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  1. #41
    Community Member KyrzaBladedancer's Avatar
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    Quote Originally Posted by t0r012 View Post
    I think that may be a bit too complicated for the intended audience of new players, for minimal if any gain.
    /sarcasm on
    which is more complicated, running in circles or hitting 3 and 4 on your keyboard in rapid succession? Or is it doing both at once?

    /sarcasm off

    Seriously though, it takes all of 2 minutes to get used to doing and almost nothing up until level 10 (and further in some cases) can survive a double cleave, and when it does, it will die the next hit. With only a 6 second cooldown on Cleave and Great Cleave you can do it nearly nonstop, since it generally takes more than 4 seconds to run to another group of monsters. I used the Starter Greatsword on my Barb until I got a Bloody Cleaver at level 12, so you don't even need a decent weapon for this strategy. The gain is also much more than minimal, especially at lower level.

    And UMD on a barb, even a Pure, is a good idea (some numbers below). At 4 a level for human you have balance, spot, jump and UMD, taking 2 out of jump for tumble. Intim IMO, in its current long animation, easily interruptible state, is nearly worthless. Even with the old animation, If you need Intim to pull agro off someone that shouldn't have it in the first place, reroll, upgrade gear or tell them to slow down.

    some UMD numbers:
    Since it is hard to get any UMD boosters before level 7 or 8 and taking more damage starts to happen about level 9 lets start there.
    6 Ranks
    1 Cha (8 base +4 item)
    3 Item (Persuasion, Cartouche, Bunny Hat)
    2 Heroism
    1 Luck (Voice, Stone of Good Luck)
    That is a sustained 13. Add another 1 if you have Phiarlan Carnival and can get Big Top. Human Versatility III for another 4. That gives you an easy short term boost to 18, which is a 70% chance on Cure Mod wands and lets you equip ML 11 RR items. Now lets stretch it a little, 2 for GH (got lucky in XC) 1 more for Charisma (+2 tome) and 3 for UMD Focus, that's a no fail Cure Mod Wand for 20 seconds.

    Now Level 20 with a few easy to get epic pieces (P Epics), a junk ToD ring, A tier II Shroud Cha Skills and a DT with Cha skills 3 Exceptional Cha 1 (roughly 2 weeks of play 2 hours a day not including trophies).

    11 Ranks
    6 Cha skills (Shroud 1&2, DT 3)
    5 Cha (8 base 2 tome 7 item [Shimmering Pendant] 3 exceptional [2 ToD, 1 DT/colorless slot])
    4 GH
    3 Item
    3 Enchantment (Epic Big Top)
    1 or 2 Good Luck (Crafted/HoGF/Green slot)

    Gives you a 33 or 34 depending on what your Luck is. A +2 shrine gives you 35, UMD focus or HV II if you somehow find room is 38, eek out another 1 (10 base Cha, +3 tome + Litany, +4 tome, HVIII ) and you have No Fail on Heal Scrolls. Yeah this set up requires either a large cut into DPS gear or a lot of swapping, it is still pretty easy to do and once you get better gear you will need less swaps to do it. My fighter will be able to No Fail Heal Scrolls with 2 item swaps (Shroud Cha Skills for X Boots and Epic Spyglass w/+2 Good Luck for Epic Gem of Many Facets), leaving 95% of my DPS intact. If you want how I can give it to you.
    Last edited by KyrzaBladedancer; 08-02-2011 at 11:54 PM.

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  2. #42
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    tips:

    Move around! if there are 5 kobolds poking you with spears at the same time, you are doing something wrong. Put all that movement speed to good use.

    Jump is not a dump skill. Jump potions will save a lot of time and resources. Use them often.

    Movement speed adds more to your DPS than most of the early game weapons. A lv3 barb with multiple "anger's step" clickies and an Ember Great Axe will have a higher kill count than the one with a Maelstrom and 0% striding. I tested this personally.

    One haste potion is cheaper than 5 cure serious wounds ones. Drink that stuff often, the guild vendor sells them for an affordable price.

