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  1. #1
    Community Member sapman2's Avatar
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    Default General Build Theory?

    Hi,
    New to DDO and having a lot of fun with planning out different builds. Started to figure out some of the rules that go into the basic theory (monk/rogue splash for evasion, fighter for feats/BAB, etc).

    Are they any good threads that spell out all these rules? I would be interested in learning more if it is consolidated in one place.

    Thanks

  2. #2
    Community Member woundead85's Avatar
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    Not something I know of, but a few pointers.
    - Make up a specific role for your potential build.
    - Decide main class.
    - Given you have the option to multi-class, check what you gain vs. what you lose (IE. Capstone Enh.)
    - Additional options (tomes, unbound gear that you've found before) might help you decide what to build.
    - Don't forget, the only things you can't change later are ability stats, alignment, cosmetics.
    - Don't invest too much into something you might regret. Better have 10 re-rolls and be sure.
    Just something off the top of my head.
    R.I.P. Ronnie James Dio - 05.16.2010 Rock After Death \m/
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  3. #3

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    Also, small tip: Do not multi-class if your main class is a caster type: i.e. wizard, sorcerer, cleric, favored soul unless you are talking about splashing 2 levels of rogue or monk for evasion.

    e.g. Loosing the wizard captone is big: loose some spell slots, spell points, and DCs.

    With Great Power Comes Great Responsibility

  4. #4
    Community Member Chai's Avatar
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    I have seen two schools of thought here.

    Building for current content.

    Building based on concept.

    I prefer concept building, because I can adapt anything I build to the current content and adhere to the same concept.

    Building for content means you have to change your toon alot when new content comes out that you want to play in, or be regarded as "sub optimal" by others who build for specific content.

    Example: Stunning seems to be the way to go nowdays for epic content, but when I tossed my stunner build onto the forums two years ago, the min maxers were quick to show me how much dps I was losing for not picking up khopesh.

    There will be a new flavor of the month soon as well.
    Advocating repeated nerfs in the name of "balancing the game" then complaining about how DDO is moving away from D&D, is a direct contradiction in logic - D&D 3.5 (what DDO is based on) is not a balanced game. We can either have a balanced clone MMO with homogenized classes, or we can have a D&D game. We cant have both.

  5. #5
    Community Member Stonen's Avatar
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    Multiclassing is all about big benefits you can gain at a certain level. Usual suspects are the PrE's at 6, 12 and 18. And the capstone at level 20, but that means no multiclassing.

    Some other important gains at level are :
    Barbarian: level 1; fast movement + rage. level 11; greater rage. level 17; tireless rage.
    Bard: level 1: full umd skill progression.
    Cleric: level 11 heal. level 17 mass heal.
    Favered soul: level 12 heal. level 18 mass heal.
    Fighter: free fighter feats at level 1, 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
    Monk: level 1; wisdom bonus to ac + free monk feat. level 2; free monk feat + evasion. level 3; free monk feat. level 6; free monk feat. level 9; improved evasion.
    Paladin: level 2 divine grace.
    Ranger: level 2 twf. level 4 ram's might. level 6; tempest + itwf + manyshot. level 9 evasion. level 11 gtwf + impr precise shot.
    Rogue: level 1 umd + sneak attack (training). level 2 evasion. Optional feats at 10, 13, 16, 19 (crippling strike and impr evasion ao)
    Sorceror: level 12; reconstruct (for the wf battlesorc)
    Wizard: free wizard feat at 1, 5, 10, 15 and 20. level 11 reconstruct (for the wf battlewiz)

    Ghallanda: Kruppe f13 - Pryas c16/f1 - Gimso f16/p4/e1 - Zarnax ra16/ro1 - Jeraldim a6 - Angerer s18/p2/e1
    Thelanis: Zarna ra18/ro1/f1/e8 - Jeraldim w16/ro2/f2/e1 - Roboco second life

  6. #6
    Community Member Gnorbert's Avatar
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    There's some handy reference in this thread...

    http://forums.ddo.com/showthread.php?t=217370

    It's not complete but it's a good starting point.


    People build with various mindsets, best for you to decide what your approach is then try to work towards that. Some people are looking for a character who is the absolute best at doing one thing. Some want a char that can do everything... some are even diluded into thinking they can be the best at everything in one character, don't be that person.

    Some want to build primarily characters that will be good at soloing quests. Some build characters based on an idea, a concept or a theme. Some just look for things that are different and new... to really break the mold.

    Decide what is fun for you and build towards that. Try out various feats and skills, don't limit yourself by feat lists that others have posted. Don't multiclass just for the sake of multiclassing, knowing what you want to achieve by adding each class and each level is what will make your builds work.

    Build for fun and you'll never be disappointed.
    "Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so."
    - Douglas Adams -

  7. #7
    Community Member FauxSho's Avatar
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    In case people don't follow the link through from the thread Gnorbert linked to...

    There's a good guide to multiclassing by mediocresurgeon which has a large amount of good info to consider when character building: http://forums.ddo.com/showthread.php?t=203587
    Quote Originally Posted by Angelus_dead
    You should probably try being just slightly specific.

  8. #8
    Community Member Gnorbert's Avatar
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    Quote Originally Posted by FauxSho View Post
    In case people don't follow the link through from the thread Gnorbert linked to...

    There's a good guide to multiclassing by mediocresurgeon which has a large amount of good info to consider when character building: http://forums.ddo.com/showthread.php?t=203587
    Yup, that's an excellent thread too. A lot more details there.
    "Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so."
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  9. #9
    Community Member sapman2's Avatar
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    cool thanks for the info. figured it had to be something out there. maybe when I collect more I will try to type up a single post with what I find. Seems like a very fun topic. Am thinking of buying vet status just so I can create a bunch of builds and skip the 1-3 sameness.

  10. #10
    Community Member Gnorbert's Avatar
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    Quote Originally Posted by sapman2 View Post
    cool thanks for the info. figured it had to be something out there. maybe when I collect more I will try to type up a single post with what I find. Seems like a very fun topic. Am thinking of buying vet status just so I can create a bunch of builds and skip the 1-3 sameness.
    if you don't already have 32-point builds I would argue that there is more fun to be had in the options that the extra 4 points allows. It can really be the difference in some builds. Vet status is definitely fun for trying out many builds.
    "Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so."
    - Douglas Adams -

  11. #11
    WikiGnome
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  12. #12

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    Having done a couple hundred builds...

    I tend to see things as packages. There are various sets of stats/feats/classes that achieve various end goals. You can have a fairly pure package or you can mix different packages together.

    End goals are based on game objectives...
    Killing monsters
    Defending yourself and others
    Defeating non-monster obstacles

    You then find game mechanics that meet these objectives in some way.

    You then build or find packages that employ these mechanics as best you can in the combination desired.

    Sometimes you mix in a non-game related requirement for RP purposes. The definition of which is you did it for a reason other than game requirement.

    Different builders tend to have their own agendas. Some are focused on min-maxing numbers in the game. Some are very focused on overcoming specific game challenges, usually raid or end-game related. Some are just experimenting. Some are looking for self sufficiency etc...

    I tend to build to have my cake and eat it too, trying to combine packages to get 80% performance of two or three different central strategies rather than focusing 100% on a single objective. I also like to experiment with "what if" sorts of builds that try to exploit new mechanics and test them out.

    Here are the keys to good building....
    1. Know the game rules inside and out.
    2. Play the game a lot to know how the rules act in game play and what challenges you might face.
    3. Know the gear available in game.
    4. Read and learn from other peoples builds.
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    You can see my many builds listed in this thread.

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