Quick note for new players: TWF is the most difficult combat style to master, as well as get equiped for. As it requires twice as many weapons as THF and currently has less easy to aquire named weapons vs two handers as well. Also the actual fighting style itself can be a bit more difficult to master as you need to be much closer to your target to actually hit it, and attacking while moving effectively is more difficult to THF. So if your new to the game I do recommend you start out as a THF Barbarian, build up a good inventory of dwarven axes and perhaps get to 1750 favor to later create your TWF version.
So here it is: THE Frenzied Berserker Dwarf TWF DPS build.
This build works the same as my THF build only a few small changes to make it work for TWF. Still deserves a post as allot of people do miss a few key stats they need to make it work, so here it is.
TWF gets some nice benefits over THF like double stun, trip chances, and even triple now with the mod9.1 update. As well as more attacks per minuit resulting in good success with stat damaging weapons and vorpals. Overall DPS is a bit lower then THF at the maximum strength levels, but still extremely high.
Dwarf (+2 con, more hp, more rage, axe enhancements, awesome race)
Barbarian Level 16
Alignment: True Neutral or Chaotic Neutral. Minor advantages to each, with chaotic neutral being slightly better for weapon selection (can use weapons of true chaos), or true neutral for the option to use stability items. Either way be sure to go neutral as this will make you immune to unholy damage some monsters deal, and also let you use some of the most powerful endgame equipment without getting a negative level a good aligned character would get. Such as the littany of the dead which provides a nice boost to all stats, attack and damage or the Marilith chain which is one of the only armors in the game that can up your DPS - by granting you a seeker bonus. The downside to neutral is that you won't be able to use weapon of pure good, which are common at lower lvls.. However this build deals enough damage that an extra d6 means very little, and by endgame pure good weapons are not at all useful, so I highly recommend Neutral.
Stats:
(32 point build recommended, but playable with only 28 points)
Str 18 +5 level ups, 23, +6 item, 29, +1 tome, 30. +12 rage, 42, +6 double Frenzy = 48 - Max potential for mod 9 is over 70 strength - very temporary but quite possible.
Dex 15 - +5 item for 22, get the 1750 favor +2 dex tome to qualify for iTWF
Con 16 - +2 enhance, +6 item, 24 base, +11 rage, +2 rage potion = 37) (endgame: +3 tome + dual madstone = 48, +2 yugoloth = 50)
Int 8 (Doesn't matter)
Wis 10 (Will Save is important will be more so in the future)
Cha 6 (Not that important, tho 6 cha does mean you get helpless to cha damage from time to time)
28 Point Stats (not recommended but placed here to be more complete):
Str 17 - lose 1 here
Dex 15
Con 16
Int 8
Wis 9 - lose 1 here
Cha 6
Optimal End Game Hit points since this is important now (also exactly what I have now on my actual character):
240 - Pure Barb lvl20
20 - Heroic Durability
10 - Draconic Vitality (Gianthold Favor)
20 - Mions Legens (Toughness/Heavy Fort Hat)
30 - Greater False Life (Belt)
45 - Greensteel Item
20 - Yugoloth Potion Secret Effect
320 - 42 Con (+3 Tome - includes 140 points from rage + rage potion + yugoloth pot as this is a perma rage build)
= 705 Normal
----- (If Toughness Feat Selected)
23 - Toughness Feat
40 - 4 Toughness Enhancements
= 768 Feated
----- (Situational Buffs)
40 - Madstone Single Con +4 (46)
40 - Madstone Double Con +4 (50)
-----
= 848 Situational
----- (Ultimate maximum gear)
20 - +4 tome and +1 exception con, for 52 con
20 - +2 exceptional con put on a Tower of Despair Ring
----
= 888 Ultra Maximum Geared and Buffed
Keep in the mind the only tome required to make the build work well is the +2 dex tome you can get at 1750 favor or maybe before. The rest should be doable given some shroud raiding. I personally got +2 con and +2 dex for this guy in roughly 50 shroud 1-4 runs (less then 20 full completions).
