to the mix.

Basically you'll be able to stop enemies in their tracks a few times each rest (at first not at all but you get 1 use of bard song per level + any enhancements you spend for extras). You'll have a top-notch (best possible) Inspire Courage so you'll personally have no problems hitting enemies and you'll also make your entire party better at dealing damage more than any other build can do. Finally, you'll get all the pertinent bard buffs at the earliest possible level. You'll get haste a level behind sorc's and 2 behind wizards for example. And you'll be able to use cure serious wands without a UMD check and as a full umd class you'll eventually, with very good gear and buffs, be able to toss heal/reconstruct scrolls.

Darkrok
04-22-2011, 11:28 AM
UMD is a great thing to have. It allows you to use that uber sword of ridiculous slaying that is race restricted.. Or those really cool scrolls you can't normally use.. etc.. etc..

I never saw a good use for spot, If there are hidden enemies I just loft a glitterdust at them and poof! Can anyone really justify a good spot skill? (If I'm wrong on this, please inform me of my errors.)

Balance is a very very good skill as well. Later on, enemies will be knocking you down and if you're alone, you can't heal yourself, attack back, or do anything until you do stand back up, which is an eternity when you're getting your head kicked in by a crowd of baddies.

Spot is outstanding on archer characters. Without spot you honestly just can't see the enemies to shoot them. I'm also loving spot just in making fights go faster on my TR fighter/monk right now (the +15 spot from Tharne's Goggles is enough for almost all enemies without any training). It's one of those things though that isn't 'needed' so much as it is nice.

AcesWylde
04-22-2011, 11:31 AM
I never saw a good use for spot, If there are hidden enemies I just loft a glitterdust at them and poof! Can anyone really justify a good spot skill? (If I'm wrong on this, please inform me of my errors.)


Spot is good to spot traps in quests you're no familiar with (or have forgotten), this is a solo build after all he won't have anyone to point out traps to him. It is also good to be able to spot hidden enemies from a distance so you don't get caught off guard, or want to range them.

Boise_Tanis
04-22-2011, 11:42 AM
???

If you (like presumably the original poster) are taking rogue levels to handle traps, paladin (and pretty much anything other than wizard and pure rogue) isn't going to give you enough skill points to max UMD, disable device, and get a decent search score. If you want evasion, ranger gives you that at the same time your build does (or maybe one level later if you take monk or fighter first). There really is no reason to take 2 levels of rogue (3?,4,5 and 7 yes. Just not 2).

Don't build an elf (or drow) ranger, go human instead (dwarf isn't bad either). The dexterity bonus is *way* to expensive. You want 14 DEX, 14 or more CON, elf/drow makes the DEX 2 points cheaper and the CON 4 or more points more expensive. The drow INT bonus is a wash (you mainly want INT for skills, and humans get an extra skill free), and the drow CHR bonus is pretty pointless (while rangers like the UMD skill, it isn't worth this much. All this and humans get much better enhancements (a bump in STR, CON, more toughness enhancements and human versatility FTW).

One other thing to note is that the 18/1/1 ranger build is slightly obsolete. It isn't clear what the replacement is. Popular builds now run with 12 or 15 levels of ranger (18 really isn't all that bad, and sometimes is clearly better with *all* the endgame raid gear).

Also, unless you are familiar with D&D and MMOs, I suspect it will take a bit longer than a week to unlock 400 favor for drow (especially if you are f2p and/or a premium player correctly budgeting your turbine points from top down). You might want to be more careful in you shorter term character building to get there. That said, I recently started a drow two weapon paladin on a different server (with a custom build to unlock drow that took longer than I expected) and they really are indestructible. Also, if you are interested in non-solo raiding, they are the by far the best way to break into raiding (a ranger will require considerable grinding to be ready, and still not be close to the power of a paladin at the same level in most raids). If you decide to come out of the cold of solo play and group up, consider building a drow paladin.

Awesome advice, thank you!

One question, you end your post suggesting a drow paladin.

However, near the beginning of your post, you going human instead of drow.

Is your suggestion for the human race solely for the ranger build, and drow for the paladin build?

Thanks!

tihocan
04-22-2011, 11:51 AM
Just a note: if you're going to mostly experience the game for the first time solo, being able to do traps & locks is quite useful, mostly because you won't feel like you're missing something.

AcesWylde
04-22-2011, 12:01 PM
Question, which server are you on and in what time zone?

