Index:
#8: Multi-classing a Barbarian
#9: Gearing up
#10: Defense Matters
#11: Solo Play
#12: THF vs TWF
#13: Epic and beyond
#8: Multi-Classing a Barbarian
(Note this only covers builds with a majority of Barbarian levels, E.G.:10 or more. Non-Barb builds that splash some barb levels are beyond the scope of the guide.)
First off - If you do decide to multi class, keep in mind it is a complex process and you really need to know what your doing, or following a build guide to make sure it's done correctly. Be sure to heavily research both classes, plan out your feats and plan out your enhancements.
Check out this great enhancement planner by Imitating to make sure your chosen multi class can actually fit the enhancements from the other class into your build:
http://ddo.motd.ru/planner
Overall for new players I don't recommend multi-classing. But if your willing to learn what it takes and accept the risks of possibly creating a gimpy character, go for it.
There are really only 3 very good/highly recommended Barbarian multi-classes - Fighter, Rogue and Ranger. And in most cases you will only take 2 non-Barbarian levels. I'll go over those 3 first, then explain why the other classes are either impossible or just not worth it.
Why you should only splash 2 levels of non-Barbarian:
Barbarians are first and foremost all about DPS. Frenzy Berserker III is granted at level18 Barbarian, and it is by far the most major upgrade to our DPS available in the game. Not getting it is a massive drop in DPS. Stats on it:
+2 Critical multiplier on 19-20s. (1 while raged, and another one while death frenzied) - MASSIVE DAMAGE CRITICALS FTW.
+4 strength and +4d6 damage while frenzied, Awesome.
It's pretty much a must have.
Now there are more complex builds that just use just 12 for Frenzy 2 while getting Kensai or Tempest etc.. They are not necessarily bad builds, but they are beyond the scope of this guide.
Most popular builds:
18/2 Barbarian/Fighter (Will be covered in my upcoming Half-Orc build)
Notes:
The 2 fighter levels gain you a lot. Mostly important 2 free feats, which can make a huge difference especially if your creating a TR build and want the past life feat. Overall I most recommend it to Veteran players that want both stunning blow and toughness on a 32-point Dwarf/Warforged/Half Orc, or players doing a TR that want to get their past life feat. But it's up to you to decide if it's worth it for you so I'll lay out most of the pros and cons and let you decide.
Pros and Cons:
Pros:
+2 free feats. Massive benefit.
Fighter Haste boost I Enhancement. Minor Benefit. Compared to Barbarian Damage Boost IV - this provides a very small amount of a higher increase to DPS for the 20 seconds while it's active. And unfortunately you cannot activate both at the exact same time - there's enough of a delay that it's just annoying and mostly not worth it. So you pick one of the other. Damage boost for times your doing helpless damage for bigger crits, or haste boost for general DPS. It's also just plain more fun to attack faster in DDO. And you can of course start using these after your damage boosts have expired in very long quests.
Fighter Str 1 - You actually take a net loss in strength by doing this multi class, a total loss of 3 strength with this 1 action point spent.
Fighter Stunning blow 1 - +1 DC to stuns, really not a +1 total increase for Dwarf/WF being that taking all 4 stun increase is very expensive in AP and generally not worth it, so think of it more as a way to save a few AP (It's 1 AP, while Dwarf/WF Tactics 3 is 6 AP) if you select one of those races.
Fighter Trip and Sunder also available, but generally not recommended except for builds specifically built towards maximum combat feat DCs
Cons:
-24 hit points at endgame (-4 from class, -20 from -2 con of mighty rage)
-No capstone. Capstone is: "Might", Grants +2 strength and now correctly grants +10% glancing blow weapon damage and 5% chance to produce special weapon effects in addition to its +2 Strength bonus. (A Half-Orc or Warforged barbarian with all three THF feats, Great Weapon Aptitude, and Might will have deal 60% weapon damage with their glancing blows, with a 20% chance to produce special weapon effects). This is a significant loss for THF characters.
-No Mighty Rage. This means -2 strength and -2 con. (Overall loss of stats if you took Fighter Str 1 is -3 strength -2 con)
-Lower Rage duration. Since mighty rages +2 con applies to your rage duration, you lose a short amount.
-1 less Rage per rest.
-1 less point of damage reduction.
-1 less saves versus traps.
-1 less use of improved uncanny dodge (provides +6 to your reflex saves for 30 seconds)
-4 skill points total. (2 less per level)
Overall: Do it if your gaining the barbarian past life feat as it rocks.
If your doing it to gain toughness and/or stunning blow - decent plan - your call.
If your doing it to gain any other feat.. Be careful, it's not recommended.
18/2 Barbarian/Rogue
Notes:
The 2 Rogue levels most importantly unlock allot of class skills. In DDO once you unlock a skill as a Class-skill, it allows you to put full ranks into it, instead of only half ranks. As such you can have up to 23 ranks in many more skills, rather then only 11.5 ranks. Keep in mind tho, once "unlocked" skills that are considered cross-class for Barbarian, such as Disable Device will cost you 2 points to increase by 1 rank whenever you level up as a Barbarian.
The Rogue splash is very popular in DDO because even with only 2 rogue levels - properly built and equipped you can pick every lock in the game, and disable every trap in the game.
You also gain Evasion, which is great, but IMO it is a very overrated ability - the primary bonus to this build is better skills.
Namely:
Search, Disable Device, Open Lock and Use Magic Device. All of which are cross-class for a Barbarian, but class skills for a Rogue.
