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oOsharkasOo
06-14-2012, 06:54 PM
hello all ...
first of all i wanted to say that theres something wrong with this game mechanics , its really so hard to build a char and play with it freely and fun without get dying a couple of times in two minutes .. specially at low lvls like this quest as i can remember : ( cannith aqueduct ) that mage it sucks all of hp and regain its hp as fast .. etc

- ive tried 4 builds to lvl 5 and they all missed somthings and made me restarted all over again , and by this way it makes u feel bored , isnt ?

- my first char was cleric : dwarf/warpriest of siberys it was amazing and sturdy but missed reflex saves then he died alot from this quest : gnashtoosh : throwers and shamans but resist energy helped alil bit and because of the duration and low spell points it was hard to cast this spell several times to help out some other party members when needed like this quest so when i did so i got no sp to heal myself so , i died ...

- my second was a barbarian : human/custom build on ddowiki.com but pure build no hybrid , it was really cool and fast and unbeatable high saves excepts reflex it lower than other saves unless u put points into dex and anyway brbs dont rely on dex in anyway unless they dual just for pre-req`s but its okay , hes rage was a fantastic ability to crush all foes but the duration and fatigue was really annoying specially when u surrounded by those throwers in that quest when u need to kill 200 of kobolds , in middle of the fight while u smashing their bones : ur rage run out and u get fatigue while u notice that in this half second u get alot of hits and hold person spell by shamans so , u get die too XD ..

- my third was a bard : human/a custom build (1 barbarian/ 1 fighter/ 18 bard ) by tihocan : revised builds . it was fun at first lvls then at lvl 3 when i got my medium armor as its granted by barbarian at lvl 2 to help me out a bit i got spell failure made me lost most of my healing and the arcane heal is really low & not effective alot as its healing me for about 7 to 9 hp per click but idk cuz im just at lvl 3 and its not helping alot compared to fvs or clrc they`re awsome at healing , and i miss alot alot alot dunno why but i think theres something wrong with this build , anyway i like the idea of this build so versatile and able to do good dmg and casting but compared to pure builds of each type its just a clown ..

- my fourth ,
and thats the idea came to me when i was playing with that bardarian build i looted a throw weapon ( returning dagger ) ive equipped it and hitted some foes with it and yes it was low dmg but when crit it deals good dmg and i think if i got wpn focus : throw + ic + some enhancements it will be so good cuz it have more benefits like :
u can throw it and deal good dmg and kill enemies with just two throws i think with those feats and enhanc`s , plus u throw it from a far distance u may say archer is better , but archers cant wear shield while using a bow , so thats another benefit pus u dont need to gimp ur bag with alot of throw weapons cuz this is a returning one its not a 20 or 40 like regular so its cool :) .

so all i need is to build a toon with this weapon to stay away from all those dangers and deal a satisfied critical dmg while im watching other members get hits and die alots and am the only standing and no one noticing me .

thought to make it a rogue as it have some lines of enhancements : back stabbing as i remember will lower the threat on me and it has evasion and it really helpfull good reflex saves as it relies on dex and good skill points per lvl to pick locks and hide .. etc .

and i wanted to make this toon with that weapon and a buckler , u may say why it offers nothing compared to other shields , but i like its visuals plus its light and looks cool .

i wanna be a master of shadows , walking through enemies and they never notice me and be fast while am throwing , while am moving , pick locks fast no failure , disable traps with no fail , spot hidden enemies and traps before others , open hidden doors , jump high , decent balance , decent saves , decent ac , and hp as well ..

so ur opinions , guide me , help me to build this one and ill be apreciated alot .. i mean it :s

- so sorry for the length of the topic , but i was frustrated cuz i couldnt post any topics and didnt knew why but am able now as u see :p , and ima f2p btw and my build will be 28 pt plus i dont have any tomes ... thx in advance

Arianrhod
06-14-2012, 07:32 PM
From the look of things, it's not so much the builds that are the problem, as the simple fact that the game gets harder (especially solo) after about 3rd/4th level. Try slowing down a bit, accepting the occasional death as a "learning experience" (learning where the traps are, where the ambushes are, how many mobs you can take on at once and when you need to back off), and paying attention to the quest popup before you go in - if it says "Extreme Challenge", don't go in alone unless you're prepared to die a few times.

captain1z
06-14-2012, 09:01 PM
Wow, this is a great post. It shows u going through the ddo evolutionary process. You are gonna be a great player, i see you walking the same steps that many have walked before your and your gonna end up in a good place.

First off - when your rage wears off you can use a potion of restoration to remove the fatigue. Have em hotbar'd

Second - as a new cleric, there is no shame in telling the group, when u first join, that you are low on resources and would appreciate donations of sp pots or healing wands or if the paladins or rangers could help heal others in between battles. Saves u sp.

Third - that battle bard gets zero spell failure in mithral chain, twighlight or leaf type armors. They can be somewhat hard to come by but are essential to a build like that. I own 1 set of twighlight mitheral full plate, which is full plate a caster "could" wear if built right.
Bards have all kinds of songs and spells to increase your chance to hit. Hero spells, inspire songs, you should never miss.


Fourth - you are gonna learn a lot from a character built to throw daggers. Aggro managment, situational awareness, kiting, piking 101, where every pit and lava poolin the game, all about trains and dungeon alert. I would encourage you to try and solo with this character before you go into a group, for at least 5 -7 levels.

As for your rogue idea, why not look up one of the many ranger/ rogue builds here on the forums maybe a drow. you can sneak, trap and range (or melee) anytime you want. You can also heal and really few people expect the build to be able to do any of that but are happy when u do.

I would be great if in a week or two u came back and updated us all on how all these things are going.

captain1z
06-14-2012, 09:16 PM
There is a great thread posted below this one called 28 point ranger tempest trapmonkey......will it fly. You should check it out......i would link it for you but im not sure how to do it on my tablet yet.

MsEricka
06-15-2012, 02:25 AM
Any decently built character + Falchion/Great Axe + Invulnerability = Level 8

oOsharkasOo
06-15-2012, 04:02 AM
From the look of things, it's not so much the builds that are the problem, as the simple fact that the game gets harder (especially solo) after about 3rd/4th level. Try slowing down a bit, accepting the occasional death as a "learning experience" (learning where the traps are, where the ambushes are, how many mobs you can take on at once and when you need to back off), and paying attention to the quest popup before you go in - if it says "Extreme Challenge", don't go in alone unless you're prepared to die a few times.

- yes i agree with u in some points , and its really important to understand what ur putting urself in to be able to handle it , to be prepared all the time .

- and i dont disagree with u in dying a few times , why ?
cuz i.e u may have 1 rage use and human vers boost and 1 shrine and the enemy is mage in aqueduct , well to be able to take him down u`ve ofcurse to click rage and use one boost from human vers and i suggest saves cuz anyway u cant use more than one cuz of duration of choosed one and cool down of others ( its useless enhancements imo ) if u did this u`ve to take him in 1 min or less , if u died and ull unless u dont miss or having decent saves against that foe ull return for sure to ress shrine and rest to regain hp and get back to him and SURPRISE he regained all of his hp back again at full , frutrating , ull repeat all over again then u die again then ress and another SURPRISE no rest = no rage = just human vers boost for 20 secs , impossible , its a hard pressure on u

the problem is u cant focus in two ways ( ull be a liar ) how u gonna focus on tumbling or block or heal someone or even urself or changing wpn or using a scroll or .. etc .
so in this short time uve to do all of that and its hard and close to impossible , so u need to rely on good saves and dmg to be able to focus on others as well and opossite of that . thats my opinion , but i agree with in most .

oOsharkasOo
06-15-2012, 04:18 AM
Wow, this is a great post. It shows u going through the ddo evolutionary process. You are gonna be a great player, i see you walking the same steps that many have walked before your and your gonna end up in a good place.