If you want to grind out favor to unlock drow I might be able to help, though you might not get xp.

Boise_Tanis
04-22-2011, 12:07 PM
Question, which server are you on and in what time zone?

If you want to grind out favor to unlock drow I might be able to help, though you might not get xp.

Thanks for the offer to help! :-)

I am thinking that I will start with a human rogue/fighter/ranger, and after I get enough favor to unlock a drow, my second character build will be a drow paladin or drow bard build that I can use for selective group adventures when I find time to do them.

I will post the updated human rogue/fighter/ranger planned build in a bit.

mournbladereigns
04-22-2011, 12:19 PM
Boise

Thought I'd offer some more detailed general build advice. As you might guess some of the people posting advice have been playing a LONG time and forget the more basic things they've already internalized. So I'll offer some basic advice/explanations.

First, as people said, you don't need to splash cleric for self-healing. This especially weakens characters. Spell casters in DDO rely on having the highest casting level possible to achieve effective spell casting. Thus, you don't want to go less than 17 or 18 levels of a spell casting class, min 17 for Cleric or Wizard, 18 for SOrcerers.

Also, by using a cleric hireling, you can easily solo as they will heal you (with a little micro-management.) THis is true up till level 12 or so, then you'll find more quests that are much eaiser in a group of other players. Also, certain quests will require more than 2 players to complete because they require multiple levers/switches to be activated at same time. If you read the quest description when you go to enter quest it will say so.

Since your a new f2p player, you won't have access to Half-elf, Half-Orc, Warforged, and probably Drow races yet. Also no access to Monk or Favored soul classes. Earliest you will acheive is Drow race at 400 total favor.

F2P toons start out with only 28 build points to use on their stats. Which makes it harder to classes that rely on more than one main attribute. Paladin for instance, which relies on both Str for melee, and Cha for class abilities. You will also run into problems with Two Weapon Fighting (TWF builds) on a 28pt toon, because they require very igh minimum Dex, 15 to qualify for TWF/ITWF and 17 for Greater TWF. Most builds take a 15 dex and eat a +2 dex tome to qualify. Or 16 and a +1 tome.

Rangers are an exception to this, as they get the TWF feats as class feats, even if they're dex is not high enough. SO going at least 11 levels of ranger will let you TWF while still having a low Dex.

Drow are nice because they're effectively 32 point builds because of racial bonuses to Dex, int, and cha. Thoug they do suffer penalty to Con.

Speaking of Con. DDO's combat has rather inflated damage and hitpoint totals. So a high con, and as most hitpoints you can get is vital for all classes to be able to avoid dieing in combat, especially at high levels.

In general, you want to go for a minimum of 14 con, 16 on melee toons if you can get it. Also you always want to take the toughness feat. As it adds 22 hp at level, cap, and lets you add anywhere from 40 to 80 more HP's as enhancements depending on your class.

Oh yeah, one more thing a poster below mentioned you took a lot of 'useless' feats. Specifically he was talking about Self-sufficient, Stealthy, and similar feats that provide moderate bonuses to skills. DDO is heavily heavily geared towards combat, unlike PnP D&D. Thus the PnP type feats in the system, which would be fine choices in a fully realized RPG enviornment like tabletop, are very poor choices in DDO.

The exception to this is SKill Focus, and you only usually take that for the Use Magical Device skill, when your toon has a low Cha, or possible Intimidate, if your character is built for intimi-tanking.

By the same token, the Diehard feat is a poor choice, due the gigantic amount of magical healing available in DDO, especially compared to PnP. This is also why the heal skill is of little value. Someone will just be able to heal you up with a wand, or spell. So it sees very little use outside of low level quests where your having trouble.

In general, for melee toons. You take a full Fighting style line, Either TWF/ITWF/GTWF, or THF/ITHF,GTHF. to maximize your DPS, you will also want Power Attack (+5 damage in exchange for -5 hit), and Improved Critical (Doubles crit range on weapon). Quickdraw is useful as it lets you active action boosts, such a fighter haste boost, faster, as well as switch weapons.

With that said, I will offer a good soloing build to consider in my next post.

AcesWylde
04-22-2011, 02:21 PM
Speaking of Con. DDO's combat has rather inflated damage and hitpoint totals. So a high con, and as most hitpoints you can get is vital for all classes to be able to avoid dieing in combat, especially at high levels.