As a Barbarian/Rogue your play style would have to differ somewhat vs a pure Barbarian too.. Because if you have the skills, you really should be making use of them, otherwise your gimping your character by virtue of your play style alone. So things like flying thru traps like a madman and ignoring optionals that requiring lock picking will be generally frowned upon for such a build. You would be somewhat expected to handle traps and locks - at least on normal difficulties.
Quick notes on how to build it since I won't be doing an exhaustive guide on this build:
You'll need about 12-14 intelligence to be able to keep your Rogue skills up to snuff (5-6 skill points per level = Max DD, Search, Open Lock, +2 Int tome at 7 will net you some UMD/balance/jump/spot skill.
. As such starting with a lower strength or con then most builds may be a necessary evil for 28/32 point builds. 34/36 TR builds should be able to max strength any ways.
Recommended stats (28points, THF Build):
Str 17 (13 points) (Level up points here)
Dex 12 (4 points)
Con 14 (6 points)
Int 13 (5 Points)
Wis 8 (0)
Cha 8 (0)
32 Points: Add +1 to strength (3 build points) and take 1 off con
Highly Recommend having access to 32pnt build so you can max strength.
34 points: Add 1 to Int, 1 to Dex
36 points: Add 1 to con
For a TWF build, you'd have to further drop con and strength to increase Dex. Ouch. Possible and still viable build but your on you own here.
Dex might seem low.. But keep in mind you get a nice +2/3 bonus to reflex from your Rogue levels. And you also get huge save bonuses from your Barbarian level, so they mesh well in that regard. Far as high DC spells go - you have improved uncanny dodge + evasion, make use of it. It will work fine if you put a bit of work into your saves through gear even with a low Dex.
Leveling Progression:
Always start as a Rogue. Because skill points = times four at level1. Barb gets 16, Rogue gets a massive 32 points. If you add the Rogue level later, you will not be retro-actively given these points.. So this has to be planned for in advance. Then level 2 and onwards = Barbarian.
2nd Rogue level: Depends. Generally at 20 would be best so you can be sure everything is maxxed correctly.. But you might need to earlier if your struggling with traps at some level and need the boost to skill points. Best to wait as long as possible on it.
Pros and Cons:
Pros:
- Your an extremely useful party member covering many roles: Tank, DPS, Scout, Locksmith and Trapper!
- You can much more easily solo quests that have nasty traps in them thanks to your evasion and trap skills.
- UMD class skill can allow you to heal yourself a bit.. Tho it's a very difficult balance since you cannot use any magic items while raged.
- +1d6 sneak attack damage. Somewhat small considering Barbarians massive DPS potential, but every bit counts.
- Access to Rogue enhancements: Haste Boost I (see fighter for notes), Sneak attack Training (+3 damage while sneak attacking) and various ones that boost your Rogue abilities.
- Evasion. This means you'd take no damage on Reflex saving spells and traps where'd your otherwise only take half damage. This is a great ability in DDO, but not a critical one for Barbarians as we can generally soak up the half-damage with our good HP any ways.
+3 Reflex save
Cons:
- Rogues are sneaky evil back stabbing thieves! No one will trust you despite the fact that you can't actually steal anything in DDO!
- Very complex to build and gear up.
- You cannot disable traps while raged. So you would you have to dismiss your rage when you come upon one, and that means less time raged overall. (Opening locks is still possible while raged)
-32 hit points at endgame (-12 from class, -20 from -2 con of mighty rage)
- No capstone. Capstone is: "Might", Grants +2 strength and now correctly grants +10% glancing blow weapon damage and 5% chance to produce special weapon effects in addition to its +2 Strength bonus. (A half-Orc or Warforged barbarian with all three THF feats, Great Weapon Aptitude, and Might will have deal 60% weapon damage with their glancing blows, with a 20% chance to produce special weapon effects). This is a significant loss for THF characters.
-No Mighty Rage. This means -2 strength and -2 con.
-Lower Rage duration. Since mighty rages +2 con applies to your rage duration, you lose a short amount.
-1 less Rage per rest. (And some rages lost due to needing to be not raged at certain traps/locks)
-1 less point of damage reduction.
-1 less use of improved uncanny dodge (provides +6 to your reflex saves for 30 seconds)
-1 fort save
18/2 Barbarian/Ranger AKA "Bowbarian"
This is the one of the best builds for an extremely high DPS ranged character. Note that in general - ranged combat is far inferior DPS to melee in DDO and not recommended as real Barbarians fight their enemies face to face and bathe in their blood with every swing of their mighty axe.. But I digress.
If you just love the idea of a raging Barbarian wielding a longbow - this is the multi class splash for you. Note however - You can make a very powerful ranged character without doing this, as you can pick Bow Strength as a regular feat now due to a recent update. Also consider the 18/2 Fighter splash to do this. Ranger is just a nice mix because you get the feat for free along with some other free feats that work well for this build.
Notes:
Altho this would be primary a ranged based build, you really should still be using melee in many many cases just due to how DDO is designed. Ranged can really **** off players in pugs sometimes especially if your run around like crazy kiting every mob in the quest making it hard for you party members to hit anything, so don't do that, so please -please- learn to melee when appropriate. In general even as a full spec'd ranged character, your melee will also do better DPS then your ranged, barring times when you have Many shot activated.
Pros:
- Free Ranger Feats: Bow Strength and Rapid shot. Critical feats for any ranged character.
- Other free feats: Two-Weapon Fighting (great if that was your plan any ways) and Favored Enemy (+2 damage to an enemy of your choice)
- +3 Reflex Saves (Versus non-traps)
- Ability to use all wands that cast spells from the Rangers spell list. This includes cure serious wounds wands - which are a great way to heal yourself at low level as they cost a lot less then potions do.
