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  1. #1
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    Default Most desirable group classes?

    Hey, I'm totally new to DDO and was wondering what classes people like to see the most in their dungeon crawl groups?

    My first char was a dwarf fighter that got to lvl 2, I decided I liked the game but it was a bit too easy, so I subbed so I can open elite dungeons right away.

  2. #2
    Community Member t0r012's Avatar
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    As with anything , healers
    In ddo they are your divine casters , clerics and favored souls
    -------
    You will also occasionally find some groups looking for trappers (rogues/artis) but it is kinda rare.
    Damage dealers are a dime a dozen

    Support/buffer toons are not often requested but are not often turned down. Bards , artificers.
    There are rare instances when someone just has to have a monk even though they aren't really required. Anti stun buff or abundant step(helpful for titan raid) or just massive saves (pit electric room , crucible swim)

    =========
    Do be so quick to jump to elite , level 2 is nothing. Ther areas a small jump at level4 , a noticeable jump at 8 and a pretty significant at 12/13.
    Move along , Nothing to see here

  3. #3

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    In most content, healing.


    Healing typically means clerics and favored souls but many take bards and druids as group healers, and many classes can add healing. Clerics and favored souls have reasonable wand & scroll mastery, but the important distinguishing feature is mass heal. It's is the largest heal spell available and the most SP efficient, which is why these 2 classes are typically considered the healing classes.

    Bards do well with healing because they have mass cures (druids use mass regen effects instead) and the best wand & scroll line to back that up where druids have issues with item healing while shapeshifting and no wand & scroll enhancements. Druids have the heal spell like clerics and favored souls, plus mass regenerate for strong spell healing.

    Artificers have the best wand and scroll line as well plus they have bonuses to wand and scroll caster levels. They can get the earliest access to mass curing with cure potion grenades at low levels. These healing grenades are slow to cast but can be useful, and arties are the best wand & scroll healers in the game.

    Paladins and rangers have low level single targets but no mass curing or wand & scroll enhancements. Paladins can also use some class abilities and enhancements for a bit more healing than rangers have available. Light monks have a healing curse and some ki abilities for healing. Rogues gain UMD as a class skill like bards and artificers, and the best wand & scroll enhancements as well; they don't heal with spells but can still add quite a bit of healing with consumables. These classes are often expected to have some healing options available where clerics, favored souls, bards, druids, and artificers are known for having stronger healing abilities.

    In early levels and in much of the content dedicated healing isn't required and is more of a bonus. A lot of classes use wands for early levels. Later on and particularly in raids where melee is in a tight group fast area healing is desirable and that is when groups often look for 2 healers. Usually that's 2 cleric or fvs's, or possibly 1 with a bard for the 2nd.
    Quote Originally Posted by Turbine
    a powerful ally able to play in any role that the group needs
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  4. #4
    Community Member susiedupfer's Avatar
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    Divines are the single most desired classes/role. However, it is the worst thing to learn on. Do not make a divine in your first couple of toons. Everyone will be giving you advice(mostly bad) or telling you how bad you are. Take the time to learn the game and quests on something that other people are not quite so dependent on.
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  5. #5
    Community Member Ivan_Milic's Avatar
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    Make a melee first toon,lvl him to 20,play around,also watch what other people do on their classes,you can learn a lot from that,dont be afraid to ask something in game.

  6. #6
    Community Member Bacab's Avatar
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    My first toon...

    Dwarven Cleric.

    Go with good STR, CON and WIS and a little bit of CHR.

    Take a single level of fighter at like level 1 or 2. Take a second level of fighter later. 18Cleric/2Fighter is the final build.

    You will be tough as nails...and have fun.

    Feats in order of taking them

    1 Power Attack
    2 (Bonus feat from Fighter) Cleave
    3 Empower Healing
    6 Toughness
    9 Maximize
    12 Improved Crit Slashing
    14 (take second level of fighter here after you get Radiant servant 2) Great Cleave
    15 Empower or Two Handed Fighting
    18 Quicken


    By the time you hit epics...you will know what you like

    Playstyle...use a Great Axe and a Dwarven Axe+Shield combo

    Do your best to get a Carnifex from Delera's tomb.
    Last edited by Bacab; 02-09-2013 at 05:15 AM.
    Bacab Warforged 18 Arty (Active) Hjealer Dwarven Battle Cleric 10CLR/1FTR
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  7. #7

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    For elite content trappers are quite useful.