In general, you want to go for a minimum of 14 con, 16 on melee toons if you can get it. Also you always want to take the toughness feat. As it adds 22 hp at level, cap, and lets you add anywhere from 40 to 80 more HP's as enhancements depending on your class.


It's been all over the forums so much it's easy to forget, not everyone has it tattooed on their foreheads:

"Con is not a dump stat"
"Toughness in not optional"

Words to live by...

Boise_Tanis
04-22-2011, 03:53 PM
Here is my updated character build.

Taking from the Hitchhiker's Guide To The Galaxy movie by Slartibartfast, this is my character build Mach II.

I went with a human rogue/fighter/ranger, focusing on rogue skill points for soloing adventures.

The character is a variant of tihocan's Human Tempest, unbongwah's Human and Drow Tempest Trapmonkey, and Werewolfzz's Drow Tempest Trapmonkey.

http://forums.ddo.com/showpost.php?p=2800940&postcount=16
http://forums.ddo.com/showthread.php?t=277496

A couple skills that I am concerned with are balance, concentration, haggle, jump, and tumble...not sure what impact having those skills so low will be later on. Any suggestions?

Here it is:


Character Plan by DDO Character Planner Version 3.8.2
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Halgbrun Gulbrandsen
Level 20 Neutral Good Human Male
(1 Fighter \ 1 Rogue \ 18 Ranger)
Hit Points: 282
Spell Points: 205
BAB: 19\19\24\29\29
Fortitude: 15
Reflex: 16
Will: 5

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 16 21 22
Dexterity 14 14 16
Constitution 14 14 15
Intelligence 14 14 14
Wisdom 8 8 8
Charisma 8 8 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 6 7 7
Bluff -1 -1 -1
Concentration 2 2 2
Diplomacy -1 -1 -1
Disable Device 6 25 25
Haggle 3 3 3
Heal -1 -1 -1
Hide 6 25 25
Intimidate -1 -1 -1
Jump 7 10 10
Listen -1 -1 -1
Move Silently 6 25 25
Open Lock 6 16.5 16.5
Perform n/a n/a n/a
Repair 2 2 2
Search 6 24 24
Spot 3 21 21
Swim 3 6 6
Tumble 6 7 7
Use Magic Device 3 22 25

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Dodge
Feat: (Human Bonus) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Trapfinding


Level 2 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy


Level 3 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Mobility
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting


Level 4 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Diehard


Level 5 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble


Level 6 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Selected) Spring Attack


Level 7 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot


Level 8 (Fighter)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Oversized Two Weapon Fighting
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Tower Shield Proficiency


Level 9 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Feat: (Automatic) Improved Wild Empathy


Level 10 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (2): Barkskin
Spell (2): Bear's Endurance
Spell (2): Cat's Grace
Spell (2): Cure Light Wounds
Spell (2): Hold Animal
Spell (2): Mass Camouflage
Spell (2): Owl's Wisdom
Spell (2): Protection From Energy
Spell (2): Snare
Spell (2): Spike Growth
Spell (2): Summon Nature's Ally II


Level 11 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Evasion


Level 12 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Power Attack


Level 13 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Greater Two Weapon Fighting
Feat: (Automatic) Improved Precise Shot
Feat: (Automatic) Precise Shot
Spell (3): Cure Moderate Wounds
Spell (3): Neutralize Poison
Spell (3): Remove Disease
Spell (3): Summon Nature's Ally III
Spell (3): Wild Instincts


Level 14 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 15 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Exotic Weapon Proficiency: Khopesh


Level 16 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (4): Cure Serious Wounds
Spell (4): Freedom of Movement
Spell (4): Mass Longstrider
Spell (4): Summon Nature's Ally IV


Level 17 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Elemental


Level 18 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Skill Focus: Use Magic Device


Level 19 (Ranger)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 20 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Ranger Energy Resistance Boost I
Enhancement: Rogue Haste Boost I
Enhancement: Human Adaptability Strength I
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Human Versatility IV
Enhancement: Ranger Item Defense I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Ranger Favored Attack I
Enhancement: Ranger Favored Attack II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Favored Damage IV
Enhancement: Ranger Tempest I
Enhancement: Ranger Tempest II
Enhancement: Ranger Tempest III
Enhancement: Rogue Sneak Attack Training I
Enhancement: Ranger Devotion I
Enhancement: Ranger Devotion II
Enhancement: Ranger Devotion III
Enhancement: Ranger Devotion IV
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Fighter Toughness I
Enhancement: Rogue Improved Trap Sense I

AcesWylde
04-22-2011, 10:44 PM
Just nitpicking here, but you may be able to get buy with a little less intelligence since you're human, stealth isn't all that important in most quests. Also, I don't know if you need UMD focus, it's not like it's high enough to UMD scrolls or wands, just maxing ranks is enough for equipment.

