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  1. #21
    Community Member beelzebaba's Avatar
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    Go with a dwarf barbarian and start with 18 str and at least 16 con. you wont need any cha so the 6 will be fine.

    make sure at every level chance put the extra point into str. Use great axes and leave power attack on. By higher levels you will not be missing at all. At lower levels use the highest +weapon you can so you don't miss then. Rage Rage Rage

    This way you will know what real DPS is like and not waste your time in the future with a crappy dex build because you were able to do real DPS and have a good point of reference damagewise.

    When people look for melee type they will not be disappointed by the damage you do. Being a dwarf you will end up with a lot of HP. If you put rogue levels your evasion will be bad as your reflex save will be bad, plus you will lose a BAB. if you add to dex with this 28 pointer your str and con will suffer, which are the most essential for a barb. go pure barb or if you must sneak in 2 levels of fighter for feats. yo0u will have enough HP to make up for the lack of evasion.

    Stay true to this and dont try and do too much and this toon will be a very viable build to get your 1750
    Last edited by beelzebaba; 01-23-2009 at 09:24 AM.
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  2. #22

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    Quote Originally Posted by Denox21 View Post
    Thanks for the compliments on the build guys, i told ya im a fast learner . I will try that build also ollathir, is that for lvl 1 and 2 ranger then paladin to level 4, or pure paladin?

    GeneralDiomedes-i read that is a good solo class, but im the worst caster in the world. im a melee type person. ive played almost every MMO known to man but i can never do a caster. im just too melee oriented.

    Darkrhavyn-Wow thanks a lot. I did not know about the heavy armor and evasion. Do you think i should swap out the fighter levels then or keep them?
    My thinking on that is with the first set of stats I gave you, go Lvl 1-2 Rogue then Lvl 3-6 (or 7)Paly, because you should be able to unlock 400 by then.

    Second option; going with Ranger, would be either pure to Lvl 6(7), or use same schedule for Paly, 2 rog, rest rang, but swap the cha and wis stats. The difference would be a few less in your saves 1-2 less in your AC by going the Ranger route, on the plus side, you get more points as you level with a Ranger for Spot, Search, Disable, Open Lock, Jump, Balance, which will be fine playing this to lvl 6 or 7.

    Either way should be fine. Once you get your Drow unlocked you will have the versatility in a Race that you want for Two Weapon. It will probably be more fun for you to get your Drow to 1750 than your 28 pt build.

  3. #23
    Community Member beelzebaba's Avatar
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    LOL @ this -------> Once you get your Drow unlocked you will have the versatility in a Race that you want for Two Weapon.

    No one told me drows were better than humans and dwarves for 2wf. And i thought Drows were all made of glass.

    to get a dwarf to 16 con is 1 pt until then. points 15 and 16 are 1 point each.

    to get a drow to 16 con is much more expensive , points 15 and 16 are 3 points each, and points 13 and 14 2 points each. excuse me while i laugh at their superiority. On the brightside you will start off with a 10 cha and 10 int... im sure those are vital for melee 28 pointers

    or you can start with less than 16 and be like the average drow.......squishy
    Last edited by beelzebaba; 01-23-2009 at 12:04 PM.
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  4. #24

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    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Drow Male
    (1 Monk \ 1 Rogue \ 14 Ranger) 
    Hit Points: 200
    Spell Points: 191 
    BAB: 14\14\19\24
    Fortitude: 12
    Reflex: 16
    Will: 8
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 16)
    Strength             16                    20
    Dexterity            13                    16
    Constitution         12                    12
    Intelligence         13                    13
    Wisdom               14                    14
    Charisma             10                    10
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               5                     8
    Bluff                 0                     0
    Concentration         1                     1
    Diplomacy             4                     5
    Disable Device        5                    18
    Haggle                4                     4
    Heal                  2                     3
    Hide                  1                     3
    Intimidate            0                     0
    Jump                  7                    12
    Listen                2                     4
    Move Silently         1                     3
    Open Lock             5                    14
    Perform               n/a                   n/a
    Repair                1                     1
    Search                4                    20
    Spot                  5                    20
    Swim                  3                     5
    Tumble                3                     5
    Use Magic Device      4                    19
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Dodge
    