First off - when your rage wears off you can use a potion of restoration to remove the fatigue. Have em hotbar'd

Second - as a new cleric, there is no shame in telling the group, when u first join, that you are low on resources and would appreciate donations of sp pots or healing wands or if the paladins or rangers could help heal others in between battles. Saves u sp.

Third - that battle bard gets zero spell failure in mithral chain, twighlight or leaf type armors. They can be somewhat hard to come by but are essential to a build like that. I own 1 set of twighlight mitheral full plate, which is full plate a caster "could" wear if built right.
Bards have all kinds of songs and spells to increase your chance to hit. Hero spells, inspire songs, you should never miss.


Fourth - you are gonna learn a lot from a character built to throw daggers. Aggro managment, situational awareness, kiting, piking 101, where every pit and lava poolin the game, all about trains and dungeon alert. I would encourage you to try and solo with this character before you go into a group, for at least 5 -7 levels.

As for your rogue idea, why not look up one of the many ranger/ rogue builds here on the forums maybe a drow. you can sneak, trap and range (or melee) anytime you want. You can also heal and really few people expect the build to be able to do any of that but are happy when u do.

I would be great if in a week or two u came back and updated us all on how all these things are going.

- well thank u am trying to be .

- yes i got all that , but i cant get those pots unless i go to harbor after completing some of korthos to gain money , and am not finding a problem in brb his dmg output is outstanding but his saves a bit lacky unless i rage and as u know its for a short time , thats my problem with brb .

- as for clrc , i found it as the easiest class to build , dmg and healings then let the heavy armor do its thing and there u go , congratulations XD . it was just a messy build cuz i took it from the basic ddo builds at creation .

- bards are ( ****) thier arcane healing ability is real useless ( 8 t 9 hp ) even when i took devotion and human imp its still as it is , thier misses , low sp , light armors and they dont rely on dex , useless .

- i relly wish to build this character but i need some guides , which race ? class ? alignment ? ability scores ? skills ? feats ? splashes o.O !! or pure ? enhancements ? armors ?

- just need the most important to build others on it . and thx for ur encourage +1

oOsharkasOo
06-15-2012, 04:21 AM
There is a great thread posted below this one called 28 point ranger tempest trapmonkey......will it fly. You should check it out......i would link it for you but im not sure how to do it on my tablet yet.

- i really expected that someone will point me to this build , its another not satisfying one i read its disadvantages it lacks at some saves and it will be effective at later lvls , but i need a effective one from the begining to the end .

oOsharkasOo
06-15-2012, 04:22 AM
Any decently built character + Falchion/Great Axe + Invulnerability = Level 8

and it means ??!!!??

Imatotalnoob
06-15-2012, 04:33 AM
Well all i can say is it gets a lot tougher after 10th
i think you're sweating the small stuff here.

DDO is not like pen and paper.
Some things just don't work well.
skills of your character that can be replaced by spells (invis instead of hide as an example)
generally work better in the game using the spell, i guess this is because magic is sooo common in DDO

eg: oh look another +5 weapon, just vendor it. where as in PnP a +5 is a big big deal

i love my rogues and most of my toons deep splash in rogue at the very least but
elites are just not doable by a ppl that has not got the stacking combo's to hit the high dc's in these.

eg: rogue DD skill

skill points
int base stat
int item bonus
tome int bonus
skill boost
Hero/Great hero
Luck bonus
spider mask
mechanic pre
enhancement bonuses
guild slot item (+3 for a medium slot)
armour check penality (this will be a minus)
DD item
DD expectional item bonus
Int expectional stat bonus
bonus to int skills, house d pots +1 to 3 (up to +6 int skills with a green steel item)
+x tools (+2 up to +7) no min level here and +7 to DD at 1st is very OP
Plus all the guild ship buffs

DD is the easy on, search is where u are going to fall down

look i'm on kyber if u need a hand with gear and setting up a toon u want to play, i can help
just pm me

i got lots of flavor builds because i find the max this that and the other toons have no soul and are deleted by 11th
i love to create a personality for each of my toons which makes TRing even more entertaining

cheers mate

learst
06-15-2012, 04:34 AM
Well, the learning curve for this game is a bit steep for new players, even more so with mechanics that seemed too complicated for those not familiar with D&D 3.5.

I'm not sure if you've seen this, but this thread has great newbie builds that also has some explanations on the build choices made for that character.

http://forums.ddo.com/showthread.php?t=232660

As for starting character over and over at lvl 1, there is this thing called Veteran status, you can restart a new character at lvl 4. You need to earn 400 favour on a character or you can buy it from the DDO store.

But hey, restarting over is part of the fun learning process!

Welcome to the game!

Jingwei
06-15-2012, 04:42 AM
At the lower levels, the armor or shield enhancement 'invulnerability', which provides damage reduction/5 vs non-magical weapons means that most low level melee and ranged monsters do almost no damage to you.

In addition, due to generally low monster AC, even a low strength wizard is able to hit pretty reliably when swinging a weapon around. And, as falchions and greataxes are generally the most effective two handed weapons, that's what people tend to swing around.

So, sometimes you'll see even veteran players playing low levels wizards just putting on a robe on invulnerability and swinging a great axes around. It's not like much can hurt them through the invulnerability enhancement.

So how can you get your own armor of invulnerability?

It's quite low level cannith crafting.

Goto the crafting hall (harbor -> market place -> house Kundarak -> crafting hall) and talk to the quest giver just inside the door for the cannith crafting tutorial. You can also ask higher level crafters to make you a shard of invulnerability, that you can attack to your armor yourself.

Also worth looking at are minor fire resist, minor cold resist, and minor acid resist shards (also very low level cannith crafting). Most veteran players will be relying on thier guild ships to grant elemental resists, but you are probably better off making gear to provide some protection.

--------------

The 'build paths' you can select during character creation are all pretty suboptimal.

This (http://forums.ddo.com/showthread.php?t=232660) thread is a little bit old, but the information there is still good.

pelaaja
06-15-2012, 04:50 AM
and it means ??!!!??

What he means that any build with a two-handed weapon with an armor or robes which has an invulnerability (DR 5/magic), available at lvl 4 (if found from random drop), will be a great start.

As for bards, bard's heals are as good as cleric's, even though a cleric gets a spell Heal later on. At start, you heal always around 4-9 HP at first lvl without anything to increase it. Bards also do not have spell failure when they wear light armor ONLY. So equipping a medium armor will make you suffer the spell failure.

If you miss with a bard, remember to sing. They will help, a lot. Also, later on with bard, you get a Heroism, which gives you +2 to attack and saves.

I'd suggest you something like 18 bard/2 rogue or 16 bard/2 barbarian/2 rogue, or 18 paladin/2 rogue if you love high saves and evasion with some self-sufficiency

MnaSidhe
06-15-2012, 05:01 AM
It is very hard as a brand new F2P to build a character and get him up to 20.
The key I found as a F2P is to first try and generate some resources, before settling down for a "final" build.
Korthos is not the best place for generating money. In the low level Harbor quests you can get the collectables... Information is Key is a very easy quest to solo, with very few opponents, and a relatively good payback... Use the Auction House to sell the collectables that generate some money. Repeat some of the Korthos Quests ad nausea, because the Bracers of Assistance can be used as low level Healing.