    Buy consumables, not weapons. You will outgrow that minimum level 4 holy greataxe of righteousness before your 100-stack of haste potions runs out. Use the best weapon that you find in a chest.
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  3. #43
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    Quote Originally Posted by KyrzaBladedancer View Post
    And UMD on a barb, even a Pure, is a good idea (some numbers below). At 4 a level for human you have balance, spot, jump and UMD, taking 2 out of jump for tumble. Intim IMO, in its current long animation, easily interruptible state, is nearly worthless. Even with the old animation, If you need Intim to pull agro off someone that shouldn't have it in the first place, reroll, upgrade gear or tell them to slow down.
    If you are raging you cannot cast. If you are not raging you are not a barbarian, just a less good fighter.

    Also, the descriptions for the last 3 enhancements are all in the wrong spot.

  4. #44
    Hero nibel's Avatar
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    Quote Originally Posted by KyrzaBladedancer View Post
    And UMD on a barb, even a Pure, is a good idea
    Quote Originally Posted by Viren1 View Post
    If you are raging you cannot cast. If you are not raging you are not a barbarian, just a less good fighter.
    That. The only reason a barb should have UMD is to use RR items. And it's not worth the hassle to grind for cha and UMD gear for it. Fighters can made good use of UMD. Barbs can't.

    Also, good luck trying to fit Skill Focus on your barbarian. What you'll give up? Toughness or Stunning Blow?
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  5. #45
    Community Member Bart_D's Avatar
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    Stats and feats look solid. Human allows both Toughness and Stunning Blow without giving up anything essential, good choice. As for skills, I'd recommend Intimidate (barbs even get a special enhancement for it) rather than a weak UMD (11 ranks and base charisma) which is very un-barbarian and can't even be used while raging.

    Little bit of play advice:
    - Move in combat. While you have awesome offense, you can get torn up pretty quickly if you let multiple stand and swing at you.
    - Try to quickly kill those hurting your party the most. That might be the melees in front but it's likely to be the casters behind them. So use your speed and Jump skill and deal with the biggest threat first.
    - With all that movement, it's easy to outrun your party and get into more trouble than you can handle.

  6. #46
    Community Member Moltier's Avatar
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    Feat order for newbies should be this:
    1: Toughness (new players need the early extra hp)
    1: Power attack (this one isnt good yet, but...)
    3: Cleave (...this one is awesome, barbs like a walking fireball with this)
    6: Stunning blow
    9: IC
    12, 15, 18: THF

    Also dex is important for a barb, it should be at least 10.
    Front line melees will take the first spells, so its good to mitigate them.
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  7. #47
    Community Member Crann's Avatar
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    Looks good. Make it a Dwarf and lose the UMD and it would look great

    (UMD belongs in the 201, or 301 curriculum)

  8. #48
    Community Member KyrzaBladedancer's Avatar
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    Quote Originally Posted by nibel View Post
    That. The only reason a barb should have UMD is to use RR items. And it's not worth the hassle to grind for cha and UMD gear for it. Fighters can made good use of UMD. Barbs can't.
    Grind? you mean the grind that happens when you are Grinding out Antique Greataxe but can't pull the seal because it never goes up for roll? you mean the grind that happens trying to get your Heal Amp DT your Guard DT and an Incite DT, or heck even just using RR to level? The grind that happens trying to get that Crusty but no luck after run number 40? Every melee should have a Shroud Haste Clicky and guess what Ethereal Dominion for Air is? Charisma Skills! HoGF? I see 4 of these for every set of Madstones. /end rant
    Without trying I can think of 5 reasons how and when a Barb can make good use of UMD, I'll list them if you can't think of what they are. Some can also be covered by clickies, but you still run into the same problem you have with UMD, can't use them while raged.

    Quote Originally Posted by nibel View Post
    Also, good luck trying to fit Skill Focus on your barbarian. What you'll give up? Toughness or Stunning Blow?
    Hmmm...
    Quote Originally Posted by KyrzaBladedancer View Post
    UMD focus or HV II if you somehow find room

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  9. #49
    Hero nibel's Avatar
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    Quote Originally Posted by KyrzaBladedancer View Post
    Grind? you mean the grind that happens when you are Grinding out Antique Greataxe but can't pull the seal because it never goes up for roll? you mean the grind that happens trying to get your Heal Amp DT your Guard DT and an Incite DT, or heck even just using RR to level? The grind that happens trying to get that Crusty but no luck after run number 40? Every melee should have a Shroud Haste Clicky and guess what Ethereal Dominion for Air is? Charisma Skills! HoGF? I see 4 of these for every set of Madstones. /end rant
    None of that is 101 material. Everything you cited are high level quests or epic. For a new player first time barbarian, a cha skill GS is not a top priority (Lit2 weapon and Min2/guards acessory are over it).