    
    Level 3 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Goblinoid
    Feat: (Selected) Mobility
    
    
    Level 4 (Ranger)
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Selected) Spring Attack
    
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    
    
    Level 8 (Ranger)
    
    
    Level 9 (Ranger)
    Feat: (Selected) Combat Expertise
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    Feat: (Selected) Weapon Focus: Piercing Weapons
    
    
    Level 16 (Ranger)
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    Enhancement: Ranger Skill Boost III
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Sprint Boost II
    Enhancement: Ranger Sprint Boost III
    Enhancement: Drow Melee Attack I
    Enhancement: Drow Melee Attack II
    Enhancement: Drow Melee Damage I
    Enhancement: Drow Melee Damage II
    Enhancement: Drow Ranged Attack I
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Attack II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    Enhancement: Ranger Favored Damage IV
    Enhancement: Ranger Favored Defense I
    Enhancement: Ranger Favored Defense II
    Enhancement: Ranger Favored Defense III
    Enhancement: Ranger Tempest I
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Rogue Improved Trap Sense I
    Believe I said, 'Either way should be fine. Once you get your Drow unlocked you will have the versatility in a Race that you want for Two Weapon. It will probably be more fun for you to get your Drow to 1750 than your 28 pt build.'
    Don't remember saying Superior. But at any rate, I think this build is fairly versitile. OK for solo, or group play.

  5. #25
    Community Member Thanimal's Avatar
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    Default drow skeptics unite!

    Personally I'd much prefer to do Ranger 18/Monk 1/Rogue 1 as either a Halfling (going Weapon Finesse route) or a Dwarf (going peak DPS route). Even with 28-points, the Dwarf has functionally very similar stats to the Drow (details below), and then the dwarf piles on DPS in the form of Dwarven Axes and enhancements. And the dwarf's spell save line means it is usually MUCH harder to incapacitate. (Pick up an SR item to cover that particular Drow advantage.)

    I don't think the below is an optimal build (I'd shave back INT in favor of CON and plan to just barely maintain usable Rogue skills), but I was trying to be as similar to the proposed Drow stats as possible to show the direct comparison to Dwarf.

    28-point Dwarf
    STR 16 (same)
    DEX 15 (same after including Drow +2 enh)
    CON 10 (same after including Dwarf +2 enh)
    INT 12 (even if you want CE someday, which I don't, a +1 INT tome is the easiest one of all to get)
    WIS 14 (same)
    CHA 6 (yes, you eat -2 on your UMD, but I think WELL worth it)

    Of course, if you have 32 points (which again, I don't either) then the Dwarf is awfully close to strictly superior.

    I'm the first to admit that I'm pretty biased against Drow, but a key reason is that every time I'm about to build a Drow I find that another race seems to have almost every advantage over it. (The exception is a pure Crowd Control arcane, but I personally would never play one of those because I lack the twitch skills to keep a squishy dude like that alive!)

  6. #26
    Community Member Newtons_Apple's Avatar
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    Default Stick with the core classes.

    Allow me to wax on about the olden days of D&D.

    WAAAAAAYYYY back when Gary Gygax first created D&D and AD&D (the dark ages aka the 70's) the rules called for four core classes - Fighter, Magic-User, Cleric and Thief. These were quickly addended to include other sub classes such as druids, illusionists, monks, assasins, rangers, etc. So there was expansion of the class base, but then in 1987 when AD&D 2nd edition was released, the classes were overhauled and categorized like so:
    Warrior (Fighter, Paladin, Ranger) Wizard (Mage, Specialist Wizard) Priest (Cleric, Druid) and Rogue (Thief, Bard)

    See any similarities? The "core class culture" was retained. Even though the rules called for a variety of classes, the rules were hitched onto a core class system.

    Fast forward to the current ruleset employed by DDO, D&D Ver. 3.5. The core classes still exist as classes unto themselves (Fighter, Wizard, Rogue, Cleric.) There are other classes to choose from, and I'm not saying choice is a bad thing, but IMHO the core classes offer more leeway and are more generous in absorbing potential mistakes a new player might make in building their character while leveling up.