Character Plan by DDO Character Planner Version 3.8.2
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Human Male
(1 Fighter \ 1 Rogue \ 18 Ranger)
Hit Points: 324
Spell Points: 265
BAB: 19\19\24\29\29
Fortitude: 16
Reflex: 17
Will: 5

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 16 21 22
Dexterity 15 15 18
Constitution 15 15 16
Intelligence 10 10 10
Wisdom 8 8 8
Charisma 8 8 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 6 8 8
Bluff -1 -1 -1
Concentration 2 3 3
Diplomacy -1 -1 -1
Disable Device 4 23 23
Haggle -1 -1 -1
Heal -1 -1 -1
Hide 6 8 8
Intimidate -1 -1 -1
Jump 3 7 7
Listen -1 -1 -1
Move Silently 6 8 8
Open Lock 6 15 15
Perform n/a n/a n/a
Repair 0 0 0
Search 4 23 23
Spot 3 22 22
Swim 3 6 6
Tumble 6 8 8
Use Magic Device 3 22 22

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Hide (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Dodge
Feat: (Human Bonus) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Trapfinding


Level 2 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy


Level 3 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Mobility
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting


Level 4 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Diehard


Level 5 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble


Level 6 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Construct
Feat: (Selected) Spring Attack


Level 7 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot


Level 8 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Improved Wild Empathy


Level 9 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Spell (2): Barkskin
Spell (2): Bear's Endurance
Spell (2): Cat's Grace
Spell (2): Cure Light Wounds
Spell (2): Hold Animal
Spell (2): Mass Camouflage
Spell (2): Owl's Wisdom
Spell (2): Protection From Energy
Spell (2): Snare
Spell (2): Spike Growth
Spell (2): Summon Nature's Ally II


Level 10 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Evasion


Level 11 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Elemental


Level 12 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Power Attack
Feat: (Automatic) Greater Two Weapon Fighting
Feat: (Automatic) Improved Precise Shot
Feat: (Automatic) Precise Shot
Spell (3): Cure Moderate Wounds
Spell (3): Neutralize Poison
Spell (3): Remove Disease
Spell (3): Summon Nature's Ally III
Spell (3): Wild Instincts


Level 13 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 14 (Fighter)
Skill: Disable Device (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Tower Shield Proficiency


Level 15 (Ranger)
Skill: Disable Device (+1)
Skill: Search (+2)
Skill: Spot (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Oversized Two Weapon Fighting


Level 16 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1.5)


Level 17 (Ranger)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1.5)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 18 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness


Level 19 (Ranger)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 20 (Ranger)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Ranger Sprint Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Human Adaptability Constitution I
Enhancement: Human Greater Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Favored Defense I
Enhancement: Ranger Favored Defense II
Enhancement: Ranger Favored Defense III
Enhancement: Ranger Favored Resistance I
Enhancement: Ranger Favored Resistance II
Enhancement: Ranger Favored Resistance III
Enhancement: Ranger Tempest I
Enhancement: Ranger Tempest II
Enhancement: Ranger Tempest III
Enhancement: Rogue Sneak Attack Training I
Enhancement: Ranger Devotion I
Enhancement: Ranger Devotion II
Enhancement: Ranger Devotion III
Enhancement: Ranger Energy of the Wild I
Enhancement: Ranger Energy of the Wild II
Enhancement: Ranger Energy of the Wild III
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Ranger Dexterity III
Enhancement: Fighter Toughness I
Enhancement: Rogue Improved Trap Sense I




Note: I didn't have time to put a whole lot of thought into it, but you get the idea

AcesWylde
04-22-2011, 11:06 PM
A couple skills that I am concerned with are balance, concentration, haggle, jump, and tumble...not sure what impact having those skills so low will be later on. Any suggestions?


Balance helps you get back up faster when tripped/knocked down

Concentration helps you cast spells while getting hit on, don't sweat it for this toon

Haggle helps you get more coin for selling trash, once you get your bard up and running, max it out on him, and pass you more expensive loot for him to sell

Jump? Your a ranger, you can cast jump

Tumble? Can roll out of a fray if cornered but I never use it, keeps you from taking damage when you jump off of stairs that are only 3ft high (my cleric does), but then there's featherfall

VorpalLaugh
04-23-2011, 02:33 AM
Here is my updated character build.