This is the build I have (more or less) used more or less often. I'm a Halfling fan, but it would also work with Humans (then having less dex but more str). The Paladin is a good soloing class for beginners... and can carry its weight in low level groups. Evasion from the Rogue helps as well... and I put up Open locks because I hate all the chests and doors that I have to miss out on when Im alone.



Character Plan by DDO Character Planner Version 03.12.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

build
Level 20 Lawful Good Halfling Male
(18 Paladin \ 2 Rogue)
Hit Points: 346
Spell Points: 257
BAB: 19\19\24\29\29
Fortitude: 20
Reflex: 22
Will: 14

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 13 18 18
Dexterity 14 14 16
Constitution 14 14 14
Intelligence 10 10 10
Wisdom 12 12 12
Charisma 12 12 14

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 4 5 5
Bluff 4 5 5
Concentration 2 4 7
Diplomacy 1 2 2
Disable Device 4 4 4
Haggle 1 2 2
Heal 1 2 2
Hide 6 7 11
Intimidate 1 2 2
Jump 1 4 6
Listen 1 1 3
Move Silently 6 7 9
Open Lock 6 26 27
Perform n/a n/a n/a
Repair 0 0 0
Search 4 4 4
Spot 5 5 5
Swim 1 4 4
Tumble 3 4 4
Use Magic Device 3 8 8

Level 1 (Rogue)
Skill: Balance (+2)
Skill: Bluff (+3)
Skill: Disable Device (+4)
Skill: Hide (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Halfling Agility
Feat: (Automatic) Halfling Bravery
Feat: (Automatic) Halfling Keen Ears
Feat: (Automatic) Halfling Luck
Feat: (Automatic) Halfling Size Bonus
Feat: (Automatic) Halfling Thrown Weapon Focus
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
Enhancement: Rogue Haste Boost I
Enhancement: Halfling Luck (Reflex) I
Enhancement: Improved Open Lock I
Enhancement: Rogue Improved Trap Sense I


Level 2 (Paladin)
Skill: Concentration (+1)
Skill: Heal (+1)
Feat: (Automatic) Aura of Good
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Smite Evil
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Enhancement: Paladin Attack Boost I
Enhancement: Follower of the Sovereign Host
Enhancement: Paladin Toughness I


Level 3 (Rogue)
Skill: Concentration (+1)
Skill: Open Lock (+2)
Skill: Use Magic Device (+4)
Feat: (Selected) Improved Shield Bash
Feat: (Automatic) Evasion
Enhancement: Halfling Dexterity I
Enhancement: Rogue Dexterity I


Level 4 (Paladin)
Ability Raise: STR
Skill: Open Lock (+1)
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands
Enhancement: Racial Toughness I
Enhancement: Paladin Charisma I


Level 5 (Paladin)
Skill: Open Lock (+1)
Feat: (Automatic) Aura of Courage
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity
Enhancement: Paladin Armor Class Boost I
Enhancement: Paladin Item Defense I
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Extra Lay on Hands I


Level 6 (Paladin)
Skill: Open Lock (+1)
Feat: (Selected) Shield Mastery
Feat: (Automatic) Turn Undead
Spell (1): Bless
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Lesser Restoration
Spell (1): Lionheart
Spell (1): Protection From Evil
Spell (1): Resistance
Spell (1): Seek Eternal Rest
Spell (1): Virtue
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Racial Toughness II


Level 7 (Paladin)
Skill: Open Lock (+1)
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Devotion I
Enhancement: Paladin Toughness II


Level 8 (Paladin)
Ability Raise: STR
Skill: Open Lock (+1)
Feat: (Automatic) Remove Disease
Enhancement: Paladin Defender of Siberys I


Level 9 (Paladin)
Skill: Open Lock (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Unyielding Sovereignty


Level 10 (Paladin)
Skill: Open Lock (+1)
Spell (2): Angelskin
Spell (2): Bull's Strength
Spell (2): Eagle's Spendor
Spell (2): Owl's Wisdom
Spell (2): Remove Paralysis
Spell (2): Resist Energy
Enhancement: Paladin Toughness III


Level 11 (Paladin)
Skill: Open Lock (+1)
Enhancement: Halfling Luck (Reflex) II
Enhancement: Halfling Luck (Reflex) III


Level 12 (Paladin)
Ability Raise: STR
Skill: Open Lock (+1)
Feat: (Selected) Improved Shield Mastery
Enhancement: Paladin Bulwark of Good II
Enhancement: Paladin Resistance of Good II


Level 13 (Paladin)
Skill: Open Lock (+1)
Spell (3): Cure Moderate Wounds
Spell (3): Dispel Magic
Spell (3): Magic Circle Against Evil
Spell (3): Prayer
Spell (3): Remove Blindness
Spell (3): Remove Curse
Enhancement: Paladin Devotion II


Level 14 (Paladin)
Skill: Open Lock (+1)
Enhancement: Paladin Defender of Siberys II
Enhancement: Paladin Redemption I


Level 15 (Paladin)
Skill: Open Lock (+1)
Feat: (Selected) Power Attack
Enhancement: Paladin Extra Lay on Hands II


Level 16 (Paladin)
Ability Raise: STR
Skill: Open Lock (+1)
Spell (4): Break Enchantment
Spell (4): Cure Serious Wounds
Spell (4): Death Ward
Spell (4): Holy Sword
Spell (4): Neutralize Poison
Spell (4): Restoration
Spell (4): Stalwart Pact
Spell (4): Zeal
Enhancement: Paladin Bulwark of Good III
Enhancement: Paladin Resistance of Good III


Level 17 (Paladin)
Skill: Open Lock (+1)
Enhancement: Paladin Charisma II


Level 18 (Paladin)
Skill: Open Lock (+1)
Feat: (Selected) Toughness
Enhancement: Paladin Extra Lay on Hands III
Enhancement: Rogue Wand and Scroll Mastery I


Level 19 (Paladin)
Skill: Open Lock (+1)
Enhancement: Paladin Bulwark of Good IV


Level 20 (Paladin)
Ability Raise: STR
Skill: Open Lock (+1)
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Defender of Siberys III




And don't knock the bards. Just remember the Armor restrictions...

FrozenNova
06-15-2012, 05:27 AM
You want a rogue who fights with a throwing dagger and a buckler?
Well, it's novel.

ReaperAlexEU
06-15-2012, 06:14 AM
- yes i agree with u in some points , and its really important to understand what ur putting urself in to be able to handle it , to be prepared all the time .