    Wizards and Fighters gets a s**t-ton of class feats. I've always called wizards idiot proof since all you really need to do is max out intel and then stroll down the road casting web, fireball, Polar Ray, etc. And fighters are built to, you know, fight. People are always looking for rogues, and THEY can kick the **** out of things with sneak attack. And clerics? People don't like playing them but they always want them around. Play a cleric and you'll be checking the anonymous box in a month, I guarantee it.

    For soloing, each class has a viable method. Wizards charm pets and make an army, fighters chug pots and cleave their way through, rogues sneak by, and clerics smite and then heal themselves.

    Last thing and I'll shut-up. Try not to min-max your stats too much. 8 for Intel, Wis and Cha will really hamper your ability to do the unseen things like acquire more skills (int), make will saves(wis) and one of the most important skills for ANY class, Use Magic Device (cha). At the very least, set these to 10 so you don't have a -1 penalty.
    "Our character is what we do when we think no one is looking."
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  7. #27
    Community Member Thanimal's Avatar
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    Default Disagree in this case

    "Stick with the core classes. "

    While I think this is pretty darned good advice for MOST new players, I think the OP has shown that he is a very technically-oriented builder, and I believe he can handle some complexity right off the bat. If nothing else, he'll learn something. And I'm pretty sure he -- like me -- is eager to learn something.

    Because I am also a technically-oriented builder, straight classes often bore me -- even if they are very powerful. I'm much more interested in brewing up some crazy recipe and seeing how it tastes, understanding that I am taking the risk that it tastes like krap.

    Probably I am projecting too much of myself onto the OP here, but that's my guess.

  8. #28
    Community Member darkrhavyn's Avatar
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    Denox...I tried not to change your initial splits...2 fighter 12 barb 2 rogue as its not a bad multiclass and has alot of interest.....everyone elses comments are all valid and eberyone has biases about classes or races that they like....personally I rarely build anything except elves....but thats me....I was trying to take your idea and simply tweak it to be a bit more effective.


    I would suggest dropping your initial str a bit...put the extra points into int---drop the con to 14 and put the points into dex...that way you'll get most if not all of the dex bonus with light armor with a stat item a level 16...if you can start with a 12 int youll be ok with the traps with a stat item and a disable/search item for most of the quests below level 12 on normal...

    Skill points should go into disable,search, balance, umd and open lock in my opinion.

    Like I said open lock is much more forgiving than search or disable and those two are much more useful in the long run===esp if you are going to solo alot.


    I do agree with the ocmments some made that you should try to group some though...the game is alot more fun once you meet people.

    That said, my husband and I still duo together alot of the time....we love our guildies but sometimes its nice to be able to just do it yourself lol.

    Hubby is really good at multiclassing---he said he would post a char planner of your build with his suggestions as well.
    "Some things have to be believed to be seen." Ralph Hodgson

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  9. #29
    Community Member Kesslyx's Avatar
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    Default RE: Here is My Take On Your Build...

    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Level 16 Neutral Good Human Male
    (2 Fighter \ 12 Barbarian \ 2 Rogue) 
    Hit Points: 328
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 8
    Will: 3
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 16)
    Strength             16                    22
    Dexterity            10                    12
    Constitution         16                    18
    Intelligence         12                    12
    Wisdom                8                     8
    Charisma             10                    10
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               4                     7
    Bluff                 0                     0
    Concentration         3                     4
    Diplomacy             0                     0
    Disable Device        5                    23
    Haggle                0                     0
    Heal                 -1                    -1
    Hide                  4                     5
    Intimidate            0                     0
    Jump                  7                    10
    Listen               -1                    -1
    Move Silently         4                     5
    Open Lock             4                    17
    Perform               n/a                   n/a
    Repair                1                     1
    Search                5                    24
    Spot                  3                     3
    Swim                  3                     6
    Tumble                4                     5
    Use Magic Device      4                    13
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Disable Device (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Handed Fighting
    
    
    Level 2 (Fighter)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 3 (Fighter)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Fighter Bonus) Cleave
    Feat: (Selected) Nimble Fingers
    