    And I think artificers and their stand back and shoot stuff while looking around gives better oversight when getting familiar with the game. Plus, wf arti is solid without much character tweaking really.

  8. #8
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    Quote Originally Posted by arclyte99 View Post
    Hey, I'm totally new to DDO and was wondering what classes people like to see the most in their dungeon crawl groups?
    Personally, I always love having a Bard in my groups.

  9. #9
    Community Member Lonnbeimnech's Avatar
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    Healers are the most wanted/sought after. But don't make one... I could rant a small library about this and others would as well, but I'll leave it at this, don't make one.

    Stick to the fighter, it's the best class to learn the game with because it's almost impossible to make wrong. You could spend the next 7 years finding ways to make it better, but you really can't make one wrong or play one wrong.

  10. #10
    The Hatchery zwiebelring's Avatar
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    People starting with a divine class will turn into the best players of this game. It might be difficult sometimes but actually every class is more complex than you might think.

    The only exception is gear. Easy to obtain gear directs to certain classes but playskill is complex for any of the available.

    Specialists need their special items for special situations, Melees need to know tactical advantages and defenses on items, casters need to learn all spells in order to select the most useful ones for every situation, divines need to learn sp management and buffing others with the right spell at the right time as well as their offense potential...

    Start as a divine and you will understand melees better, can heal them better and foresee sp sponges. Divines are always needed in PuGs. You won't have a problem filling your group or joining one.

    But the one most important thing, not related to classes, is to communicate when and if you are unfamiliar. To a certain extend you have to fail as a divine. You cannot train sp management just in theory, because different group setups and itemizations demand different handling and sp usage.

    This learning curve cannot be taken from you as a divine.

    Conclusion:
    I object susiedupfer's opinion on starting your first toon as a divine ;P.
    Characters on Orien:
    Wanzer/ Klingtanz/ Incanta Superior/ Mercantus

  11. #11
    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by zwiebelring View Post

    Start as a divine and you will understand melees better, can heal them better and foresee sp sponges. Divines are always needed in PuGs. You won't have a problem filling your group or joining one.
    ;P.
    I disagree. A cleric that has never played a barb for example will tell the barb to work on his ac and to turn frenzy off againt shroud portals.

    You learn how to play a melee by playing a melee, though you learn what not to do on a melee by playing a healer.

    Then you play a rogue or monk or wizard or sorc or ranger or bard or paladin or artifier and wonder why the rest of the group insists on waiting for a healer to join before starting the quest.

  12. #12
    Community Member susiedupfer's Avatar
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    Let me tell you what someone learns when they play a divine first:

    They learn to watch red bars and follow others. Not how to get to quests or how to function once in them.

    They learn that they are supposed to chase every needy person individually and fix all their bo-bos. Not how to manage aggro.

    They learn that other players blame them for their failures. Not how to have self-confidence.

    How do I know this? I played nothing but divines for most of the first two years I played. I would never, ever suggest a divine as someone's first toon.
    Last edited by susiedupfer; 02-09-2013 at 11:33 AM.
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  13. #13
    The Hatchery zwiebelring's Avatar
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    To susiedupfer:
    You cannot prevent making the very first experience. All points on your list are key to become a good divine player. If you play by that for 2 years then you are doing it wrong, though.

    I consider myself being a typical nannybot-player on my divine but chasing people for over 2 years? Never.

    Let us turn the page a little, shall we?

    I tell you what new people learn, when playing a melee if they followed advice and wanted to sniff around first:

    They will learn that they are absolutley gear dependant and more important, it is demanded to an annoying grade by divines!! to be independant.

    They will learn, that, while being absolutley depending on buffs and items, they have a hard time grinding out stuff alone.

    They will learn, that they have to buy Necropolis for Silver Flame pot.s, otherwise they are bullied and demoralized by the community and, again, by the divines.


    Never play a melee as your first toon. Ever.