    A 101 guide isn't where you talk about how they should do the build to be a top top barbarian. You should tell the basics. Using something that may be useful after you grind out your 3rd-4th GS piece (which means, at least 20 shrouds under your belt for a cleanser) is good enough for 201 or 301.
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  10. #50
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    Personally I am of the philosophy that putting UMD on the list of skills for a class that gets 4+ skills per level is just a good idea, because it's just a good skill. Even if the player doesn't understand completely how it works at level one, it may save them a headache later on when they find they really would have wanted it. Saving players headaches (instead of just confirming false assumptions, like not taking cross-class skills such as UMD...) is kinda why these guides get written.

    I don't like the philosophy of telling players to roll Good characters because they'd be too stupid to figure out, after seeing an explanation, how to roll Neutral and use UMD to wear a Pure Good weapon or other alignment/race restricted gear. If we can't explain this to a new player, the best thing to do is to work harder on the explanation, not to substitute a solution that we feel is less effective but easier to explain. (Unless we feel UMD is just a bad choice, of course!)

    UMD also has synergy with the human race, between human versatility and the extra skill points per level (and higher base CHA than dwarf/horc/wf). However, here is an idea... perhaps make the race used as the example for the barbarian the dwarf (regardless of whether the fighter uses it also) and then make another heading for making a human barbarian and suggesting to use the extra skill point per level on UMD. This removes the explanation of the "more advanced" topic from the main flow of the text, while still presenting it as it is good to know.

    Dwarf presentation: 18STR/18CON/10 INT. Skills: 1 rank of Tumble, 11 Balance, 11 Spot, 23 Intimidation, 23 Jump (or drop Jump and bump up DEX instead). Mention the Tactics line of enhancements and the Spell Defense line of enhancements as well as the Axe enhancements and Constitution enhancements, all very good reasons for rolling a dwarf barbarian. Suggest that the naturally high HP of a dwarf barbarian makes it one of the few classes on which to drop the Toughness feat safely.

    Human presentation: 18STR/16 CON/10 INT. Skills: 1 rank of Tumble, 1 free point, 11 UMD, 11 Balance, 11 Spot, 23 Intimidation, 23 Jump (or drop Jump and bump up DEX instead - also, possibly take 1 point out of CON in order to increase DEX as Shade mentions). Mention the Adaptability Strength/Con enhancements, the human improved recovery enhancements, the extra feat that allows similar HP with lower CON, and that the extra skill points, higher base CHA, and human versatility allow a barbarian to get some use of the UMD cross-class skill.

    The human presentation could be made a footnote while the dwarf barbarian could be the first example.
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  11. #51
    Community Member zebidos's Avatar
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    So far so good, just for a guide to someone brand new I probably would not mention UMD, to use UMD on a barb as it takes a bit of a work and plat to buy heal/rez scrolls etc and work around to dismiss rage, restoration, use scroll then re-rage.

    The stats seems ok though, would recommened you advise new players about how lesser restoration pots cure rage fatigue and the benefits of healing amplification, and most importantly explain the stacking effects of rage.

    May want to mention that at the barbarian progresses that hit points become one of your main defences
    Last edited by zebidos; 08-03-2011 at 10:23 AM.

  12. #52
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by zebidos View Post
    So far so good, just for a guide to someone brand new I probably would not mention UMD, to use UMD on a barb as it takes a bit of a work and plat to buy heal/rez scrolls etc and work around to dismiss rage, restoration, use scroll then re-rage.

    The stats seems ok though, would recommened you advise new players about how lesser restoration pots cure rage fatigue and the benefits of healing amplification, and most importantly explain the stacking effects of rage.