Taking from the Hitchhiker's Guide To The Galaxy movie by Slartibartfast, this is my character build Mach II.

I went with a human rogue/fighter/ranger, focusing on rogue skill points for soloing adventures.

The character is a variant of tihocan's Human Tempest, unbongwah's Human and Drow Tempest Trapmonkey, and Werewolfzz's Drow Tempest Trapmonkey.

http://forums.ddo.com/showpost.php?p=2800940&postcount=16
http://forums.ddo.com/showthread.php?t=277496

A couple skills that I am concerned with are balance, concentration, haggle, jump, and tumble...not sure what impact having those skills so low will be later on. Any suggestions?

[/code]

Hi, I also solo most of the time and I'm pretty new. Consider myself a professional amateur. : ) The class and race looks good. For skills, put one tumble so you can actually tumble ( hold shift, while moving forward or backward).

Also, you might want to increase wisdom to 10. You can decrease INT to 12 as Aces recommended, wit human given an extra skill and rangers having 6 your skills should be solid. This will make it easier to get a 14 wis and the ability to cast the highest level ranger spells at lower levels. If you dont care about that or a higher level character to share items from an 8 wis should be fine.

Well have fun. I also have a ranger/rouge/fighter, he is fun to play. (of course all classes seem to be fun)

7-day_Trial_Monkey
04-23-2011, 07:40 AM
Of the skills you wonder about being too low, the only one that will matter is balance. I would suggest lower hide and move silently and maxing out balance.

Sneaking around isn't necessary 99.99% of the time, even when soloing.

Besides what will you give you more satisfaction at the end of a quest, knowing you kicked butt at every opportunity or knowing you crept away like a stinking coward? :p

Boise_Tanis
04-23-2011, 08:45 AM
[QUOTE=AcesWylde;3743407]Just nitpicking here, but you may be able to get buy with a little less intelligence since you're human, stealth isn't all that important in most quests. Also, I don't know if you need UMD focus, it's not like it's high enough to UMD scrolls or wands, just maxing ranks is enough for equipment.[/QOUTE]

So if stealth isn't that important in the majority of quests, what skills should I focus on instead of Hide and Move Silently?

Thanks for the feedback!

Boise_Tanis
04-23-2011, 08:52 AM
Balance helps you get back up faster when tripped/knocked down

Concentration helps you cast spells while getting hit on, don't sweat it for this toon

Haggle helps you get more coin for selling trash, once you get your bard up and running, max it out on him, and pass you more expensive loot for him to sell

Jump? Your a ranger, you can cast jump

Tumble? Can roll out of a fray if cornered but I never use it, keeps you from taking damage when you jump off of stairs that are only 3ft high (my cleric does), but then there's featherfall

Thanks again, you've been really helpful with a lot of great advice!

So out of those skills above, only balance seems really useful for this particular character.

Would balance be useful enough to spend less skill points on stealth and more on balance?

Boise_Tanis
04-23-2011, 08:56 AM
Of the skills you wonder about being too low, the only one that will matter is balance. I would suggest lower hide and move silently and maxing out balance.

Sneaking around isn't necessary 99.99% of the time, even when soloing.

Besides what will you give you more satisfaction at the end of a quest, knowing you kicked butt at every opportunity or knowing you crept away like a stinking coward? :p

LOL. Thanks for the great advice! I think I will do just that, max out balance instead.

unbongwah
04-23-2011, 12:14 PM
Stealth isn't just a skill, it's a gameplay choice. I actually find it more useful while soloing for bypassing mobs etc. I don't feel like fighting, because groups rarely have the patience for it. [Unless it's a stealth-focused static group or guild or something like that.] But as others said, it's not necessary.

Boise_Tanis
04-23-2011, 12:30 PM
plenty of build adivce being given so i thought id just address this for you.

Spot allows you to see invisible creatures and also means that when you are within the area of a trap you get a notice pop up saying "your sipdey senses are tingling" type thing.

You then need search to activate the search ability. this will actually find the trap/ trap box. Same thing with secret doors.

Lots of vets drop spot as they know where most of the traps are. However, if you want to find the trap boxes which is nessecery to disarm them then you must have a high enough search score.