    
    Level 4 (Barbarian)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    
    
    Level 5 (Barbarian)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    
    
    Level 6 (Barbarian)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Selected) Skill Focus: Search
    
    
    Level 7 (Barbarian)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    
    
    Level 8 (Rogue)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+3)
    Skill: Search (+1)
    Skill: Use Magic Device (+3)
    
    
    Level 9 (Barbarian)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Barbarian)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    
    
    Level 11 (Barbarian)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 13 (Barbarian)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Barbarian)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Barbarian)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 16 (Barbarian)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Extend Rage III
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Extra Rage III
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Hardy Rage II
    Enhancement: Barbarian Hardy Rage III
    Enhancement: Barbarian Power Rage I
    Enhancement: Barbarian Power Rage II
    Enhancement: Barbarian Power Rage III
    Enhancement: Barbarian Power Rage IV
    Enhancement: Human Adaptability Dexterity I
    Enhancement: Human Adaptability Strength II
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Barbarian Constitution I
    Enhancement: Barbarian Constitution II
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Barbarian Toughness I
    Enhancement: Barbarian Toughness II
    Enhancement: Barbarian Toughness III
    Ok my wife said I would post my take on your build keeping your flavor of the character not changing your level breaks. Hope this gives you some ideas and keep in mind with +6 stat Items all your key rogue skills will allow you to handle all traps thru Hard in end game.

  10. #30
    The Hatchery GeneralDiomedes's Avatar
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    Default

    Quote Originally Posted by Lorien the First One View Post
    Welcome to the game.

    You will not be able to solo to 1750.
    Actually, part of the reason I did my 1750 solo run, was to prove that a large portion of this game IS soloable, and therefore make the game more attractive to the type of player that enjoys soloing. So there is some evidence at least, to refute those who say it can't be done.

    The real question is, could a new player do it? A lot of the quests I did for the first time, or for the second or third time in over a year, so perhaps. Also, since this was my first MMO, I can't comment on how much experience from other games carries over .. but predictable AI is predictable AI
    Last edited by GeneralDiomedes; 01-23-2009 at 05:55 PM.
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  11. #31
    Community Member Denox21's Avatar
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    Wow, im so glad everyone is very helpful. I understand I should be grouping. I guess its just hard coming from WoW when 90% of the people in that game are incompetent. I just like being that lone hero :P Not needing anyone to accomplish my goals. But the bad part about that is most games, the melee can never solo. And thanimal you are right, Im ok with a pure class, but I like to mix classes also and see if I cant come up with something really good. I liked that about never winter nights.

    I am ready to learn all that i can so i can enjoy the game. Im gonna take all your ideas and try to work a build out also. But i think i like kesslyx's build. I guess I should have said, id like to group when i can, but in the chance that i dont find a group, id like to be able to get exp and items on my own till i do find a group. But melee classes have never been a sought out commadity in MMO's cause everyone and their grandma is one. lol I will try to get into a good guild and group with them. Thanks again everyone and i will go and see if i cant make a good build with your ideas. I love this game and the people already.

    Ok i guess i shouldnt say 90% of the people, but enough of them are too the point you dont wanna group anymore
    Last edited by Denox21; 01-23-2009 at 06:04 PM. Reason: false information

  12. #32
    Community Member Deadz's Avatar
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    My opinion will totally derail your idea for a build..

    but if you want to solo go cleric.. cleric for me seems the easiest to solo quests on, and you do need all the trapsmithing / lock opening junk if you are just trying to rush favor ..

    + being a cleric, you'll find you get random invites to groups.. being super casual and having very limited play time cleric rocks for me.. and as someone who solo's alot the same..

    you can just give your self lots of con/wis/str and self buff to meele most content at the lower lvls.. just my two coppers.
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  13. #33
    Community Member dopey69's Avatar
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    Default good luck

    i am sure you will do fine A true gamer will have no prollem with this game. And most peeps are very helpfull,moreso if you are in a guild also money is a very important part of this game so be prepared to loot and sell a lot ff rings although cheaper than they used to be , would be good for you to loot at low levels . I might suggest a cleric to you,granted it is a different skill set ...but once you have it you can run a cleric up faster imo than ne other class. so obvious choice for your 1750 run ,also my one 28 point toon (cleric) has no signs of being ne less of a healer than ne 32 point build lol mine included as i have 32 point clerics as well. but I understand clericing is not everyones cup of tea One more 2 cps worth what i also did before I settled in on thelanis is ran lowbies on all servers just to make sure I knew where I wanted to invest thousands of hours of my time .....yes thousands rotfl laters and good luck

  14. #34
    Founder Sugneto's Avatar
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    Default The best advice is...