    If you cannot handle bad behavior well, especially in a MMO, where all you had to do was just click for cutting all drama, then you probably should not playing an MMO at all .

    OP start a divine, be awesome .
    Last edited by zwiebelring; 02-09-2013 at 12:21 PM.
    Characters on Orien:
    Wanzer/ Klingtanz/ Incanta Superior/ Mercantus

  14. #14

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    Do you happen to have warforged and favored soul?
    And quick player reflexes and a good sense of priority?

    Because a wf melee fvs pretty much covers all aspects of the game except for trapping and ranged.
    Further, they can kick substantial behind on a 28 point build even.

  15. #15
    Community Member AbyssalMage's Avatar
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    Quote Originally Posted by thingodoom View Post
    Divine, but if you play one you will learn to hate yourself and others.
    No other role will receive as much abuse and bullying.
    If you have a very thick skin, or are a masochist then go for it.
    This sums up the life of a divine well.

    If you are playing elite...
    Divines
    Trapper
    Monk (Light)

    But in all honesty, the amount of people who want Trapper/Monk is very small compared to Divines doing Elite.

    Trappers (Rogue, Artificer, and the multitude of splash builds) can take care of Traps that are down right deadly on Elite if you lag or don't time the jump correctly but (as mentioned at the beginning) there are plenty of builds who splash 1 or 2 levels of Rogue so building a toon specifically for this role is pointless

    Monks (light) can make a Divines life a lot easier and (Good ones) tend to have great versatility allowing everyone to focus on the task at hand.

    My suggestion is find a class you like and enjoy. And as a side note: Things don't really get challenging until lvl 11/12 thanks to NPC HP inflation. Although learning how to deal with casters at lower levels is an important lesson to learn on Elite.

  16. #16
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    My first toon to 20 was a dex based clonk. 17 cleric/2 monk/1 rogue. I don't regret it for an instant, it was a flexible option that let me do whatever I wanted. It doesn't always end poorly if you begin with a divine.

  17. #17
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    I think i'll stick with my original char and remake a pure dwarf fighter

    a question though: should I spend anything on shield feats or traits? People are saying shield bashing sucks

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    Quote Originally Posted by AbyssalMage View Post
    But in all honesty, the amount of people who want Trapper/Monk is very small compared to Divines doing Elite.

    Trappers (Rogue, Artificer, and the multitude of splash builds) can take care of Traps that are down right deadly on Elite if you lag or don't time the jump correctly but (as mentioned at the beginning) there are plenty of builds who splash 1 or 2 levels of Rogue so building a toon specifically for this role is pointless
    Aw man, is this true? I really wanted to make a Rogue that filled the lockpick/disarm niche that no one else could.

  19. #19
    Community Member Jaid314's Avatar
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    Quote Originally Posted by arclyte99 View Post
    Aw man, is this true? I really wanted to make a Rogue that filled the lockpick/disarm niche that no one else could.
    make a rogue. build it for DPS. recognize that building for DPS doesn't take away anything important from your ability to disarm traps or pick locks.

    no feats are required, just gear and skill points, to be able to handle traps and locks. no attribute points are really truly required either, although having a bit of int helps with traps (which is useful for assassinate anyways), and a bit of dex (which is needed for DPS anyways) will help with locks.

    so, basically... put enough into dex to be able to hit 21 without gear or enhancements (tomes are fine, though) by the time you hit level 21. put int to about 12 or 14. put at least 14 con, and the rest into strength, probably (though if you have enough points to get strength to 16 and still have leftovers, i'd try to find another home for those points - main point being, don't neglect strength entirely).

    that will give you plenty of room for both DPS and traps/locks, and will make sure you're a useful party member even if there are no traps or locks whatsoever.

  20. #20
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    Quote Originally Posted by arclyte99 View Post
    I think i'll stick with my original char and remake a pure dwarf fighter

    a question though: should I spend anything on shield feats or traits? People are saying shield bashing sucks
    Depends if you want to go for offense or defense.
    I wouldnt invest in them but if it suits you got for it.
    Worst case you find out thats not what you wanted and TR or start a new char or use the free lesser reincarnation to change your setup.
    But make sure to plan out your char, that saves you a lot of trouble
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