- Ranged has no distance limits in DDO. You can kill your enemies from clear across the map, and thus do so without taking any damage.
- Ranged weaponry does not allow vicious damage. So by using Frenzy and Death Frenzy - you gain the benefits of +6 strength bonus to damage, but take none of the penalties! (no self damage, but also no vicious damage)
- Enhancement - Favored Enemy damage I - another +1 damage against your favored enemy
Cons:
- Killing your enemies at ranged just isn't the Barbarian way. True savages tear their enemies apart close enough to bathe in their blood as they do it!
- More expensive to gear up. You'd need to carry good melee weapons and good Bows to be useful in all situations.
-28 hit points at endgame (-8 from class, -20 from -2 con of mighty rage)
- No capstone. Capstone is: "Might", Grants +2 strength and now correctly grants +10% glancing blow weapon damage and 5% chance to produce special weapon effects in addition to its +2 Strength bonus. (A half-Orc or Warforged barbarian with all three THF feats, Great Weapon Aptitude, and Might will have deal 60% weapon damage with their glancing blows, with a 20% chance to produce special weapon effects). This is a significant loss for THF characters.
-No Mighty Rage. This means -2 strength and -2 con.
-Lower Rage duration. Since mighty rages +2 con applies to your rage duration, you lose a short amount.
-1 less Rage per rest.
-1 less point of damage reduction.
-1 less saves versus traps. (well non-reflex traps which are uncommon)
-1 less use of improved uncanny dodge (provides +6 to your reflex saves for 30 seconds)
Other classes - and why you shouldn't multi class with them:
Wizard:
You cannot cast spells while raged. And their bonus feat only applies to spell casting feats.
Sorcerer:
Again no spells while raged.
Cleric:
No spells while raged. You can heal yourself? Not at endgame you can't because you just have too much hit points to rely on your very small SP pool and wands, and that's all this provides. Heal scrolls cannot be used.
Favored Soul:
Same as cleric. No casting while raged. Not enough healing to matter.
Bard:
No spell casting while raged. You do get a little baby song and a fascinate.. But it's not worth the loss of hit point and DPS.
Note that Bard/Barbarian (Bardbarian) multi classes are actually quite good, I'm talking about having mostly Barbarian levels. A good Bardbarian build generally has more Bard levels, at least 12 for Warchanter II. Check out the Bard forums for info.
Paladin:
Impossible. Alignment conflict: Paladin must be Lawful. Barbarian cannot be lawful.
Monk:
Impossible. Alignment conflict: Monk must be Lawful. Barbarian cannot be lawful.
#9. Gearing Up
This section will cover some of the gear you should strive towards for each level range. The gear listed is not all absolutely required, just recommended items to try to get for each level range. If you get them all - awesome. If not, no big deal, just keep an eye out.
Levels 2 to 3 (Level 1 you just use your starter gear)
Armor/Docent - Anything, higher + the better, tho be sure your proficient in it (Medium or less)
If your a Warforged veteran and can get access to the blood docent, get it. But it's a rare drop and fairly expensive purchase. Min level:2
Weapons:
THF: See if you can find a +1 or +2 Greataxe and also a Maul or Greataxe. The blunt weapon is to be used on Skeletons, while Greataxe on everything else.
TWF: See if you can find a +1 or +2 Greataxe - Yes even tho you will spec for TWF, you really should not use it until around level 5 or 6 when you can actually handle the to-hit penalties it imposes. Please use a two handed weapon until then. For levels 6+ when I reference a lootgen Greataxe - assume I mean your weapon of choice instead as it's easier then me typing that in every single time (Best TWF lootgen weapons are Khopesh, Dwarven Axe and Heavy Pick - pick the one your proficient in)
Levels 4 to 10
Weapons:
Carnifex from Deleras tomb, If your lucky enough to get this, it will be your main weapon as it deals insane damage and CRITICALS often. Min level: 4. Even TWF characters should be using this for a long time until they get very strong TWF weapons.
Greataxe (+4/5 ideally early as possible, you deal such insane damage and have such massive to hit that later on you won't even have much need for a +5 weapon and still be using Carnifex, but if your missing your targets you want an axe with a higher plus)
Maul or Greatclub - For skeletons, being Deleras is an excellent spot to level, filled with skeletons, you will want a nice blunt weapon for them. Ideally get one that is flame touched iron or holy to get thru the ghostly DR also, but that's not necessary.
Armor:
armor - Blademarks Docent/Deneith_Heavy_Chain. This is a great lvl5 armor and a very common drop. Get it from the quest "Turning the Tide" part of the "Sentinels" Adventure pack. (Lifeshield Proc is great + minor DR which wont stack with your innate, but will surpass it at lvl5 (DR2-3 vs 5 - but only the Docent has the DR, not the Chain)
Light/Moderate/Heavy fort item - You may pick up a belt from "The Kobolds new ringleader" or may find even find a mod fort ring if your quite lucky in a random chest.
Heavy Fort can be gotten at 9, but it's easier at 11 via the Minos Legens.
Better Greataxes - Try to get a +5 at lvl8 or 10, so you can keep power attack enabled versus high AC enemies. Continue to use Carnifex vs low AC enemies.
Levels 11 to 16
Heavy Fortification Item - TOP PRIORITY. (Do Orchard, Collect your Tapestries and get a Minos Legens. Alternatively: Do black anvil mines, collect some ore, get your necklace is fastest and doable at lvl9.. However the Minos Legens helm is a far better item - to get that go to the Orchard in Necropolis and get 20 tapestries, it's also min lvl11)
Alternatively - as a Warforged, a moderate fort item will grant 100% fort as it stacks with your base. So you may obtain a lootgen ring or belt, as early as level 7.