Feats:
1 - Two Weapon Fighting
3 - Power Attack
6 - Cleave
9 - Improved critical: Slashing
12 - Improved Two Weapon Fighting
15 - Greater Two Weapon Fighting
18 - Toughness or Stunning Blow - Depends on your focus. Toughness is not needed for 95% of content.. But for the endgame raids, you will want it if you are gona be the main tank. Stunning Blow is an awesome feat for clearing trash if your a good twitch skilled player, it will really speed up many quests. Altho in the new shavarath areas, saves are often too high so it's a tough call. Personal preference really, either wll work.
Note Improved and Greater two weapon fighting actually requires 17 base dex, however tomes count towards this. So 15 base +2 tome will work, and you can get one as your 1750 favor tome, or before even as they come unbound too. As you may not get one by level12 - feel free to substitute something else in the mean time and respec later to fix it. You could instead take either lvl18 feat or both at lvl12 and 15, then at lvl18 respec before you lvl up to fix it, as you should really have the 1750 favor by lvl18 or at least enough coin to purchase one.
Enhancements:
Enhancements: Type - Name Rank - (Cost)
First off Prereqs for Berserker:
[barbarian] - Damage Boost IV (10)
[barbarian] - Power Rage IV (10)
[barbarian] - Power Attack III (6)
[barbarian] - Frenzy Berserker I (4)
[barbarian] - Frenzy Berserker II (2)
[barbarian] - Frenzy Berserker III (2)
Now onto others:
[barbarian] - Sprint Boost I (2) (Get it early on, it rocks)
[barbarian] - Hardy Rage II (3) (Rank 3 generally not worth it)
[barbarian] - Extra Rage I (2) (Not sure this build can afford rank 2/3)
[barbarian] - Extend Rage IV (10)
[barbarian] - Improved Damage Reduction II (6)
[barbarian] - Constitution I (2)
[barbarian] - Might Capstone (2)
[dwarf] - Dwarven Spell Defense III (6)
[dwarf] - Dwarven Axe Damage II (6)
[dwarf] - Constituion I (2)
73 points spent if I added that right
--- Below depends on lvl18 feat:
Toughness:
[barbarian] - Toughness II (3)
[dwarf] - Toughness II (3)
If Stunning Blow selected:
[dwarf] - Tactics II (6)
1 point left for misc (Swap around you con/str enhancements depending on what + you have on your tome so as to even out the scores, and pick up higher ranks of extra rage or sprint boost with the points left over)
I will update the enhancements with a level by level guide and more details when I get more time.
Main thing is - get the rage enhancements early. Leave the power attack ones for later - as you need your to-hit bonuses at low lvl.. In general, only have 1-2 ranks of power attack by lvl10, 3 by lvl16, and don't get 4-6 until your lvl20 with some good raidgear to keep your to-hit bonuses up.
Tho you would want to modify this order somewhat depending on what equipment you acquire, for example if you had a str tome - modify power rage to keep your end str even, same for con/hearty rage, and if you get really high con like +6 item and +2 tome - you can then drop some extend rage and still end up perma raged and have a few more points for other things like more action boost.
Important Equipment to acquire by level12:
Dual +5 Dwarven Axes - This should be your main weapon set until you can get some nicer named items or greater banes, Do not mind the -4 to hit you will suffer using these - this build gains more then enough to hit anything in the game even with the penalty just fine, even with power attack on.
Bursting Dwarven axes (these rule at mid lvl especially if you use them on monsters with vulnerabilitis to those elements, you'll want to find at least +3 versions as to-hit bonus does matter at these levels)
Mithral Full plate (+3 is as good as +5 Full plate - just check your local auction house you should be able to get some early on - AC does have a impact at lower lvls)
Reavers Ring (fear immunity, very important)
Proof against poison item (I use a necklace or ring on this guy - cleric spell works as well)
Disease Immunity Item (belt of greater falise life on my guy, but a regular disease imunity will do until you can get one)
Fragment of the silver flame (dominate immunity)
Blindness Ward item (I use goggles, but any old set will do, ones with +spot are really nice tho)
Heavy Fortification Item (Either do black anvil mines, get your necklace or do the ochard, collect tapestries and get the minos legens helm - helm recommended)
Set of potions always: 100 haste, 100 rage, 100 lesser restore, 100 remove curse, couple remove fear, couple protection vs energy. Have these in a quick to access hotkey as you'll want to restore your rage and power it back up with a rage pot after each cycle.