    May want to mention that at the barbarian progresses that hit points become one of your main defences
    UMD is not for scrolls, UMD is for equip on such a toon.
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  13. #53
    Community Member TheDjinnFor's Avatar
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    Quote Originally Posted by FordyTwo View Post
    Below is an early version of the template for Barbarian 101. Written for newly-starting DDO free players, we've opted for a human Two Handed Fighter (THF) template with a 28pt build. The skill, feat and enhancement selections are designed to output solid damage with reasonable survivability (for a new player).
    Why not a dwarven barbarian? I like human for certain kinds of barbarians (something not fit for a 101 guide); what dwarves get, and what many people underestimate, is survivability.

    If you can hit around a 28-34 reflex save on a barbarian, you can save against most if not all raid boss nuke spells on a 2. This is very important, and dwarves get a lot going for them: they can pump 6 points into dex for +3 reflex saves while still maxing strength and keeping 16 con, they get +2 to saves versus all spells (with enhancements to boost that even more), they have Con enhancements and full toughness lines, and so on. They also have boosts to attack and damage of greataxes, and for doubters who think they're being smart by saying Falchions are better than Gaxes, send me a PM for why you're wrong.

    Generally, you can either choose to make a stunning blow, tactics-based barbarian or a toughness, tank-based barbarian. In fact it may be ideal to state this in the OP; humans are capable of doing both reasonably well thanks to having access to both feats, but most barbarians have to make a decision between the two and a 101 guide should probably outline this even if it decides to go human and bypass the whole decision.

    Quote Originally Posted by FordyTwo View Post
    ==Every New Barbarian Should Know …==
    • Your first role in any situation is to deal damage. Barbarians are unfortunately fairly pigeonholed into that role by the fact that they have no other support-based class abilities, like the bards song or the rangers spells.
    • Your second role in any situation is to take damage. When your enemies attacks are too accurate for the armor of your allies to protect them, or the spells too damaging that your allies can't take the heat, you are an ideal candidate to take the brunt of the force because of your innately high HP total. A combination of high HP and healing amp means very little of your allies healing is wasted; you can usually take twice as much punishment before you need aid, and that one heal will bring you back up to full again.
    • Your final role in a situation, if your damage is too little and you can't tank, is to use your innately high Strength score to boost the DCs of your Trip and/or Stunning Blow feats and incapacitate enemies that way.
    • You do not have innate self-healing or spellcasting abilities like many other classes, but you can make up for that somewhat by boosting your DR, gathering magic gear that can imitate important spell effects, and pumping up your saves to minimize the effects of incoming attacks.

    Quote Originally Posted by FordyTwo View Post
    ===Ability Point Buy===
    For a dwarven tank-based 28-pt barbarian I like going with the following stats:

    • STR: 18
    • DEX: 14
    • CON: 16
    • INT: 8
    • WIS: 8
    • CHA: 6

    • Ability Point Buy: Point grants at levels 4, 8, 12, 16 and 20 all go to STR.

    Barbarians simply do not need to be a human with 10 starting int; that's 5 skill points per level with nothing really that useful to put it in. Instead, invest in Dexterity. Barbarians usually hover around the 20-30 range in reflex saves, meaning that every point invested is added survivability. Barbarians also get trap sense as a class feature, meaning that the 40-50 reflex save required to save against the tougher traps can still be accomplished.

    For doubters, check this breakdown out:

    6 Base
    +5 to 8 Dex (14 base +6-7 item +0-3 tome +0-2 ship)
    +5 Resistance (staple item at high levels)
    +0 to 2 Luck (+1 or +2 luck item/spell)
    +0 to 4 Morale (+2 heroism potion or +4 greater heroism spell)
    +2 to 5 Racial (2 inherent plus up to 3 more through enhancements)
    +0 to 4 Alignment (Protection from Evil or Holy Aura spell)
    = 18 to 34

    Plus add in uncanny dodge when you need it for an extra +6. End-game raid bosses have around 30-34 DC, meaning this build has the potential to save-for half on a 2 without uncanny dodge; that, with the barbarians already high HP total, makes it even better in a tanking situation.

    Quote Originally Posted by FordyTwo View Post
    ===Skills===
    Note the changes below:

    • Tumble: Invest two skill points into Tumble, a skill that comes in handy but cannot be used without 1 Rank trained.

    • Balance: A barbarian is constantly on the front lines of battle, so keep Balance maxed out at every level to ensure a speedy recovery upon a knockdown.