    Play a simple cleric build for your first toon. Its a no-brainer decision. It will be easy to get groups, and you wont care down the road that your cleric is a 28 point build. Its also hella easy to solo things with a cleric for favor. Blade barrier + heal yourself = easy mode.
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  15. #35
    Community Member Mockduck's Avatar
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    Default

    Honestly, I'd say it's hard to go wrong at the start. I know many of us veterans had totally awful first characters, and we still did okay with them. Although many of us have since stopped playing those characters and created a newer person to play after getting the hang of the game.

    That said, your character seems fine for a start. I personally prefer playing a cleric, since it's easier to have healing with you. But a ranger's not a bad option either, since they can use cure wands. I'm sure you'll be fine with your first character.

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  16. #36
    Community Member Denox21's Avatar
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    Well see to be honest, i made a cleric build with 15cleric/1fighter dwarf but im level 3 and i keep dying on normal so i decided to make another character. Im not sure if i was doing something wrong but my heals only do 6hp a heal and i have 85hp. so i wasted all my sp healing. What i really wanna play is a drow/elf TWF paladin. Ive always wanted a dual wielding pally and in this game its a reality so im kinda psyched. I know i need tomes and 32 point build for him so ill have to wait. But back to the cleric, i wasnt sure why i was dying, i was healing and meleeing and using bless and summon monster and divine favor/shield i forget the name.

    So im not really sure what i did wrong. So i went back to the planner and came up with a rogue for locks and traps and evasion and barb for dps. I thought maybe that would be a good soloer. this is what his build looks like. Of course im melee focused, i rather do decent melee then cast. Never healed before in any of the 20 mmos ive played so im sure id suck at that.

    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Velondil 
    Level 16 Lawful Good Dwarf Male
    (1 Fighter \ 15 Cleric) 
    Hit Points: 282
    Spell Points: 922 
    BAB: 12\12\17\22
    Fortitude: 15
    Reflex: 4
    Will: 12
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 16)
    Strength             18                    21
    Dexterity             8                     8
    Constitution         16                    18
    Intelligence          8                     8
    Wisdom               14                    16
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance              -1                     3
    Bluff                -2                    -2
    Concentration         5                    19
    Diplomacy            -2                    -2
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                  3                     4
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  4.5                   7
    Listen                2                     3
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  2                     3
    Swim                  4                     5
    Tumble               n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Giant Evasion
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Turn Undead
    Enhancement: Dwarven Axe Damage I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Fighter)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Power Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Dwarven Faith I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Cleric)
    Skill: Jump (+0.5)
    Feat: (Selected) Extend Spell
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    Enhancement: Cleric Wand Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Enhancement: Dwarven Axe Attack I
    Enhancement: Cleric Wisdom I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Dwarven Faith II
    Enhancement: Cleric Life Magic II
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Racial Toughness II
    Enhancement: Cleric Wand Mastery II
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Dwarven Axe Damage II
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Enhancement: Dwarven Constitution II
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Life Magic III
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Dwarven Axe Attack II
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wand Mastery III
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Cleric Life Magic IV
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Wand Mastery IV
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Racial Toughness III
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Racial Toughness IV
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Faith III

  17. #37
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by GeneralDiomedes View Post
    Actually, part of the reason I did my 1750 solo run, was to prove that a large portion of this game IS soloable, and therefore make the game more attractive to the type of player that enjoys soloing. So there is some evidence at least, to refute those who say it can't be done.

    The real question is, could a new player do it? A lot of the quests I did for the first time, or for the second or third time in over a year, so perhaps. Also, since this was my first MMO, I can't comment on how much experience from other games carries over .. but predictable AI is predictable AI
    Yup, that's what I meant, a new player wouldn't be able to do it easily if at all..