Rage, shield, Divine favor,Divine power, haste clickes (these really increase your power during short boss battles, but cant be maintained to a long rage length - so there not a high priority)
Any other improved/greater resist cloaks/rings you can get. Otherwise ask the cleric, you need those buffs to do well.
Optimal equipment to attain by level 20 (none of this is needed for the build to work well, just some goals) :
Greater Bane Dwarven Axes - these are the best DPS for the end game and very optainable via auction house current, perhaps the most plentiful weapon on there.
+6 stat items, should have at least Str and Con, ideally wis too.
Raid loots to go for:
Titan Belt, Beareavement and Madstone Boots and a Greensteel accessory for +10-45 hitpoints. So try to do Shroud, Reaver and Titan often.
Ring of unknown origins - This is disease and poison immunity in 1 slot, nice item to free up spots.
Firestorm Greaves - Highly recommended if you want to be a strong tank in the shroud elite (lvl19 raid)
Shroud Weapons - Mineral Green Steel Dwarven Axes, Triple Holy/Ice/Fire Dwarven axes. These are extremely powerful weapons that will take you ages to aquire, but are well worth it once you can afford them. In the mean time until you get them, just go for Tier2's or Greater Banes.
You can of course swap Dwarven Axes for Heavy picks if you happen to have allot more and better picks (and subsequently IC: Slash for Pierce). But overall dwarven axes will be best for this build.
If your looking for a more detailed guide to gear, check out my definitive guide - gearing up section here:
http://forums.ddo.com/showthread.php...75#post3533475
Skills:
Balance
Spot
Jump (Get this to about ~15-17 ranks and stop, that should put you at 40 while raged, which is the cap)
1 Rank of Tumble (sacrifce balance at hte early levels you won't need much)
Spot:
Crossclass skill, but very much worth it. Like the class video says, barbarians make good scouts.. And really, played correctly they do indeed, they are often best for running into stealthed enemies and traps if you don't have a rogue, and sometimes even if you do have a not so tough rough. So seeing the stealthed enemies is a huge asset. This works quite well if you get the FF/+spot item from like Co6. Youll also noticed the odd trap or secret door, even in high level quest. Even finding most of the trap boxes for the rogues lately as I got my spot up to 25 (well at mid levels).
Jump:
As a frontline combatant, your primary job is to run really fast and jump over the enemies frontline combatants.. To kill there clerics and wizards in the back ranks. So many barbarians don't realise how huge this is. Trust me, its HUGE.
Tumble:
Lets you move faster when under the effects of a bad spell like slow or that nasty white dragons ice freeze effect.
Balance:
Important for monsters that trip often. For the most part this DC is only 15 and easy to make, but it does scale slightly higher for bosses like the demon queen - hers is about DC20. Also important if you want to be good at PvP - other players trip DCs can be very high.
No intimidate? :
Your a low AC death dealer, you do not want agro, you want the enemy dead before he makes you dead.
Thoughts on the build now that I've played it a fair bit:
Barbarians are very powerful now, and in module6 with stunning blow we are just that much better. I have played this build allot now, fully capped for a long time and done every raid in the game on elite several times. He works extremely well as THE main melee tank/dps dealer in any group/raid. Dwarven axes are the most versatile 1handed weapon due to there top end base dmg and x3 crit multi - even the harder targets with heavy fort, red/purple named status will die quickly as you have the great base damage to rely on no other weapon can match. As well as having all the important mods like vorpal and wounding possible on dwarven axes for those special targets where it works well - not much considering this builds dps but a couple quests like running with the devils and shroud demand those weapons. Some might think a human build with khopesh might be better - but in my experience I find the difference is small enough that it just comes down to a matter of skill and survivability by far, besides that humans often do not have the hit points or saves it takes to handle the most difficult elite raids like shroud.
(Edited to change over to Frenzied Berserker for allot more DPS)