Reaver Ring (fear immunity, very important on a moderate will save char)
Immunity items you should work towards:
Fragment of the silver flame (dominate immunity - doesn't matter much, you could just ask for the protection from evil buff instead)
Blindness Ward item (Any old set will do, ones with +spot are really nice tho)
Bursting Greataxes (these rule at mid level especially if you use them on monsters with vulnerabilities to those elements or monsters that are held or stunned for more auto crit DPS, you'll want to find at least +3 versions)
Greater Bane Greataxes (these are among the best DPS for mid level)
Level16+
Shroud Weapon. Try your best to get at least a basic tier1 ASAP, preferably before you hit level20. They add allot of DPS. Alto the ultimate all rounder is a mineral II..
For your first weapon I recommend a simple tier2 holy + good burst Maul (Warhammer for TWF).. This will provide excellent all around DPS, and give you the very important ability to raise dead! So many players forget this, don't be one, make it a high priority. And of course be fairly easy to craft, as small and mediums are easy to come by (try to trade for some to get it quick)
Bloodstone: Rare and expensive item, but a nice large boost to DPS. Try your luck in the Desert, or save up the coin to buy one ASAP.
As soon as you can afford it:
Set of potions always: 100 rage, 100 lesser restore, 100 remove curse (Guild potion variety recommended), 100 haste, couple remove fear, couple protection vs energy. Have these in a quick to access hot key as you'll want to extend your rage by drinking a rage potion before you rage (the +2 con means +6 to 12 seconds or rage)
Lesser restore is less important to a Warforged Immune to fatigue.. However always carry them any ways to restore things like ray of enfeeblement, and fleshy party members with stat damage. Being they are one of the very few potions you can use while raged - they are great to have!
Remove Curse cannot be used while raged as Turbine refuses to fix this years long bug.. So dismiss it first if necessary, or call upon your party members to help, or join a guild with access to guild curse potions which can be used while raged.
Haste potions can be expensive for new players.. Tho I recommend carrying some any ways - for emergencies.. But try to get the casters to keep you hasted as it costs them like 2 copper, vs 900+ gold for you.
At the end game levels.... Raid loot to work towards:
Dragon stuff - Sword of Shadow is your main goal. Some of the other gear is ok when Epic 'd.. But that will be covered in another section.
Reaver stuffs pretty easy to get currently - so run as many reavers as you can and try to get the Madstone boots and the shield.
Titan is almost never ran, but if your a Warforged and can run it do so, its nice XP and.. You can get the titanic docent - semi nice situational item.
DQ has a few nice items: Pouch of Jerky for some HP regeneration. A stoneskin clicky ring, and the semi interesting demon bracers.
Hound is an important one to run - Try to get the Leviks Bracers, the healing amp is very important to a Barbarian. The shields are also extremely nice.
VoD - Not much of interest, but the goggles are fairly nice in some situations.
Shroud - Run this all the time obviously, need to make those Greensteel weapons and accessories.
Reaver Refuge - Not a raid, but offers raid-level customizable armors. Ultimate armor to strive for: +5 resistance, Crushing wave guard, Destruction. Getting that destruction rune is very tough, but helps a ton as your to hit penalty can reach up to -11 with max power attack enhancement.
Tower of Despair - Ideal ring setup: Ravager set with +2 Str (+11 Str total) and Shintao set with +2 con. Alternatively the Berserker set is very nice for more hit points (+50 over the ravager set) and nearly the same DPS. Ideally get both and swap as the situation demands. (more hp for tanking, more DPS for when your hp is fine)
Epic Gear will be covered later in the "Epic and Beyond" Section.
#10: Defense Matters too
The most important defense is a good offense certainly applies to this Class. First and foremost using tactics like killing your enemies really fast, using smart movement, positioning, and abilities like trip and stunning blow are the number one way to reduce the damage you take. But there are other considerations too to keep in mind:
Armor Class:
Don't worry about it. At high levels - the lower the better!
I have to stress this is really not a relevant stat for a Barbarian. This is an unfortunately but true fact about DDO - armor class just does not matter because if it did - it would make the game too easy, because it's an all or nothing system which just does not work in this style of fast paced game.
The game is well balanced around hit points and physically dodging your attacks with your own abilities (WASD skills), so you really don't need some extra 2nd roll to see if the enemy missed you, when he clearly didn't. And Turbine agree's with this pretty much. So to keep the game challenging they pretty much make armor class relegated to the more casual difficulty levels to make the game easy for casual players who really don't care for a challenge. And make it useless at high levels or high difficulties.
Now that said it can reduce the damage you take at low levels a bit. I.E.:
Levels 1-4. Since there's no offensive armor in the game or armor with alternative defensive abilities such as Lifeshield, you might as well wear the highest + armor you can find. It won't do much, but you might evade the odd attack in normal quest. Also keep in mind your uncanny dodge will add +4 AC, which at very low levels is a big boost and will let you actually dodge some attacks. In level9 normal quests, or lower level hard and elite quests, it really doesn't matter regardless, so wear other items.
But there are other ways to improve your defenses:
Hit points:
Should be a pretty obvious one. More hit points are better. Wear every +con.. But keep in mind con bonuses only work at even numbers. So if you have a 16 (+3) con, and find a +1 con belt. It won't help you immediately, you need to get to 18 (+4 mod) to improve your HP. So consider adding the Barbarian Con I enhancement if you find such an item to keep your stats balanced.
As well as any +hp item you find, such as false life items.
Later on the game you'll need to make your Greensteel accessory, and your first one should be one that increases hit points.