- and i dont disagree with u in dying a few times , why ?
cuz i.e u may have 1 rage use and human vers boost and 1 shrine and the enemy is mage in aqueduct , well to be able to take him down u`ve ofcurse to click rage and use one boost from human vers and i suggest saves cuz anyway u cant use more than one cuz of duration of choosed one and cool down of others ( its useless enhancements imo ) if u did this u`ve to take him in 1 min or less , if u died and ull unless u dont miss or having decent saves against that foe ull return for sure to ress shrine and rest to regain hp and get back to him and SURPRISE he regained all of his hp back again at full , frutrating , ull repeat all over again then u die again then ress and another SURPRISE no rest = no rage = just human vers boost for 20 secs , impossible , its a hard pressure on u

the problem is u cant focus in two ways ( ull be a liar ) how u gonna focus on tumbling or block or heal someone or even urself or changing wpn or using a scroll or .. etc .
so in this short time uve to do all of that and its hard and close to impossible , so u need to rely on good saves and dmg to be able to focus on others as well and opossite of that . thats my opinion , but i agree with in most .

it might seem impossible now, but thats only because you're learning the game. that arcane skelly used to whip my butt too when i first started, now i love the chance to repay the favour when i roll up a new character.

one tip though, put a few coin towards a hireling cleric. take that one rage fight and add a hireling cleric, all it takes is a heal or two and you've have won. also for that fight just focus on the damage, don't try to hop about and dodge his spells, try to kill him before he kills you. and use the trip feat, rage up, start the fight then try to trip him

as a barbarian you need to focus on getting as much rage per day as possible, so do that first with your enhancements. get the more rages per day one, and the longer rages per day, then boost your CON score as that increases duration too. human versatility is nice, but tapping the barbarians main power is better.

keep things simple for now, the barb is a good character to learn on. you're thinking its impossible to do several things at once, and i found the same thing when i was new. but once you get the hang of the game you'll find you can do a lot more at the same time. the best clerics i've played with can be on the front line meleeing, keeping the whole party healed and letting rip with their powerful spells. thats a LOT of multi-tasking going on, but some players can do it. me, i can just about manage 2 out of 3, but to start with 1 was hard enough!

you will find you die a lot, we all did. the better you get at the game the less likely you are to die. these days i'm surprised if i die, and its normally because i've done something stupid. we're talking 5+ years of playing this game though. i bet this time next year you'll be looking at that skelly and thinking how much easier he is to kill now.

as for the throwing weapon, by all means give it a go, but you might be disappointed by the lack of killing power. try the arcane archer or rogue mechanic as alternatives that while a little underpowered have had some nice buffs over the years. just be sure to let the other melee's get the first hit in, otherwise you will get full aggro. the archer is better at standing back because the rogue needs to get in close for the sneak attack damage. having said that i love the play style on my mechanic, making sure the mobs havent noticed me then shredding them with a volley of bolts to the back before moving on to find my next victim. its a hard play style (mess up and get aggro and it hurts) but a very rewarding one. i'd still recommend you got back to the barbarian, but give a ranged character a go once you've got the hang of the game a bit more

fight fun :)

Arianrhod
06-15-2012, 06:24 AM
- my fourth ,
and thats the idea came to me when i was playing with that bardarian build i looted a throw weapon ( returning dagger ) ive equipped it and hitted some foes with it and yes it was low dmg but when crit it deals good dmg and i think if i got wpn focus : throw + ic + some enhancements it will be so good cuz it have more benefits like :
u can throw it and deal good dmg and kill enemies with just two throws i think with those feats and enhanc`s , plus u throw it from a far distance u may say archer is better , but archers cant wear shield while using a bow , so thats another benefit pus u dont need to gimp ur bag with alot of throw weapons cuz this is a returning one its not a 20 or 40 like regular so its cool :) .

so all i need is to build a toon with this weapon to stay away from all those dangers and deal a satisfied critical dmg while im watching other members get hits and die alots and am the only standing and no one noticing me .

thought to make it a rogue as it have some lines of enhancements : back stabbing as i remember will lower the threat on me and it has evasion and it really helpfull good reflex saves as it relies on dex and good skill points per lvl to pick locks and hide .. etc .

and i wanted to make this toon with that weapon and a buckler , u may say why it offers nothing compared to other shields , but i like its visuals plus its light and looks cool .

i wanna be a master of shadows , walking through enemies and they never notice me and be fast while am throwing , while am moving , pick locks fast no failure , disable traps with no fail , spot hidden enemies and traps before others , open hidden doors , jump high , decent balance , decent saves , decent ac , and hp as well ..


This sounds like a pure rogue, halfling race (they get some enhancements that are good for rogues, and even some specific to thrown weapons). I would advise taking some time to read through the rogue forum to get an idea of the general strengths and weaknesses of rogues (for example: great DPS when they don't have aggro, can have trouble with undead & constructs). Then look through the builds for one that suits you; I'd focus more on dual-wielding or using a ranged weapon like repeating crossbow rather than designing around throwing weapons, though. If you just take the throwing weapon enhancements rather than spending feats on it, it will be easier to change later if you come to prefer a different combat style. When looking over the builds, be sure to note what build options (32-point, past life, etc.) won't be available to you and adjust accordingly - might be a good idea to pick a build you like and go back to the "beginner builds" list to see if there's something similar there.

Good luck, and have fun

ReaperAlexEU
06-15-2012, 06:37 AM
Well, the learning curve for this game is a bit steep for new players, even more so with mechanics that seemed too complicated for those not familiar with D&D 3.5.

I'm not sure if you've seen this, but this thread has great newbie builds that also has some explanations on the build choices made for that character.

http://forums.ddo.com/showthread.php?t=232660

As for starting character over and over at lvl 1, there is this thing called Veteran status, you can restart a new character at lvl 4. You need to earn 400 favour on a character or you can buy it from the DDO store.

But hey, restarting over is part of the fun learning process!

Welcome to the game!

psst, you got your favour rewards mixed up, its drow at 400 and vet at 1000

fco-karatekid
06-15-2012, 08:36 AM
As far as healing goes; yes, it sucks starting out. there are enhancements you can take as you level up (you're FTP, so this would apply to humans only unless you get half elf somewhere along the line) that improve healing amp.

There's also empower and empower healing that do the same thing.

I just got my first bard to 18... he did the same healing your character does, now he's healing in the range of 70-120 hp on a cast.

I think you should modify your expectations - you character WILL feel inadequate no matter the class, build, whatever, at points in the game (around 8, 12, 16). Starting around 12, though, you will realize your character has improved significantly over 8. At 16, it will have improved noticibly over 12, etc.

Have patience! NO character is going to be good at everything all the way up. Closest thing I've experienced to being "acceptable" all the way up the level table has been my pure monk; and even then, her flaws were not self-healing to my liking until around 18 and (still) being unable to manage traps and locks.

EDIT: and plat WILL mitigate a lot of thisas you build it up. Have patience.

mikesharpshooter
06-15-2012, 09:01 AM
find friend and all will be more easy and fun :)

oOsharkasOo
06-15-2012, 09:14 AM
thx all for ur replies and clearing some confusions , i thought that build i was talking about gonna be easy but it seems not .

so - ill stick to brabarian build at this time to collect some gears and get favor or maybe ill get a new race or class that will change my mind abit bout the game .

- i am building one right now , u may say get this build its good for newbies and such but , i like to do it on my own to uunderstand the mechanics of the game better .

- in less than a hour ill post my build and need ur opinions about it , and modifications if theres something wrong and explanations about the modifies if u would .

and after all i really appreciate ur wasted time to reply at me , thx alot , it was a great help

Isildur1212
06-15-2012, 10:22 AM
I commend you comrade! I see myself walking these steps a year and a half ago =D

My advice to you if you havnt heard of them already:

-Get ship buffs! if you are in a group stand near portal and ask for one. Ship buffs will provide you valuable resists (-30 damage from one to all elements if a high level ship) that will let you laugh off all those pointless lightning bolts and also other bonuses like exp bonuses and stat bonuses.