Ive been playing for a long while now and do know where the traps are in all the main stream quests. Personally though, if i can afford the skill pts, i still like to invest in spot. The ability to see invisible mobs is nice.

NOTE: seeing invisible mobs is not the same as dealing with blurred or displaced mobs. spot has no effect here.

EDIT: As its now been mentioned i dont feel so bad derailing you a bit but i think a bard build of one type or other would do you a treat.

Thanks for the great advice. I'm working on putting together a bard build now. :-)

Halgbrun Gulbrandsen

yawumpus
04-23-2011, 10:37 PM
Awesome advice, thank you!

One question, you end your post suggesting a drow paladin.

However, near the beginning of your post, you going human instead of drow.

Is your suggestion for the human race solely for the ranger build, and drow for the paladin build?

Thanks!

Yes. Humans make great rangers (half elves can be as good/better, but aren't free, dwarves, warforged, and half orcs a slight step down (and only dwarves are free of those).
Drow make great paladins (Paladins require a lot of points spent in too many places. It is hard enough with 32 point builds, let alone 28 point builds. Drow allow you to bypass this issue and build some of the best ones. The catch is that Paladins aren't quite the solo powerhouses that rangers are, but once you group up become one of the best for new players (they excel with or without fancy gear).

simsiim
04-24-2011, 03:13 AM
Thanks for the great advice. I'm working on putting together a bard build now. :-)



there is an awesome guide written up about the Bard, it also includes builds in part of it.

I don't recall the title of the thread, and have to big of a disliking of the new Class section :mad: I'm not going to find and post the link for you, but did want to say there is a very good guide about the bard in there.

I play a Human Spellsinger, and really really enjoy playing him.
I wanna say, that a Bard Spellsinger is like being a Fighter/Cleric/Wizard. Well a lessor version of that. Why they are rarely mentioned as a solo class I don't know, but they Solo very well.

If you don't mind that Mess in the Class section do a search in there, I'm sure the Bard guide I'm talking about will pop up.
I know when I decided to go Bard I was having a lil trouble deciding between a Virtuoso, or the Spellsinger, the WarChanter was not something I was actually look to play, but it may be one you might.

Good luck, and I'm sure your going to enjoy playing a Bard.

Edit part:
Okay I went and looked where I have posted to find it, safe way for me to avoid going to the Class section ;) but I found that Thread for Bards
. . . The Diva's Bard Love Guide (http://forums.ddo.com/showthread.php?t=275472) . . .

Lots of good Bard information in there, a very good read
I hadn't checked how U9 will affect my SpellSinger, I see it'll probably make me less liking the Spellsinger now. :( wouldn't have know this if it wasn't for me deciding to find that link for you. Looks like now that Spellsingers are the new Deepwoods sniper, it's PrE that does nothing for ya :mad:

Boise_Tanis
04-24-2011, 10:52 AM
there is an awesome guide written up about the Bard, it also includes builds in part of it.

I don't recall the title of the thread, and have to big of a disliking of the new Class section :mad: I'm not going to find and post the link for you, but did want to say there is a very good guide about the bard in there.

I play a Human Spellsinger, and really really enjoy playing him.
I wanna say, that a Bard Spellsinger is like being a Fighter/Cleric/Wizard. Well a lessor version of that. Why they are rarely mentioned as a solo class I don't know, but they Solo very well.

If you don't mind that Mess in the Class section do a search in there, I'm sure the Bard guide I'm talking about will pop up.
I know when I decided to go Bard I was having a lil trouble deciding between a Virtuoso, or the Spellsinger, the WarChanter was not something I was actually look to play, but it may be one you might.

Good luck, and I'm sure your going to enjoy playing a Bard.

Edit part:
Okay I went and looked where I have posted to find it, safe way for me to avoid going to the Class section ;) but I found that Thread for Bards
. . . The Diva's Bard Love Guide (http://forums.ddo.com/showthread.php?t=275472) . . .

Lots of good Bard information in there, a very good read
I hadn't checked how U9 will affect my SpellSinger, I see it'll probably make me less liking the Spellsinger now. :( wouldn't have know this if it wasn't for me deciding to find that link for you. Looks like now that Spellsingers are the new Deepwoods sniper, it's PrE that does nothing for ya :mad:

Thanks for finding the link and for the great advice!

I haven't had time to play around with the character builder this weekend, but am reading through the info on the bard link. :-)

And having fun starting out with the game. It will be fun when I can find some time to do a group adventure sometime. But soloing has been fun so far also.