Check out my build guilds for more comprehensive information on end game hit point scores and enhancements to get for each race.
Lifeshield:
This one make a huge difference at the low levels, and you can get it at low as level 5. See the gear section above about the Blademarks Docent/Deneith Heavy chain.
Damage Reduction:
As a Barbarian you have several ways to increase your damage reduction, which works versus everything in the game except for magical attacks and non-physical traps.
1. Level up. Free DR for barb levels.
2. Enhancements. There are 2 available. +1 at level3 for 2 AP and +2 at level7 for an additional 4 AP. Well worth it for most builds. Note that Warforged also have similar enhancements - But DO NOT select them, as they will not stack with your innate DR and as such are worthless. If your character sheet shows multiple types of DR, such as DR4/- and DR2/Adamantine, only the highest number applies, they do not add or stack. Also note as a Warforged you should NOT select a body feat, as mentioned above armor class does not matter and the DR gained will not stack*
[b]3. Temporary Enhancement: Damage Reduction Boost.[\b] This is an AWESOME enhancement for low levels that can make you pretty much invulnerable to melee/ranged attacks as it grants 6/9/12/15 DR per rank, for levels 1,4,7,10. Highly recommend it. One problem with this is you generally cannot afford this and damage boost at the same time, and damage boost is required to get Frenzy Berserker enhancements, so you really would need to respec eventually and drop it. If you go this route I recommend a respec at level12 to get FBII, as FBI isn't a big deal.
In my build guides you'll find enhancements setups for endgame, so this is not included.. And also not having DR boost to rely on will make the game harder - but will also make you a better player as it forces you to learn when to back out of combat, rather then go all nuts. Thus another reason I don't include it in the build guides. But if you do want to have an easier time and save some healing resources, pick it up.
* Since WF can't wear armor, if you REALLY want some AC at low levels where it can make a small difference, taking the adamantine body and later swapping it before level8 can be fine. But really not recommended as feat swaps can become very expensive and you can only get 1 for free. Best saved incase you make a mistake, or Turbine changes the game later and its best to change feats.
4. Invulnerability: This is DR5/Magic, which eventually is less then your innate DR, so drop it once your innate hits 5/- (they do no stack remember). But at very low level, it's more so you can use it. Warforged get it easy on the Blademarks Docent. Other races may want to find a robe, leather or breastplate with it. Yep robes are fine for Barbarians to wear, there not just for sissy wizards! - they are good because they do not lower you jump, swim or balance skills like wearing armor does, and again AC does not matter. I personally prefer to wear armor tho, just for the looks. The armor check penalties to skills don't matter much at high levels. So really just wear what you think looks the coolest if you find multiple invulnerability items!
Saves:
Saves are how you reduce the damage you take from magic spells, traps, or avoid deadly CC effects like getting held/stoned/webbed/etc. So you definitely do not want to ignore saves. Luckily saves are easy enough to reach high levels on a Barbarian, as we get many great ways to boost our saves:
Rage - Adds extra con, thus fortitude save, so Fort saves are rarely an issue for us thanks to our very high con and high base fort save.
Rage also adds to our will saves, so stay raged to avoid getting hit by spells like hold person, fear or command.
Uncanny Dodge - This adds +4 to reflex saves for 30 seconds, and has a 30 second comedown, so you can keep this active nonstop for quite a while depending on how many charges you have. This later improves to +6 reflex save at level 5 and you continue to gain more charges as you level up. Be sure to put this on your hot bar and use it often! So many Barbarians forget to use this and think it's like a passive ability - it isn't* Use it often!
And finally items: Primarily your after a Resistance item, as this adds to all 3 saves. Get the highest resistance + you can find and wear it always.
* Well.. It partially is. This also makes us immune to being flanked or getting sneak attacked from Rogues that are of lower level then us, and that part of the ability is always active.
Healing Amplification:
This is primary stat for all Barbarians. Tho especially important for Warforged as they start out at a -50% penalty.
Ways to raise it:
Check out this fairly comprehensive list at our player wiki:
http://ddowiki.com/page/Healing_Amplification
You want most everything on that list, work towards it. Only thing you should skip is putting healing amp on a Greensteel weapon - you should put damage effects on your weapons and use accessories for healing amplification.
#11: Solo Play
Playing a Barbarian solo at the low level is quite easy - just run like mad and swing, everything should die in 1 or 2 hits and never get a chance to hit you back so you won't have to heal yourself much, if at all.. But it can start to get extremely tough at the mid to high levels, so here's some tips to keep you going after the easy stuff.
The only real pitfall you may run into will come on hard and elite difficulties: Generally hold person and fear spells. Luckily there is a great way to prevent these while solo - if you have the coin for it any ways: Scarab of Protection. This is a no min level trinket that provides spell resistance 20. It is extremely effective at preventing enemy CC spells at low levels. Note tho, this item can get destroyed if it is hit by too many negative energy spells - so be careful. Do not wear it when facing an arcane skeleton, or other undead casters that like to use inflict wound spells, as it will be depleted and destroyed fast.
You will not find this item on your own at low level tho, so either farm for it on high level altos, or buy one from the auction house - they are almost always there.
Low to high level healing:
If you can't afford potions, and most solo players won't be able too.. Use hirelings. They are quite a bit cheaper then potions and get the job done. I like the Dwarf cleric ones, they tend to be sturdy enough to keep themselves alive along with you.
Ultimate Endgame Elite/Epic Healing:
Silver flame potions - they are the only choice. Get them. Get your stats all to 11+ (You might even build for this if your a hardcore player planning to get these). Get your healing amp up. Enjoy 350+ point potions and kick some axe!