-Do Not Take The Experience stone!!!! Others may disagree but this stone basically takes you from level 8 and levels you up to level 16. This may be tempting to skip 8 levels but as a new player this can be FATAL. Take the high road and level up the normal way, you will learn more and thus grow in wisdom. If you do take the xp stone make sure you get all the gear you need and do all the research you need. I have seen the results of a new player taking an xp stone.... and well... let's just say he didn't survive the first 2 minutes of the quest we were doing because he was fantastically under geared and under prepared

I am on Orien, I can show you the ropes if you need a mentor =) Alternatively i can go on your server and help you level, I need the free turbine points anyways lol. Just send me a private message and I will be more than willing to help!

oOsharkasOo
06-15-2012, 11:08 AM
I commend you comrade! I see myself walking these steps a year and a half ago =D

thx mate , appreciate your encourage :)

and yes ill take the normal way and save those stones to later when i gain some wisdome about this game and then make my decision about my new build XD

thx alot

oOsharkasOo
06-15-2012, 11:30 AM
Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Chaotic Good Dwarf Male
(20 Barbarian)
Hit Points: 422
Spell Points: 0
BAB: 20\20\25\30\30
Fortitude: 16
Reflex: 7
Will: 6

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 17 22 24
Dexterity 12 12 12
Constitution 15 15 18
Intelligence 8 8 8
Wisdom 10 10 10
Charisma 10 10 10

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 11.5 15.5
Bluff 0 0 0
Concentration 2 4 4
Diplomacy 0 0 0
Disable Device n/a n/a n/a
Haggle 0 0 0
Heal 0 0 0
Hide 1 1 1
Intimidate 4 23 23
Jump 5 28 28
Listen 0 0 0
Move Silently 1 1 1
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 -1 -1
Search -1 -1 1
Spot 0 0 0
Swim 3 7 7
Tumble 3 3 3
Use Magic Device n/a n/a n/a

Level 1 (Barbarian)
Skill: Balance (+1)
Skill: Intimidate (+4)
Skill: Jump (+2)
Skill: Tumble (+2)
Feat: (Selected) Power Attack
Enhancement: Barbarian Damage Reduction Boost I
Enhancement: Barbarian Sprint Boost I
Enhancement: Barbarian Power Attack I
Enhancement: Dwarven Spell Defense I


Level 2 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extra Rage I
Enhancement: Barbarian Constitution I


Level 3 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Two Handed Fighting
Enhancement: Barbarian Damage Boost I
Enhancement: Barbarian Improved Damage Reduction I
Enhancement: Barbarian Power Rage I


Level 4 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Damage Boost II
Enhancement: Dwarven Constitution I


Level 5 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Extend Rage II
Enhancement: Barbarian Power Attack II


Level 6 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Cleave
Enhancement: Barbarian Frenzied Berserker I


Level 7 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Improved Damage Reduction II


Level 8 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Constitution II


Level 9 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Barbarian Extend Rage III


Level 10 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Extra Rage II
Enhancement: Barbarian Power Attack III


Level 11 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Power Rage II


Level 12 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Improved Two Handed Fighting
Enhancement: Barbarian Damage Boost III
Enhancement: Barbarian Frenzied Berserker II


Level 13 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Extend Rage IV


Level 14 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Intimidation
Enhancement: Barbarian Power Rage III


Level 15 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Toughness
Enhancement: Racial Toughness I
Enhancement: Barbarian Toughness I
Enhancement: Barbarian Toughness II


Level 16 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Racial Toughness II


Level 17 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Power Rage IV


Level 18 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Greater Two Handed Fighting
Enhancement: Barbarian Damage Boost IV
Enhancement: Barbarian Frenzied Berserker III


Level 19 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Racial Toughness III


Level 20 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Might
Enhancement: Barbarian Toughness III




- heres what i need ur opinions for :-
1. alignment , not sure which to go for and i know that TN is the best but i dont want to use umd and i want to use weapons of holy or good or chaos or whatever is the best .

2. skills : did i made it right ? do i need to replace one with another ?

3. ability scores : i made it this way for wisdom and cha just to avoid the negative , i think it will be good this way or theres something wrong ?

4. feats : does it oraganized well ? do i need to replace one with another ? i took toughness insted of stuning blow cuz of two reasons :
first - i like tanks cuz of their high hp make them unique other than most classes and it will serve me to take heavy dmg while i learn to metigate and etc ...
second - if i took stuning ill be low to reach the required dc to stun the target ( i think so ) plus i can higher the dc of the feat via dwarven tactics , but its expensive abit theres another useful soultions other than that line plus my frenzied berserker will server me .

5. did i picked enhancment lines right ? or did i wasted my aps ? is it organized right for each lvl or i need to swap ?

6. ill go bludgeoning not slashing like most for one reason : i like its visual " will make me look like a viking " .

7. saves saves saves saves ??? as theres no good ac at later lvls as i read some in forums , so ill rely on dr and saves .

8. AC ? is it right about whats said , that its not useful unless i higher up dex and lower str and con plus ill lose my dmg output and be a dump tank , just getting hits ?

9. if dropped my two handed weapon and went for a bludgeoning wpn & board just to higher DR , will glancing blows remains affective as it said on ddo wiki ?

10. after all is this build has good dps + good for tanking or not ? is it good at all ?

11. did i missed something ? guide me . ur opinions . thx in advance .

Isildur1212
06-15-2012, 11:57 AM
As a barb, you specialize in smashing things with your bare hands. Put ALL of your points in str and con, if you have some left over, meh put it in um int maybe for more skill points.

-Skills you NEED: Jump (to jump over those pesky melee's heads to smash the skull in of that caster), Intimidate (if you plan on tanking), if u can spare it some in balance, if you can spare even more points MAYBE listen to see the red dots of those stealthed monsters.

Will post more as i look over your feats and enhancements

Isildur1212
06-15-2012, 12:07 PM
A few other things i can see, Take toughness earlier, others might disagree but you did say you like high hp's and toughness will unlock the toughness line a lot earlier for you.

In regards to alignment and weapon choice, take chaotic neutral, pure good sux and you can use holy as neutral, also you will have access to true chaos being chaotic. Also you may not have reached far enough to see this but in mid-end game content monsters start doing alignment damage and will tear you up if you are alignment good.

Weapon choices... meh as a dwarf you should be using great axes. Vikings are still known for their axe skills and great axes do 1d12 and x3 damage on crits. But hey! don't feel bad you can still use your mauls or whatnot when you see a undead skeleton that needs smashing to pieces! (Take imp crit slashing for axes as undead are immune to criticals)

In regards to saves: Don't worry about them, will save sucks for most melees and i've seen barbs with 1 will save =D. If you do worry about spells I would recomend the dwarven spell resistance line as it gives you a bonus to all saves versus's saves

I think thats all the advise i can give you, I only know the bare bones of how a barbarian works as it is not my prefered class. I hope that helped!

oOsharkasOo
06-15-2012, 12:20 PM
i agree with u that barbarians rely on their str and con only thats their mastery , but i disagree bcuz of many reasons :
- i dont want to take penalty while using and item gives +1 on all saves specially will at low lvls and rage will be good for saves but its duration and fatigue will ruin me , plus i dont have any items or gears saved in bank to use it at low lvls and i dont want to suffer , maybe i could drop cha and put it in dex cuz rage doesnt improve relfex saves alot after i reach some point .

then for toughness feat : i thought about that at low lvls ill remain still dont have any good gears wpns and such so , ill be in need to for those enhancements and feats early to help me as fast as possible .

thats my opinion , whats yours ?

Isildur1212
06-15-2012, 12:26 PM
fatigue should be an easy fix =D buy some lesser restoration pots at the marketplace, hopefully that shouldnt be too expensive. If you are in the middle of a fight and cant wait for fatigued to end, just chug down one of these pots and it will remove it from you.

As in terms of charisma, I don't know why you put any in there in the first place hehe =D
Will save srsly dont worry about it, reflex dont worry about it. -1 to each is nothing. Besides spending 2 points in each stat is expensive because dex 10 and dex 12 will only give you the advantage of +1 reflex. Rage gives you bonuses to will, uncanny dodge( which u get at lvl 2) and improved uncanny dodge (at lvl 6) should be enough to give you a bosst to reflex if you run into a mob of casters or hallway of traps.