    • Jump: Having a total score of 10 in Jump (which barbarians should have with their high strength) is enough to get you across chasms and traps, especially with the help of Jump-enhancing spells and potions. You can choose to invest ranks in jump if you don't want to be dependent on magical items.

    • Spot: A skill that's useful for its ability to help you detect hidden enemies. Invest any spare skill points here as you level.

    • Intimidate: Use of this feat can help you, even if you don't have any ranks invested in it, because it enhances the amount of threat you generate every swing for a short period of time. If you're planning on investing in increasing your skills via gear and some items or potions (for UMD, for example) you might benefit by investing in Intimidate as well, since succeeding on your intimidate check puts you immediately at the top of the enemies priority list in addition to the threat-enhancing effect above.

    • Use Magic Device (UMD): Given enough time and investment, ranks in UMD can pay off in the long run as they may allow you access to basic healing or utility spells. The requirements are high for the potent wands and scrolls, however, yet even if you can't meet them you can still benefit from investments in UMD since some equipment is restricted to certain races unless you can pass the UMD requirements.

    Quote Originally Posted by FordyTwo View Post
    ===Feat Order===
    This dwarven barbarian is going to focus on being a tank and absorbing damage by taking toughness and focusing on HP, although you can certainly build a dwarven barbarian with Stunning Blow and investments in increasing the DCs of your tactics feats.

    • 1) Toughness: Increases hit points by +3 at first level, and 1 additional hit point for each additional level. Also opens up Toughness enhancements, adding further hit point bonuses as you level up.

    • 3) Power Attack: Able to be toggled on and off, Power Attack mode trades up to 5 of your attack bonus for equal extra damage on melee attacks. Using a two-handed weapon in this build makes Power Attack mode more appealing: the feat offers double the bonus to damage when using two-handed weapons.

    • 6) Cleave: Activate this ability to attack one or more enemies within a forward-facing arc.

    • 9) Improved Critical: Slashing: This feat greatly increases the likelihood of your attacks dealing critical damage by increase the "critical threat range" of any slashing weapon you use. This means axes and swords, more or less – weapons that deal bludgeoning, piercing, ranged or thrown damage will not benefit from this feat.

    • 12) Two Handed Fighting (human bonus feat): Increases the damage of glancing blow attacks when wielding a two-handed weapon by 10%. Also grants a 3% chance for weapon effects to trigger on glancing blows. A glancing blow is a free, additional attack that only two-handed weapons are capable of doing.

    • 15) Improved Two Handed Fighting:
    Increases the damage of glancing blow attacks (See "Two Handed Fighting" feat above for more info) when wielding a two-handed weapon by an additional 10% on top of the Two Handed Fighting bonus. Also increases the chance for weapon effects to trigger on glancing blows by an additional 3%.

    18) Greater Two Handed Fighting: Increases the damage of glancing blow attacks when wielding a two-handed weapon by another 10% on top of the previous Two Handed Fighting feats. Also increases the chance for weapon effects to trigger on glancing blows by an additional 3%. At this point, your barbarian will have a 50% total chance to produce glancing blows (the base is 20%).

    Optionally, take Stunning Blow at level 1:

    • 1) Stunning Blow:
    This potent feat allows you to stun enemies for 6 seconds and increase all the damage they take from you and your allies by 50% for the duration of the effect. Having higher strength increases the chances of a success.

    Quote Originally Posted by FordyTwo View Post
    ==Enhancements==
    Note the changes below.

    All the enhancements below effectively upgrade the barbarian Rage ability, making it even more potent than the vanilla Rage. It's a long list: Extend Rage increases the Rage ability's duration, Extra Rage adds additional Rage uses between rests, Hardy Rage increases CON while Rage is active (adding more hit points) and Power Rage increases STR while Rage is active (adding more damage per attack). Extend/Extra Rage is usually sufficient at Tier 2, but you can take Tier 3 if you find it helps.

    Simply put, these below enhancements transform a raging barbarian into stampeding death-machine.