  18. #38
    Community Member Noctus's Avatar
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    A Drow TWF Paladin is a viable build.
    The good news is that you only need 400 favor to unlock the race, and it has PB32 already build in. AND Drow get Boni while TWFing with Rapier/Shortswords. (And Drow Clerics/Paladins get +1 to-hit with Shortswords. Nice synergy, isnt it?)
    This favor can be gained relatively fast, and you are ready to roll up your Dream Character.

    Proposed stat distribution:
    Strength 15 ( all level up raises in here)
    Dexterity 16 (you need to find a +1tome to get ITWF, but that notthat hard, you just have to postpone taking the feat a bit, these tomes are a commodity in the AH, and can be paid for by normal leveling, without grinding)
    Constitution 12
    Intelligence 10
    Wisdom 10 (wear a +WIS item and you are fine with your spellcasting needs)
    Charisma 16

    Feats:
    TWF
    ITWF
    GTWF
    Thoughness
    Power Attck
    Improved Critical: Piercing


    You can think about splashing 2 levels of either "Monk for Evasion and bonus Feats" or "Rogue for Evasion and great Skills like Intimidate and UMD".



    But i digress,
    A dual-purpose (casting/Melee) build is stressed for attributes, so i would not recommend buying a 18 pre-race in any attribute. 1 Fighter / 15 Cleric is a standart Battlecleric split. Its fine.

    - Lower STR by 2 and use the freed up 6 Buildpoints to raise WIS by 2 and DEX by 2. Put level up points into WIS. This will enable you to be a reliable caster when some offensive cleric spells are indemand,as wellas leave you enough melee prowess as to participate in battle. Clerics have nice melee buffs for themself.

    - Use Dwarfen Axe + Shield untill you reach the Gianthold Quests, than switch to Greataxe. AC matters a lot in the lower levels. the raised DEX is also because of the raised AC.

    - You need to max out Concentration! Loosing spells because of failed concentration checks in bad.

    - You took Power Atack much to early. The lowered to-hit more than offsets the raised damage when a hit lands. You need tobe able to reliably hit on a 2+, then it is a good idea to activate Power Attack. That happens usually between level 8-12, depending on build.

    - the spell-healing is not very efficient on the low-levels. It will get better, very fast. Its best to use Cure Light Wands for healing (by price-sensitive clerics), purchasable in the Rusty Nail in the market place. (Or you give the name of your cleric and he may have some mail soon..... )

    - As a general advice i would recommend you to go to the Class --> Cleric Forums and look for "Battle Cleric" in the search function. There you will find nice inspirations for your planing on building one yourself.
    Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

  19. #39
    Community Member Yaga_Nub's Avatar
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    Mar 2006
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    Quote Originally Posted by courderoyguy View Post
    Honestly, I'd say it's hard to go wrong at the start. I know many of us veterans had totally awful first characters, and we still did okay with them. Although many of us have since stopped playing those characters and created a newer person to play after getting the hang of the game.

    That said, your character seems fine for a start. I personally prefer playing a cleric, since it's easier to have healing with you. But a ranger's not a bad option either, since they can use cure wands. I'm sure you'll be fine with your first character.

    Welcome to DDO! It's great to have you here.
    Just remember that "many" didn't include me. My first build was awesome just like all the rest of mine have been.
    Characters - Brion, Damerchant, Deathbot, Goode-, Minusten, Sepiriz, Spiritstrike, Stee, Steilh, Vorpaal, Wyllye, Yaga, Yagalicious, Yga. RIP - Catpizzle and Qazpe
    Beware My Gifts!!!

  20. #40
    Community Member Denox21's Avatar
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    Jan 2009
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    My clerics name is Velondil. So far I turned off power attack and wow, he solos A LOT better now. He's level 4 now and so I cant change his starting stats now. And thanks courderoyguy for posting in my thread, cause now I listen to your podcast. Its a great show. Im gonna go and listen to as many as I can now. So far it seems that the Argo server is ok, but the auction house doesnt seem to have much. Havent seen a +1 dex tome or any dex tome in a week and a half.
    I will remain a soldier until the war is won.

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