Please don't worry about saves, think about it this way, a saying that is much repeated among veterans is "dps is king" meaning kill things before they can kill you, a caster can't cast if it is dead and then you dont have to worry about saves now do you? hehe

A common strategy by barbs is to jump over the heads of the melees and kill casters in the first 2 seconds of combat while they are casting buffs on themselves. Trip is your friend in these cases and a kobold shaman will be less threatening when its lying face down in front of you.

So after casters are dead turn around and carve your way through those melees which should be no problem.

ReaperAlexEU
06-15-2012, 12:33 PM
i agree with u that barbarians rely on their str and con only thats their mastery , but i disagree bcuz of many reasons :
- i dont want to take penalty while using and item gives +1 on all saves specially will at low lvls and rage will be good for saves but its duration and fatigue will ruin me , plus i dont have any items or gears saved in bank to use it at low lvls and i dont want to suffer , maybe i could drop cha and put it in dex cuz rage doesnt improve relfex saves alot after i reach some point .

then for toughness feat : i thought about that at low lvls ill remain still dont have any good gears wpns and such so , ill be in need to for those enhancements and feats early to help me as fast as possible .

thats my opinion , whats yours ?

the duration of rage is linked to your CON bonus, so pumping points into STR and CON means you can rage for longer thanks to the extra CON (+5 extra if you pour it in) and kills faster as a result

i know it sucks to get held by the shamen early on, but it doesnt take long for the barb to get up to speed, then its kinda like playing russian roulette with the casters, can you trip them before they hold you? as for reflex, with the extra CON you will have more hit points to soak up the damage. its really tough to get all your saves up high in the long run, the easiest path for a first character is to specialise and not to diversify.

28 point barbarians are great first time characters as they only need 2 stats high, which reduces the advantage a 32 point build would have

i've got a lvl20 dwarven barbarian thats a 28 point build, he doesnt even have raid or epic weapons and yet he's still a dependable character for dishing out the hurt.

try and pool your money together and look for an item with lesser restore on it, using that after a rage will remove the fatigue. you can get pots too, but you have to keep using them. an item will recharge each time you shrine

oOsharkasOo
06-15-2012, 12:35 PM
Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Chaotic Neutral Dwarf Male
(20 Barbarian)
Hit Points: 422
Spell Points: 0
BAB: 20\20\25\30\30
Fortitude: 16
Reflex: 7
Will: 6

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 18 23 25
Dexterity 12 12 12
Constitution 16 16 19
Intelligence 8 8 8
Wisdom 10 10 10
Charisma 6 6 6

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 11.5 15.5
Bluff -2 -2 -2
Concentration 3 4 4
Diplomacy -2 -2 -2
Disable Device n/a n/a n/a
Haggle -2 -2 -2
Heal 0 0 0
Hide 1 1 1
Intimidate 2 21 21
Jump 6 28 28
Listen 0 0 0
Move Silently 1 1 1
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 -1 -1
Search -1 -1 1
Spot 0 0 0
Swim 4 7 7
Tumble 3 3 3
Use Magic Device n/a n/a n/a

Level 1 (Barbarian)
Skill: Balance (+1)
Skill: Intimidate (+4)
Skill: Jump (+2)
Skill: Tumble (+2)
Feat: (Selected) Power Attack
Enhancement: Barbarian Damage Reduction Boost I
Enhancement: Barbarian Sprint Boost I
Enhancement: Barbarian Power Attack I
Enhancement: Dwarven Spell Defense I


Level 2 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extra Rage I
Enhancement: Barbarian Constitution I


Level 3 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Two Handed Fighting
Enhancement: Barbarian Damage Boost I
Enhancement: Barbarian Improved Damage Reduction I
Enhancement: Barbarian Power Rage I


Level 4 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Damage Boost II
Enhancement: Dwarven Constitution I


Level 5 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Extend Rage II
Enhancement: Barbarian Power Attack II


Level 6 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Cleave
Enhancement: Barbarian Frenzied Berserker I


Level 7 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Improved Damage Reduction II


Level 8 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Constitution II


Level 9 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Barbarian Extend Rage III


Level 10 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Extra Rage II
Enhancement: Barbarian Power Attack III


Level 11 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Power Rage II


Level 12 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Improved Two Handed Fighting
Enhancement: Barbarian Damage Boost III
Enhancement: Barbarian Frenzied Berserker II


Level 13 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Extend Rage IV


Level 14 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Intimidation
Enhancement: Barbarian Power Rage III


Level 15 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Toughness
Enhancement: Racial Toughness I
Enhancement: Barbarian Toughness I
Enhancement: Barbarian Toughness II


Level 16 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Racial Toughness II


Level 17 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Power Rage IV


Level 18 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Feat: (Selected) Greater Two Handed Fighting
Enhancement: Barbarian Damage Boost IV
Enhancement: Barbarian Frenzied Berserker III


Level 19 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Racial Toughness III


Level 20 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Barbarian Might
Enhancement: Barbarian Toughness III




took 4 points from CHA putted `em into STR and CON , but ill not take those points from WIS ..

Cauthey
06-15-2012, 12:35 PM
First off, welcome to the game! I hope that you manage to enjoy yourself as much as I do playing. :D

Someone else has already said both of these: DDO has a steep initial learning curve, and you seem to have some great instincts. Keep up with your willingness to ask the community for help - the DDO community is great, and often exceedingly willing to help out a player who is willing to learn.

1) Alignment:
First, evaluate your desired class(es)' limitations. Bards cannot be lawful. Paladins must be Lawful Good. Etc. Make sure that you are selecting an alignment that will meet your class selection goals. This is critical if you are planning a multi-class build (multi-class builds should be approached very carefully with A LOT of planning).

Second, you'll benefit from being able to make use of "Pure Good" weaponry as Chaotic Good. Take a look at the Auction House when you make it through to the Harbor. There are some really effective weapons (mainly Pure Good) that will have alignment restrictions. If you aren't investing in Use Magic Device (UMD), then you'll need to be more careful in this selection.

Third, there is a synergy for those wearing "Stability" armors and have the alignment True Neutral. This is sometimes helpful with AC builds. Although, I've also heard others say that Stability items and True Neutral is not something to get all excited about.

Fourth: Neutrals will be able to better mitigate Good damage and Evil damage. Neutrals just don't care, and are very "meh" on the whole good and evil thing. :p This will gain you some mitigation. However, again, I'm not sure if this is worthwhile enough to define your selection. If I remember correctly, there are also a couple of spells that hurt you more as a Neutral (Inspired Dar Qat Warpriest cage spell thingie?)

2) Skills:
Balance, Intimidate, and Jump are good for a melee. As a rule, I always put at least 1 into Tumble. This sometimes makes navigating ankle-high water a little easier.

3) Ability scores: (and min/maxing)
The most important things to remember here are 1) your Constitution score, 2) your prime requisites (Strength for melees), and 3) any minimum requirements for feats that you plan to take.

Improving a score to remove an ability modifier penalty is all well and good in terms of flavor and sometimes function. However, given that you have a limited number of points to work with, many players will recommend to you that you "min/max" your build in terms of your ability scores. This essentially is intentionally dump-stat'ing abilities that your class isn't going to use primarily or leverage heavily.