    • Barbarian Extend Rage I - II
    • Barbarian Extra Rage I - II
    • Barbarian Hardy Rage I - II
    • Barbarian Power Rage I - IV

    Power Attack I – III will add additional damage at the cost of accuracy, although accuracy is not typically an issue facing barbarians due to their high strength, decent weapons, and good Base Attack Bonus. As a dwarf you'll want to invest at least a little bit into boosting your accuracy and damage with greataxes, which should be your weapon of choice for most of the game; you can go even higher than what is listed if you want.

    • Barbarian Power Attack I - III

    • Dwarven Axe Attack I
    • Dwarven Axe Damage I

    Dwarven Spell Defense makes you more resistance to spells, boosting all your saves by one against spells. Willpower grants you an additional +1 Will save when raging, a useful bonus when going up against magically-inclined baddies.

    • Barbarian Willpower I

    • Dwarven Spell Defense I

    Barbarians rely on hit points and damage reduction to survive what few attacks their enemies land – ideally, a barbarian drops all opponents to the ground before they get a chance to attack. However, in the event a kobold or two slips past, it's a good idea to have extra hit points from these below enhancements. Take more ranks of each enhancement if you have the spare points.

    • Racial Toughness I - II
    • Barbarian Constitution I
    • Barbarian Toughness I – II

    • Dwarven Constitution I

    Damage Reduction is a good idea for barbarians picking enhancements, because it will lower the amount of damage taken, and keep them alive longer!

    • Barbarian Improved Damage Reduction I - II

    Last but far from least, Frenzied Berserker adds to the damage multiplier on some critical hits while raging, two-handed weapon glancing blows have a greater chance to add magical effects (such as flaming, etc), you may spend 10 hit points to use Supreme Cleave – and most importantly, you can spend 20 hit points to enter a Death Frenzy (at rank III). Think of the frenzy (unlocked with Frenzied Berserker I) and Death Frenzy (Frenzied Berserker III) as an optional "Super Mega Ultra Rage" mode. Damage Boost is an enhancement that does two things for a barbarian using this template: activate for increased damage, and meet the requirements for Frenzied Berserker.

    • Barbarian Frenzied Berserker I - III
    • Barbarian Damage Boost I - IV

    This is a capstone enhancement, meaning a player must take 20 levels of barbarian to obtain it – but it's worth the investment. A barbarian who takes Barbarian Might receives +2 STR, and when wielding two-handed weapons receive increased glancing blow damage and an increased chance of applying weapon special effects on glancing blows. By the capstone point in DDO magically-infused weapons are something of a regularity, and Barbarian Might – combined with other elements of this template – ensures their magical effects occur as frequently as possible.

    • Capstone: Barbarian Might

    As mentioned above, you can boost the DCs of your tactical feats like Trip and Stunning Blow as a barbarian if you actually decide to take Stunning Blow instead of toughness. Use the 6 AP you spent in toughness enhancements above (which you no longer have access to without toughness) to boost the DCs of all your tactical feats using the following enhancement.

    • Dwarven Tactics II

    Note the reording: Frenzied Berserker should really be it's own section.
    Last edited by TheDjinnFor; 08-03-2011 at 11:12 AM.

  14. #54
    Community Member Blank_Zero's Avatar
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    I like the look of it so far.

    I'd explain how umd is important to new players though. A lot of them don't realize how powerful it really is to be able to use scrolls as a barbarian, as well as race required/alignment weapons and armors.

    Human is a good starter, but your ap spread lacks the all powerful human heal amp boosts! Blasphemy!

    Human Versatility is cool also, as it allows you to have 2 action boosts active. I like having haste AND damage/attack boosts going at the same time. It really helps add into that dps, which is a barbarians main role.
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  15. #55
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by karl_k0ch View Post
    UMD is not for scrolls, UMD is for equip on such a toon.
    That doesn't work all that well.

    Pure Good (UMD 20) is about all you can equip at endgame on a Barbarian. Note that if you use short term boosts to push your UMD up to a point that you can equip something, changing weapons causes the UMD dependant item to fall off.

    Back when the easiest DR breakers to acquire were Metalline of Pure Good, UMD 20 had some merit. Now Cannith crafting has removed that need. Even if you don't participate in Cannith Crafting yourself, there's more +5 Holy Silver weapons on the Auction House than previously, as vets no longer snap them up.