Exact potion stats:
Heals 250 (more with healing amp) Reduces all stats (except constitution) by 10 for 30 seconds, and run speed by 50%. If your stats go to zero - you are helpless and cannot do anything but run away. So be careful.
Lesser Silver flame potions are good too.. They provide:
Heals 100. Reduces all stats (except constitution) by 10 for 30 seconds.
So the difference is they do not slow your run speed. This is particularly important in some cases where you need to retreat from a deadly foe.
Note be careful about carrying both tho: If you drink both, the effects stack! So you will be at -20 to stats and most likely be helpless. Be very careful about where you place them and hot key them if you do carry both.
Video of one of the most insane things you can do while capped out by getting these potions:
http://www.youtube.com/watch?v=l388L9FMomg&hd=1
You can also see the various clickies and buffs I cast on myself to aid with soloing in this video. (GH, Jerky pouch healing, Yugoloth potions, Good hope cookie, Various 20 point resist from the House P vendor, and finally night shield clicky from the abbot raid...
As you can see soloing hard content at level20 on a pure Barbarian requires quite a huge assortment of hard to get gear.. So be prepared for quite a lot of loot farming if this is ultimately your goal.
Solo tactics:
Similar to group tactics, but keep in mind everything is always agro'd on you, so you can really control and effect the AI more reliably. But the disadvantage is, the buffs you have access to are much more limited, and your healing is not always going to be as reliable (hirelings are buggy).. Tho sometimes hirelings are more reliable then some players hehe, so your mileage will vary.
Beholders are a very good example.. In a group they can be quite tough to handle, but on your own if you understand the games AI, you can fully predict their movements and thus avoid their anti magic cone from dispelling your buffs, and very quickly take them down.
How to:
Basically it requires some imagination and sprint boost. Just imagine the Beholder's anti magic cone is in fact a fireball spell that he cast the very instant he notices you, and casts it again every 3 seconds.. It can be dodged. It's just invisible.
Do so by very quickly sprinting and jumping to the side of him, until you can get behind him. They can only fire the cone out of there main eye, and thus only in front of them. While behind them you are perfectly safe from it.
If the beholder is just too close or there is multiples, you can still avoid the dispel.. Use the cloak from Threnal - Mantle of the World shaper. It absorbs anti magic cones, up to 5 times.. So you can take one, and run fast enough to avoid further hits.
Some enemies are very slow, such as giants.. You can overcome them by constantly running in circles while attacking, they turn so slowly that they will miss at least half of their attacks.
Other enemies have special melee attacks, that they only perform if your at a certain range - such as Ogres. Ogres most deadly attack is their triple-hit special. But they cannot use it if you are right next to them, so stay as close as possible to an ogre for the best chance of success. I know the conventional Barbarian tactic is to stay mobile - but versus an ogre, it's actually better not to (usually)
Some enemies have a very high armor class, but a low strength score - such as paragon Kobolds. A good tactic to use on them is to trip them, then run around to their back side and enjoy a +2 flanking bonus to hit.
Knowing your enemy is the most important factor to solo play. If you fully understand the monsters abilities and his AI, you can overcome him no matter how powerful.
So learn every enemies strengths and weakness and attack pasterns, take them out quickly and avoid their special attacks and you should be able to solo nearly all content in the game on a Barbarian. It won't be easy, and won't be cheap in resource cost, but it's definitely possible.
#12. THF vs TWF
This is always a hotly debated topic for Barbarians. Ultimately it is a play style choice and most players will just pick the one that think is the most fun, and really since overall in terms of DPS they are so close - you should pick what you like best. But for those who are not yet decided on that - read this section. I will go over the pros and cons of THF vs TWF, so you can make a informed decision yourself:
Two Handed Fighting:
Pros:
-Supreme cleave is far more effective with two handed fighting due to glancing blows and overall speed, giving THF a huge edge in AOE dps
-You attack in a wide arc so you can hit multiple targets and gather agro more quickly and more efficiently.
-Your glancing blows deal damage to all nearby targets, allowing for massive AOE DPS vs multiple targets.
-You can tank and and hold agro on multiple bosses at once, at least thru light DPS such as a wall of fire.
-You have a slightly longer attack reach, allowing you to move while attacking and hit certain enemies without them getting a chance to attack back.
- Glancing blows can Proc special effects at a low chance, allowing cool combos like multiple stuns/trips/vorpals, on a rare occasion.
- You only need to buy/trade for/craft a single weapon of each type you need.
- 150% strength bonus means more damage
- Double power attack bonus for huge hits and crits
- Can twitch to increase overall auto crit DPS by a good amount (most useful versus helpless single targets)
Cons:
- Slightly less overall hits per minute then TWF (similar base, +75% glancing blows, vs TWF at even un hasted speed, but very slightly faster hasted speed +80% off hand proc)
Two Weapons Fighting:
Pros:
- Slightly more hits per minute, and unlike THF all hits get special effects. So when using special effect weapons like Vorpals, or Stunning weapons - you will get more overall procs then a THF.
- Access to x4 critical weapons (Heavy Picks) Less of a benefit since the auto crit nerf..
- No need to twitch allows for easier play. And since positioning for glancing blows is irrelevant.. You pretty much just run up to a mob and just hold right click and wait tell the mobs dead.
Cons:
- Lower overall benefit from very high strength: 100% main hand and 50% off hand vs 150% for THF, which may seem equal.. But actually THF glancing blows also scale based on strength, so overall THF bonus from strength remains higher.
- Heavy Dex requirement: 17 for Improved TWF, which is pretty much a must have. And only your base + tomes count for this, so it will generally cost you some build points, which can mean lower hp, or lower saves, depending on what stat you sacrifice to hit this.
