Howdy,
Below is an early version of the template for Barbarian 101. Written for newly-starting DDO free players, we've opted for a human Two Handed Fighter (THF) template with a 28pt build. The skill, feat and enhancement selections are designed to output solid damage with reasonable survivability (for a new player).
Is there a factual mistake somewhere that we haven't shaken out? Do you have suggestions on a more ideal skill, feat or enhancement progression? Please share!
Notes of Interest:
- Although human is what we're using for this template, we're currently discussing where to put other racial options like half-orc and warforged. It could be its own section or a bullet-point in the "Everything a Barbarian Should Know" section, or somewhere else entirely.
What to do: Give use constructive criticism and feedback!
What not to do: Derail Barbarian 101 feedback with off-topic posts or inflammatory comments.
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==Every New Barbarian Should Know …==
• (Got advice? Please share in a comment below!)
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==Template: Two Handed Human Barbarian==
If you're looking to create a melee powerhouse with little armor but lots of health (and even more damage output), this template is a great starting point!
===Ability Point Buy===
Human will be our base race for the extra feat and skills, and because humans make a solid base for practically any class in DDO.
• STR: 18
• DEX: 8
• CON: 16
• INT: 10
• WIS: 8
• CHA: 8
• Ability Point Buy: Point grants at levels 4, 8, 12, 16 and 20 all go to STR.
===Skills===
• Tumble: Invest two skill points into Tumble, a skill that comes in handy but cannot be used without 1 Rank trained.
• Balance: A barbarian is constantly on the frontlines of battle, so keep Balance maxed out at every level to ensure a speedy recovery upon a knockdown.
• Jump: Having 10 ranks in Jump is enough to get you across chasms and traps, especially with the help of Jump-enhancing spells and potions.
• Spot: A skill that's useful for its ability to help you detect hidden enemies. Invest any spare skill points here as you level.
• Use Magic Device (UMD): (Explanation Text Here.)
===Feat Order===
• 1) Toughness: Increases hit points by +3 at first level, and 1 additional hit point for each additional level. Also opens up Toughness enhancements, adding further hit point bonuses as you level up.
• 1) Two Handed Fighting (human bonus feat): Increases the damage of glancing blow attacks when wielding a two-handed weapon by 10%. Also grants a 3% chance for weapon effects to trigger on glancing blows. A glancing blow is a free, additional attack that only two-handed weapons are capable of doing.
• 3) Power Attack: Able to be toggled on and off, Power Attack mode trades up to 5 of your attack bonus for equal extra damage on melee attacks. Using a two-handed weapon in this build makes Power Attack mode more appealing: the feat offers double the bonus to damage when using two-handed weapons.
• 6) Cleave: Activate this ability to attack one or more enemies within a forward-facing arc.
• 9) Improved Critical: Slashing: This feat greatly increases the likelihood of your attacks dealing critical damage by increase the "critical threat range" of any slashing weapon you use. This means axes and swords, more or less – weapons that deal bludgeoning, piercing, ranged or thrown damage will not benefit from this feat.
• 12) Improved Two Handed Fighting: Increases the damage of glancing blow attacks (See "Two Handed Fighting" feat above for more info) when wielding a two-handed weapon by an additional 10% on top of the Two Handed Fighting bonus. Also increases the chance for weapon effects to trigger on glancing blows by an additional 3%.
• 15) Greater Two Handed Fighting: Increases the damage of glancing blow attacks when wielding a two-handed weapon by another 10% on top of the previous Two Handed Fighting feats. Also increases the chance for weapon effects to trigger on glancing blows by an additional 3%. At this point, your barbarian will have a 50% total chance to produce glancing blows (the base is 20%).
• 18) Stunning Blow: (Explanation Text Here.)
==Enhancements==
The enhancements suggested in this section have been chosen to build upon the barbarian's damage-output and damage reduction traits.
All the enhancements below effectively upgrade the barbarian Rage ability, making it even more potent than the vanilla Rage. It's a long list: Extend Rage increases the Rage ability's duration, Extra Rage adds additional Rage uses between rests, Hardy Rage increases CON while Rage is active (adding more hit points) and Power Rage increases STR while Rage is active (adding more damage per attack).
Last but far from least, Frenzied Berserker adds to the damage multiplier on critical hits while raging, two-handed weapon glancing blows have a greater chance to add magical effects (such as flaming, etc), you may spend 10 hit points to use Supreme Cleave – and most importantly, you can spend 20 hit points to enter a Death Frenzy (at rank III). Think of the frenzy (unlocked with Frenzied Berserker I) and Death Frenzy (Frenzied Berserker III) as an optional "Super Mega Ultra Rage" mode.
Simply put, these below enhancements transform a raging barbarian into stampeding death-machine.
• Barbarian Extend Rage I - III
• Barbarian Extra Rage I - III
• Barbarian Hardy Rage I - III
• Barbarian Power Rage I - IV
• Barbarian Frenzied Berserker I - III
Power Attack I – III will add additional damage at the cost of accuracy, although accuracy is not typically an issue facing barbarians due to their high strength, decent weapons, and good Base Attack Bonus.
• Barbarian Power Attack I - III
Gain an additional +1 Will save when raging, a useful bonus when going up against magically-inclined baddies.
• Barbarian Willpower I
A once-famous but now-unknown barbarian said, "More strength GOOD!" It's a wise saying that lives to this day among barbarian players in DDO.
• Human Adaptability Strength I
Barbarians rely on hit points and damage reduction to survive what few attacks their enemies land – ideally, a barbarian drops all opponents to the ground before they get a chance to attack. However, in the event a kobold or two slips past, it's a good idea to have extra hit points from these below enhancements.
• Racial Toughness I - II
• Barbarian Constitution I - II
• Barbarian Toughness I – III
Damage Reduction is a good idea for barbarians picking enhancements, because it will lower the amount of damage taken, and keep them alive longer!
• Barbarian Improved Damage Reduction I - II
Damage Boost is an enhancement that does two things for a barbarian using this template: activate for increased damage, and meet the requirements for Frenzied Berserker. See the beginning portion of this section to learn more about Frenzied Berserker and why any barbarian worth their salt wants to be one.
• Barbarian Damage Boost I - IV
This is a capstone enhancement, meaning a player must take 20 levels of barbarian to obtain it – but it's worth the investment. A barbarian who takes Barbarian Might receives +2 STR, and when wielding two-handed weapons receive increased glancing blow damage and an increased chance of applying weapon special effects on glancing blows. By the capstone point in DDO magically-infused weapons are something of a regularity, and Barbarian Might – combined with other elements of this template – ensures their magical effects occur as frequently as possible.
• Capstone: Barbarian Might