Yes, removing the ability modifier penalty for Wisdom and Charisma IS good. However, that essentially will net you one more point of Intimidate and one more point of Will Save (which, already won't be great because of your class). Overall, a barbarian would benefit better from one more +1 of Strength and damage, because that Hold Person spell is going to hit you regardless of your extra point in Wisdom. That way, perhaps you are able to kill the enemy casters more efficiently before they get the Hold Person spell off.

Some people don't like to hear about min/maxing, and please forgive me if you are one of those. At the same time, I'm a bit of a RP'er, and I LOVE flavor builds. There's certainly nothing wrong with a flavor build, or an ability point spread that makes you happy. But, just consider that most that you ask for feedback will be providing you with the min/max equation that includes dump-stat'ing some of your abilities.

4) Feats:
Toughness is great. I don't believe I'll ever roll a character without taking this feat at least once. You can take Toughness multiple times, but take care - taking Toughness multiple times will not work correctly if you try to swap one of the Toughness feats later on with Fred (http://ddowiki.com/page/Fred) in House Jorasco (http://ddowiki.com/page/House_Jorasco). For now, stick to just taking this feat once. If you decide later that you want to up your Hit Points, take the second Toughness feat once you're sure that you won't be "turning back."

The only other thing on Toughness is that you'll likely want to take it earlier rather than later. Cleave (and Great Cleave) are both great, and you'll want that as early as you can get it, too. Having Toughness early means more HPs earlier, which makes your survivability in the earlier levels a little better.

5) Enhancement lines:
Looks like you did a great job with this. The Enhancement selection UI is a bit clunky, and a little bit tedious to use. Generally speaking, I would say make sure that you are selecting the pre-requsites for the prestige class you want to take, and then take them. For a melee, enhancements that improve your attack speed, attack damage, your STR, your CON, and your Hit Points are all good investments.

While you're playing with the character planner, you may want to select all of your enhancements after leveling your character up to 20 (common for others to do, as well). That way, if you unlock an enhancement with a feat that you take late, you'll see that enhancement come available to you sooner.

As for checking pre-requsites, make use of the "Show Unavailable" checkbox often. That way, you can see what you want, and it'll tell you what you are lacking to get there.

6: Weapon choice:
There will likely be a whole lot more min/max discussion on this topic. Players may criticize you for selecting a sub-optimal weapon. Me? I say chose the weapon type that YOU want to use. :D To heck with min/maxing. If you aren't happy with your weapon selection later, you can always change feats and respec.

If you do want to min/max, you will want to consider the weapon's damage output and the weapon's critical profile. There are some weapons, like khopeshes (exotic weapon), that have tremendous critical profiles. A khopesh coupled with the Improved Critical feat, and some other "tricks" can get you to where you're scoring critical hits half or more than half of the time.

For you, and your viking dwarf ravager, I would say that Two-Handed Fighting (THF) bludgeoning is great! :D

7) Saves, damage mitigation concerns:
Damage and spells be gosh darned, sometimes you'll need to just get in there and hackHACKHACK!! and trust your healers. :D I would not trouble yourself too much as a melee about maximizing your save scores. Get what you can (Resistance +x items), but occasionally casters might give you some trouble. One of the best tricks a melee can do to shut up a caster is to trip him and put him on his butt.

As a barbarian, you should definitely consider the DR enhancements, if you can afford them. DR is a great way to mitigate damage. Although, be ready for much of the game's gear and abilities with respect to DR to NOT STACK.

8) AC:
AC is an all or nothing thing in the game as it currently exists in live. This is changing really soon, however. Expect some shake-up here. I'm not really adequately experienced in AC to provide you much insight here, unfortunately.

9) Weapon styles situationally for AC and DR:
Having a shield is helpful in some situations later on in the game when you intentionally need to turtle and/or tank. However, as a barbarian, I would say that there's little reason for that two-handed weapon to ever leave your hands. What you would gain in AC and DR isn't necessarily worthwhile, unless only is very specific situations.

10) Good DPS? Good tanking? Good at all?
Great for a new player! Great, even, for some veteran players! :D Again, allow me to commend you on your logic, and initiative to learn all of the varying aspects of the game. Someone else said it - you're a sprouting seed with the promise of becoming a great player.

Your DPS should be decent. There may be some tweaks you'll want to make to improve your critical profile some.

Tanking? Again, this is not an area that I have much expertise in. I think you would do better to seek tanking forum discussions, or tank guides. There are so many different kinds of tanks (Evasion tank, AC tank, hate tank...etc.), and I believe that might be a much more advance build discussion.

I believe that your build has some room to grow; some room to be tweaked. But, it certainly isn't bad.

11): Anything missing?
You have been incredibly thorough. I think that the answers to the questions you've asked ought to give you a pretty complete picture of what you're looking for. Good luck! :D

ReaperAlexEU
06-15-2012, 12:49 PM
oh, another tip, dont know if you've worked this out for your self yet or not, so apologies if you have. when i fight starts ignore the melee mobs, head straight for the caster at the back. you'll see players literally jumping over the melee mobs to get at the casters. when there kill em quick and try a trip, they tend to be weak and are easier to trip than melee mobs.

your still 4 CON less than a normal dwarven barbarian, thats a +2 bonus and so 12 seconds worth of rage before you boost it with enhancements. with one of your first enhancements you can get 2 rages per day at lvl1, so thats 24 seconds of extra ragey goodness per day in korthos. by lvl20 it will be 108 seconds (1 min 48 sec) worth before fancy gear or other powerful bonuses.

if your interested the wiki has a ton of info: http://ddowiki.com/page/Rage_(barbarian)

when you get to the point that you can rage non-stop from shrine to shrine then the barbarian will really start to fly. less CON means that point will be further away.

anyway, thats the pro's, at the end of the day a 16 CON barbarian will work, but you might find you get to a point where you would have preferred the extra rage and the +40 HP over the small boost to saves. its not a show stopper do dont worry about it too much.

Cauthey
06-15-2012, 01:34 PM
There! Finished! Hope I wasn't too long winded... :p

oOsharkasOo
06-15-2012, 01:44 PM
There! Finished! Hope I wasn't too long winded... :p

i hoped u made it longer and longer , u really helped me out and saved from lookin to answers , the answers u didnt replied or u didnt knew about ill find it in-game as its not neccessarily for now , but after all = a BIG BIG thx :) .







- ill post the build updated according to what yall said here , and ill start now . for Argonnessen XD

oOsharkasOo
06-15-2012, 01:45 PM
Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Chaotic Neutral Dwarf Male
(20 Barbarian)
Hit Points: 442
Spell Points: 0
BAB: 20\20\25\30\30
Fortitude: 17
Reflex: 5
Will: 5

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 18 23 25
Dexterity 8 8 8
Constitution 18 18 21
Intelligence 10 10 10
Wisdom 8 8 8
Charisma 6 6 6

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 1 10.5 14.5
Bluff -2 -2 -2
Concentration 4 5 5
Diplomacy -2 -2 -2
Disable Device n/a n/a n/a
Haggle -2 -2 -2
Heal -1 -1 -1
Hide -1 -1 -1
Intimidate 2 21 21
Jump 5 27 27
Listen -1 -1 -1
Move Silently -1 -1 -1
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 2
Spot 0.5 10 10
Swim 4 7 7
Tumble 1 1 1
Use Magic Device n/a n/a n/a

Level 1 (Barbarian)
Skill: Balance (+2)
Skill: Intimidate (+4)
Skill: Jump (+1)
Skill: Spot (+1.5)
Skill: Tumble (+2)
Feat: (Selected) Power Attack
Enhancement: Barbarian Damage Reduction Boost I
Enhancement: Barbarian Sprint Boost I
Enhancement: Barbarian Power Attack I
Enhancement: Dwarven Spell Defense I