- Twice as expensive to equip. You need twice the weapons to perform well, meaning it will take you twice as many Shroud runs to get your Greensteel, twice as many loot runs to get money to buy nice weapons on the AH.. Twice as much raiding to get 2 of your say chaosblades.. Twice as much epic farming to build 2 epics instead of one.. A Very large con IMO, because Barbarians are the masters of MANY weapons and should not just focus on a single one, having access to a large variety of weapons is ideal - and it's just so much harder for TWF.
- No access to AOE damage.. So your only tanking 1 boss at a time, and your going to take longer to gather up agro on multiple small foes. As well as take longer to kill multiple small foes.
#13. Epic and Beyond
So I'm level20, I should start doing epic now?
Not necessarily. Epic isn't simply the endgame. Epic was always intended to be a difficulty level beyond elite... Something for the "best of the best". That said, most epics quests don't quite demand that anymore.. I'd say it certainly applies to some of the original epics, like the Desert area ones.. But for the most part, any decently geared barb can contribute on epic.
Tho IMO it still require some level of gear and knowledge of the game to contribute well there, so I really don't recommend you jump straight into epic the moment you hit level20, here is a recommended set of gear to t get first before you attempt it. You could certainly contribute some with less, but this is what recommend to provide a good contribution, to be worth all the healing you'll need in there.
== Recommended Gear Setup ==
Weapons:
- Tier 2 Greensteel: Double positive (Generally holy +goodburst blunt, for undead beater and raise dead clicky). IMO absolutely required of EVERYONE who ever steps foot into epic. Making tier2 Greensteel is NOT difficult at all.. So you really should have the ability to raise dead. Please - please at least have this before starting an epic. If you end up in a dungeon with several melee, your healers dies and none of you can raise dead, that's just really not very epic is it. You really only need to grind out the blank any ways, the tier1/2 ingredients are so commonplace these days that you can usually get them free from a veteran player, or just very cheaply from the auction house.
-Tier 3 Greensteel. (Generally mineral2, tho can be others depending on the quest) Yea this is by far the biggest grind and often Barbarians want to start epic before this point. And while you could, it's just not the barbarian way to join a quest under geared and end up piking your way through to some degree. If your going to forego this and start epics, at least have appropriate greater banes for what quest you doing, epic monsters have very high AC, so a +5 greater bane can be very helpful.
-Alternatively you could play a more CC role: Get a weapon with stunning +10, and focus on landing stunning blow on the most dangerous targets - this is often a great idea if you have other high DPS/well geared melee in your party (and if your new to epic, you really may need them)
Sure your a DPS class, but if others are better geared or more knowledgeable about the quest your in, offer them some support and focus on stunning blow.
Armor:
No really minimums here.. But a set of Dragontouched with some decent runes is recommended. Most useful runes are:
Eldritch:
Healing amp 10% (no other source of this in the game)
Resistance +5 (Could use a cloak instead)
Tempest:
Healing amp 20% (other slots for this, but if you don't have them, get this)
Corrosive Salt Guard (if you don't need the healing amp here, its a decent guard)
Sovereign:
Air Guard (Very nice in certain cases, like tanking Horoth)
Smiting (can be good if your running a quick von5 normal to do von6epic)
Destruction (-4 AC can help hit high AC targets, especially epic)
Accessories:
-At least a tier2 hit point item. Generally the best of these for a barb is goggles. Earth/Earth/Earth for HP, and earth grab guard, which is very effective, even in epic. Goggles conflict with the least epic gear you'll want, so make those.
-Madstone boost. Not required but work on getting these, the extra Str/con/stun DCs can help a ton in epic.
Spectral gloves. Really going to need the +2 to hit bonus from these if theres no bard in the group and you don't have other epic gear to boost your attack rating. They're unbound so save up some coin and buy a set.
ToD belts - Knost belt. Great belt, Pretty easy to get, run lots of genesis points.
ToD Rings - Work on them, but you can start epic without these. Best for a barb are: Berserker, Ravager and Shintao.
GH clicky - Draconic necklace ideally. Really going to want GH in epics, and you really should be able to cast your own. Girds work too, but note when you get the berserker set, using girds takes your rages due to a bug.. So dump those after u get a Draconic.
Potions to bring always:
SF - Highly recommended to have silver flame potions for emergencies.. But you can go without if your confident in your healer.
CSW - if you don't have SF..
Haste - always at least 100
Rage - stack of these for sure.
Lesser restore - guild vendor variety. Sure your immune to barb fatigue now, but not de buffs enemies cast, have these to clear that and other stat damage.
Curse - guild vendor variety. Tons of mobs throw our curses in epic, clear it fast.
== Ideal party setup: (if your leading your own and can pick... ==)
Bard - ALWAYS work hard to get a bard. Epics mobs have massive armor class, and if you want to keep power attack enabled, having a good bard along can make all the difference.
Healer - A good one! Pure clerics tend to be the best healers, but favored souls generally have more damage output or ways to boost yours with angel of vengeance.
CC - Several classes can handle this. Depending on the quest even just a monk or 2 along with some good stunning abilities can handle it. But generally wizards are the most reliable, and very well geared sorcerers and bards can sub in for the wizards in most quests.
DPS - That's you. With the right support classes, a single barbarian is enough for any epic quest, but taking more can certainly speed them up.
== Ultimate Endgame Epic gear to work towards: ==
This is the fun part, working out what's the best possible setup for your character. Since DDO is all about customization and gear makes a big difference, what works best for you may slightly differ.. But this is generally what most barbs will want.