    If a new Barbarian comes across a nice piece of race-required gear they'd otherwise use (let's say they luck out and pull a +6 Con ring, ML 11, RR WF but they are a Dwarf), that's fine - they can trade their ring for a no-RR ML 13 version and likely get quite a bit more too.


    Conclusion - UMD is a 201 or 301 skill for Barbarians. For newbies, they will not get a return from it until well after they hit level 20.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  16. #56
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by TheDjinnFor View Post
    For a dwarven tank-based 28-pt barbarian I like going with the following stats:

    • STR: 18
    • DEX: 14
    • CON: 16
    • INT: 8
    • WIS: 8
    • CHA: 6

    • Ability Point Buy: Point grants at levels 4, 8, 12, 16 and 20 all go to STR.

    Barbarians simply do not need to be a human with 10 starting int; that's 5 skill points per level with nothing really that useful to put it in. Instead, invest in Dexterity. Barbarians usually hover around the 20-30 range in reflex saves, meaning that every point invested is added survivability. Barbarians also get trap sense as a class feature, meaning that the 40-50 reflex save required to save against the tougher traps can still be accomplished.

    For doubters, check this breakdown out:

    6 Base
    +5 to 8 Dex (14 base +6-7 item +0-3 tome +0-2 ship)
    +5 Resistance (staple item at high levels)
    +0 to 2 Luck (+1 or +2 luck item/spell)
    +0 to 4 Morale (+2 heroism potion or +4 greater heroism spell)
    +2 to 5 Racial (2 inherent plus up to 3 more through enhancements)
    +0 to 4 Alignment (Protection from Evil or Holy Aura spell)
    = 18 to 34

    Plus add in uncanny dodge when you need it for an extra +6. End-game raid bosses have around 30-34 DC, meaning this build has the potential to save-for half on a 2 without uncanny dodge; that, with the barbarians already high HP total, makes it even better in a tanking situation.
    Agreed, although it's worth noting that most endgame bosses have DCs in the high 30s.

    Horoth - 30/32/34 on DBF, 32/34/36 on Meteor Swarm
    Cojoined Abashai Devastator - 38 on everything (spell or breath attacks)
    Velah - 38/58 on breath (getting hit twice by one breath #is# meant to kill you)
    Most Epic quest bosses - 36 to 40
    Red Abashai Sky Raider - 40 (probably the most important Reflex save in the game as they spam AoE spells and you often face more than one)
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  17. #57
    Hero nibel's Avatar
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    Quote Originally Posted by TheDjinnFor View Post
    for doubters who think they're being smart by saying Falchions are better than Gaxes, send me a PM for why you're wrong.
    No need to send a PM. For dwarves, greataxe is the weapon of choice, hands down. For everyone else, non-named Falchions are better than non-named gaxes or gswords (carnifex and sos being the poster boys of "exceptions") only because they crit more often.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  18. #58
    Community Member xAlistairx's Avatar
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    Are half-ranks in Spot really better than full-ranks in Listen? Honest question here, I always thought that full Listen would be vastly superior to half spot.

  19. #59
    Hero nibel's Avatar
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    Quote Originally Posted by xAlistairx View Post
    Are half-ranks in Spot really better than full-ranks in Listen? Honest question here, I always thought that full Listen would be vastly superior to half spot.
    Myself, I prefer listen over spot simply because I can see the red bubble easier than the transparent mobs. But skill per skill, spot is superior. With few exceptions, half ranks plus a +15 item is enough to see the hidden mobs, and the additional benefit of seeing secret doors and some traps. Listen can give you some exclusive DM descriptions and prepare you to the "whats behind door #2" on new quests.

    both dont require full ranks to be useful to "see" hidden mobs, and the side benefit of spot is better. So, Spot is better than listen, most of the time.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  20. #60
    Community Member Xiadais's Avatar
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    Quote Originally Posted by Ralmeth View Post
    Race
    As this is a 101 guide I recommend keeping it simple and going with one race such as human. I wouldn't include 1/2 orc or warforged as these both need to be purchased or earned with favor and opens the question of how a new person should build these.
    If I were an mmo company looking to make money, I sure would include pay-to-play things in my newbie guides! I think it would be a great idea for Turbine to include horc and warforged in this, because then Turbine gets more money which results in Turbine being able to possibly hire more workers to satisfy players.

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