Level 2 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extra Rage I


Level 3 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Toughness
Enhancement: Barbarian Improved Damage Reduction I
Enhancement: Barbarian Power Rage I
Enhancement: Dwarven Constitution I
Enhancement: Barbarian Toughness I


Level 4 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Damage Boost I
Enhancement: Racial Toughness I
Enhancement: Barbarian Constitution I


Level 5 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Damage Boost II
Enhancement: Barbarian Extend Rage II


Level 6 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Cleave
Enhancement: Barbarian Frenzied Berserker I


Level 7 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Improved Damage Reduction II


Level 8 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Extend Rage III


Level 9 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Barbarian Extra Rage II
Enhancement: Barbarian Toughness II


Level 10 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Power Attack II
Enhancement: Barbarian Toughness III


Level 11 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Power Rage II


Level 12 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Two Handed Fighting
Enhancement: Barbarian Damage Boost III
Enhancement: Barbarian Frenzied Berserker II


Level 13 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Extend Rage IV


Level 14 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Intimidation
Enhancement: Barbarian Power Attack III


Level 15 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Improved Two Handed Fighting
Enhancement: Barbarian Constitution II


Level 16 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Power Rage III


Level 17 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Damage Boost IV


Level 18 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Greater Two Handed Fighting
Enhancement: Barbarian Frenzied Berserker III
Enhancement: Racial Toughness II


Level 19 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Racial Toughness III


Level 20 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Power Rage IV
Enhancement: Barbarian Might

MnaSidhe
06-15-2012, 01:47 PM
an extra 0.5 in balance does not bring anything to you. the skills are not rounded up afaik

oOsharkasOo
06-15-2012, 01:51 PM
an extra 0.5 in balance does not bring anything to you. the skills are not rounded up afaik

- aha , so ive to make all skills without this 0.5 ?

- done that and posting the build .

oOsharkasOo
06-15-2012, 02:12 PM
Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Chaotic Neutral Dwarf Male
(20 Barbarian)
Hit Points: 442
Spell Points: 0
BAB: 20\20\25\30\30
Fortitude: 17
Reflex: 5
Will: 5

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 18 23 25
Dexterity 8 8 8
Constitution 18 18 21
Intelligence 10 10 10
Wisdom 8 8 8
Charisma 6 6 6

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 0.5 10 14
Bluff -2 -2 -2
Concentration 4 5 5
Diplomacy -2 -2 -2
Disable Device n/a n/a n/a
Haggle -2 -2 -2
Heal -1 -1 -1
Hide -1 -1 -1
Intimidate 2 21 21
Jump 6 26 26
Listen -1 -1 -1
Move Silently -1 -1 -1
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 2
Spot 0.5 10 10
Swim 4 7 7
Tumble 1 2 2
Use Magic Device n/a n/a n/a

Level 1 (Barbarian)
Skill: Balance (+1.5)
Skill: Intimidate (+4)
Skill: Jump (+2)
Skill: Spot (+1.5)
Skill: Tumble (+2)
Feat: (Selected) Power Attack
Enhancement: Barbarian Damage Reduction Boost I
Enhancement: Barbarian Sprint Boost I
Enhancement: Barbarian Power Attack I
Enhancement: Dwarven Spell Defense I


Level 2 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)
Skill: Tumble (+0.5)
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extra Rage I


Level 3 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)
Skill: Tumble (+0.5)
Feat: (Selected) Toughness
Enhancement: Barbarian Improved Damage Reduction I
Enhancement: Barbarian Power Rage I
Enhancement: Dwarven Constitution I
Enhancement: Barbarian Toughness I


Level 4 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Damage Boost I
Enhancement: Racial Toughness I
Enhancement: Barbarian Constitution I


Level 5 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Damage Boost II
Enhancement: Barbarian Extend Rage II


Level 6 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Cleave
Enhancement: Barbarian Frenzied Berserker I


Level 7 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Improved Damage Reduction II


Level 8 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Extend Rage III


Level 9 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Barbarian Extra Rage II
Enhancement: Barbarian Toughness II


Level 10 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Power Attack II
Enhancement: Barbarian Toughness III


Level 11 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Power Rage II


Level 12 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Two Handed Fighting
Enhancement: Barbarian Damage Boost III
Enhancement: Barbarian Frenzied Berserker II


Level 13 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Extend Rage IV


Level 14 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Intimidation
Enhancement: Barbarian Power Attack III


Level 15 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Improved Two Handed Fighting
Enhancement: Barbarian Constitution II


Level 16 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Power Rage III


Level 17 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Damage Boost IV


Level 18 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Greater Two Handed Fighting
Enhancement: Barbarian Frenzied Berserker III
Enhancement: Racial Toughness II


Level 19 (Barbarian)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Racial Toughness III


Level 20 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Power Rage IV
Enhancement: Barbarian Might





i think skills are now well rounded from the begining to the end ..

Cauthey
06-15-2012, 02:38 PM
- aha , so ive to make all skills without this 0.5 ?

- done that and posting the build .

You don't HAVE to. Sometimes, when cross-classing, you'll end up odd. Often you can fit it in somewhere else. If you can't, and you're not concerned about that last point, it's not a big deal. But, it is important to know that half a point doesn't gain you anything except that it'll only take another half a point to bring it up again next level.

captain1z
06-15-2012, 05:53 PM
Just fyi, yuor alignment is chaotic nuetral. Unless im mistaken, you wont be able to use any weapons with the good type suffix. That can be a disadvantage.......I struggled with a true nuetral fighter for a while but you can use holy weapons.

Oh and for a build with great saves and trap skills and ranged ability, just off the top of my head.

Elf ranger 18 / paladin 1/ rogue 1

Str 15 (all level up points go here) endgame 26 before buffs and tomes ez 30 after
Dex 15 (end 28 ez)
Con 12 ( 18 shoot for 20 needs a tome but later is fine)
Int 12
Wis 8
Cha 12

Follow the tempest line, means dodge, mobility, spring attack, and maybe improved crit slash plus toughness feats
Skills search, disable, 1 pt jump, 3 balance, 1 tumble, maybe umd, maybe spot or locks but keep your primary 2 up.

Take rogue as 1st level to get the most skill pts. Then pali and ranger out.

Longsword is probably your best option paired with short sword. Your gear will be important, ability boosting items, heavy fort, greater false life.....need mithrel breast plate or mitheral chain shirts......your really gonna have to focus on earning good gear or the cash to buy it.
Not terribly important until 10-13 level but you must get heavy fort and greater false life by this time.

This is a very rough draft that could stand much tweeking.

The one level of paladin and ranger buffs will give you excellent saves...... Elf is optional, can take drow if you have it unlocked.
Any boost in any one of your attributes has very noticeable effects, will see marked growth over time.
Discuss

MsEricka
06-15-2012, 06:15 PM
Any decently built character + Falchion/Great Axe + Invulnerability = Level 8

and it means ??!!!??

This means that any character, with the above minimal gear can get to level eight easily.

Whether it's a wizard, a cleric, a rogue, doesn't matter. After that you can still do melee but it becomes less effective and your class traits can start taking over. For casters this means real damage spells like wall of fire (lvl 7 for wizard, 8 for sorc) or blade barrier (lvl 11 for cleric, 12 for FvS).

This also gets you past level six which gives you your first prestige class which also helps during the leveling process.

tl;dr
Falchion/Great Axe + Invulnerability = easy to hit level 8