If you want to check the exact stats on these items, the best source of images/stats is here: http://itemwiki.cubicleninja.com/Items/ThreadView.aspx
Weapons:
THF:
Epic Sword of Shadow. Number one priority. Covers most enemies.
Epic Xuum: Rarer then the ESoS, but great DPS.
Epic Antique Greataxe: Soon will out damage a mineral2 (getting an upgrade soon)
Epic Ratkiller: Currently unavailable, but get one if the crystal cove event comes back.
Greensteel (Still ideal for many epics):
Triple Pos selection: For undead types, these are the #1 DPS weapons now. For two handers you want both a maul and a Greataxe.
Triple Fire/Ice: Ideal for enemies with high vulnerabilities to these elements.
Lit2: Ultimate DPS weapon aside form ESoS/Xuum. And has superior base damage then a ESoS (but less critical damage), so use this for enemies that have 100% fort, but otherwise aren't undead or resistant to lightning.. Generally this is just elementals, so its a low priority wep if you already have ESoS.
TWF:
Epic Chaosblades (With good augment for most any devil/lawful enemy)
Lit2 Khopesh is nearly tied with epic chaosblades for when lightning works
Otherwise Greensteel per above. (Ideal being Khopesh, tho Dwarven axe/Battleaxe isn't too far behind)
Epic Unkors Cleaver is nice for the clicky and limb chopper effect on some tough enemies.
Epic Sirocco is nice for the knockdowns.
Armor:
DPS: Epic Marilith Chain (Extremely hard to get, but the ultimate goal)
Alternate DPS: Epic Red scale Armor. If you manage 20 scales but no epic chain, get this. Add some good DPS. Not as much crit damage as Marilith chain, but works vs 100% fort enemies, so use it for those.
Utility: Heavy Deneith Chain (Soon to be vertigo +15, trip those epic mobs!)
Blue slots: Good luck +2. 2nd slot: Whatever stat you may be missing.
Tank Set: Fleshshapers Brigandine upgraded with +10 reflex.
Docents:
DPS: Red Docent.. No mari chain for toasters, so this will have to do.
Utility: Epic Blademarks (Soon to be vertigo +15, trip those epic mobs!)
Raid tanking boss immune to fire: Blood Docent (or a crafted equivalent)
Blue slots: Good luck +2. 2nd slot: Whatever stat you may be missing.
Altnernate tanking docents:
Defiance for hard hitting melee boss
Fleshshapers Docent with +10 reflex for hard hitting caster boss
Accessories:
Goggles: Triple earth hit point GS.
Swap able: Thanes. Can be useful sometimes for the sneak attack/TS.. tho generally keep on your hp, you need them.
Gloves: Epic Gloves of the Claw. (No real alternative here, these are the best in all cases)
Bracers: Epic bracers of the claw. (You'll want that +4 damage set bonus, however you can swap bracers if you also get a epic gem of many facets)
Alternates: Glacial Bracers (Fire shield Proc is ultra useful in some situations)
Leviks (If you haven't got a tod ring with 20% amp yet)
Bracers of the Hunter (Fairly ideal slot for +5 sneak attack)
Trinkets:
Litany of the Dead (Ultimate for DPS)
Greater Bold Trinket (Unavailable currently, from the crystal cove event, similar DPS boost to the litany, but Litany is slightly better overall due to stats boost)
Epic Gem of Many Facets (see above, this can replace your bracers of the claw, if you want To wear an alternate set)
Pale Lavender Ion stone
Epic Bloodstone (If you lack Marilith chain, or are Warforged)
Necklace:
Shintao Cord (Best DPS when combined with ring)
Silver Flame Talisman (For when you need death block and expect dispels)
Finger: For when tanking devastating raid bosses to save some heals (Horoth elite generally)
Haggle +15 (Coins and a good slot to swap out of)
Helm:
Epic Helm of the Red dragon (Slot: Cha/Wis to keep above 11 for SF pots)
or
Epic Helm of Frost (Slot: Wis to keep above 11 for SF pots)
Cloak:
Epic Envenomed Cloak (Slot: Heavy fort so you can swap your bracers safely)
Additional cloaks:
45 resist GS cloaks for very dangerous elemental damage encounters. Would rarely use, as you'd also need to swap in an alternate resistance item.
Boots:
Epic Boots of Corrosion (Slot: Dex +6/Exceptional con +1)
Kundarak Boots (For when FoM is critical)
Madstone boots (Just for clicky, or swap in for Proc vs tough bosses)
Ring1: Berserker ToD. Upgrade: +2 Str
(Ravager can be a decent alternate, tho I prefer berserker)
Ring2: Shintao. Upgrade: 20% healing amp
Ideal Setup using above items for general questing, say a Half-Orc THF barb in epic into the deeps:
Weapon: ESoS
Armor: Epic Mari Chain
Goggle: Tripe Earth HP +45
Glove: Epic Gloves of the Claw
Bracer: Epic Bracers of the Claw
Trinket: Litany of the Dead
Necklace: Shintao Cord
Helm: Epic Helm of Frost
Cloak: Epic Envenomed Cloak
Boots: Epic Boots of Corrosion
Ring1: Berserker
Ring2: Shintao
Wouldn't need much swaps here. Tho you might put on red scale for the scrags section, if no other party members had fire/acid damage - to disable the trolls regeneration.
Beyond Epic:
So you have all the epic gear, how to get better?
The TR grind.. Each past life doesn't add much, but they add up.. Top 3 ones to get:
Fighter: +1 DCs and +1 to hit per life
Monk: +1 damage per life
Paladin: +5% healing amp per life