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  1. #1
    Community Member JOAO300's Avatar
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    Default Assess my Barbarian pure DPS build please.

    I wonder if with this build I will have a high damage DPS on quests, especially the epic quests, I wonder if I'll have a good survival, or if the normal HP is down to build a high DPS.


    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Dwarf Male
    (20 Barbarian) 
    Hit Points: 462
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 18
    Reflex: 6
    Will: 5
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 25                   27
    Dexterity            10                 10                   10
    Constitution         18                 20                   22
    Intelligence          8                  8                    8
    Wisdom                8                  8                    8
    Charisma              6                  6                    6
    
    Tomes Used
    +2 Tome of Strength used at level 20
    +2 Tome of Constitution used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                  7.5                 11.5
    Bluff                -2                 -2                   -2
    Concentration         4                  6                    6
    Diplomacy            -2                 -2                   -2
    Disable Device       n/a               n/a                   n/a
    Haggle               -2                 -2                   -2
    Heal                 -1                 -1                   -1
    Hide                  0                  0                    0
    Intimidate           -2                 -2                   -2
    Jump                  7                 26                   26
    Listen               -1                 -1                   -1
    Move Silently         0                  0                    0
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                    1
    Spot                 -1                 -1                   -1
    Swim                  7                 25                   25
    Tumble                2                  9.5                  9.5
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Barbarian)
    Feat: (Selected) Two Handed Fighting
    Enhancement: Barbarian Damage Boost I
    Enhancement: Dwarven Axe Damage I
    
    
    Level 2 (Barbarian)
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Constitution I
    
    
    Level 3 (Barbarian)
    Feat: (Selected) Power Attack
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Rage I
    Enhancement: Dwarven Constitution I
    
    
    Level 4 (Barbarian)
    Ability Raise: STR
    Enhancement: Barbarian Damage Boost II
    Enhancement: Barbarian Improved Damage Reduction I
    
    
    Level 5 (Barbarian)
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Power Attack II
    
    
    Level 6 (Barbarian)
    Feat: (Selected) Cleave
    Enhancement: Barbarian Frenzied Berserker I
    
    
    Level 7 (Barbarian)
    Enhancement: Barbarian Damage Boost III
    
    
    Level 8 (Barbarian)
    Ability Raise: STR
    Enhancement: Barbarian Hardy Rage II
    Enhancement: Barbarian Power Rage II
    
    
    Level 9 (Barbarian)
    Feat: (Selected) Toughness
    Enhancement: Barbarian Power Rage III
    Enhancement: Racial Toughness I
    Enhancement: Barbarian Toughness I
    
    
    Level 10 (Barbarian)
    Enhancement: Barbarian Power Attack III
    
    
    Level 11 (Barbarian)
    Enhancement: Dwarven Axe Damage II
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Barbarian Frenzied Berserker II
    Enhancement: Racial Toughness II
    
    
    Level 13 (Barbarian)
    Enhancement: Barbarian Hardy Rage III
    Enhancement: Barbarian Toughness II
    
    
    Level 14 (Barbarian)
    Enhancement: Barbarian Improved Damage Reduction II
    
    
    Level 15 (Barbarian)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Barbarian Power Rage IV
    
    
    Level 16 (Barbarian)
    Ability Raise: STR
    Enhancement: Barbarian Toughness III
    
    
    Level 17 (Barbarian)
    Enhancement: Racial Toughness III
    
    
    Level 18 (Barbarian)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: Barbarian Damage Boost IV
    
    
    Level 19 (Barbarian)
    Enhancement: Barbarian Frenzied Berserker III
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    
    
    Level 20 (Barbarian)
    Ability Raise: STR
    Enhancement: Barbarian Extend Rage III
    Enhancement: Barbarian Might
    Comments and criticisms are very welcome.
    thanks.

  2. #2
    Community Member tekkentroop's Avatar
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    The build is a very solid FTP/Premium build with no mistakes springing to the eye (not that barbs have many feat/stat choices), getting it epic-ready is just a matter of equipment. On the long run, youd want 32 point builds (1750 favor to unlock) and might consider half orc for even more damage but less HP, but as long as you dont have these, the build is fine.

    Edit: forget swim, max out intimidate! pulling aggro from caster teammates might save your party now and then.
    Last edited by tekkentroop; 12-29-2011 at 04:21 PM.

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  3. #3
    Build Constructionist unbongwah's Avatar
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    I would take IC Slash at lvl 9; move Toughness back or drop it entirely.

    <obligatory link to Shade's barb guide>
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  4. #4
    Community Member Therigar's Avatar
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    Dwarven Spell Defense is almost entirely worthless. Odds are you'll have someone casting blanket spell resistance by the time you hit the high levels.

    IC:Slashing v Toughness is a personal choice. However, the HP gained isn't entirely trivial between Dwarven racial and Barbarian class bonuses. All told it is 102 additional HP or ~15-20% of your total HP. Don't pass on Toughness without good reason.

    IC:Slashing can be circumvented by having keen weapons. Given the love people have for Carnifex I'd probably leave the two feats where they are in the planned progression.

  5. #5
    Community Member Kinerd's Avatar
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    Quote Originally Posted by Therigar View Post
    Dwarven Spell Defense is almost entirely worthless. Odds are you'll have someone casting blanket spell resistance by the time you hit the high levels.
    Dwarven Spell Defense is +x to the relevant save against all magic, and is quite rad. I believe you are thinking of the old Drow Spell Resistance enhancements, which were so atrocious they have since been removed from the game.

  6. #6
    Community Member goodspeed's Avatar
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    Quote Originally Posted by Therigar View Post
    Dwarven Spell Defense is almost entirely worthless. Odds are you'll have someone casting blanket spell resistance by the time you hit the high levels.

    IC:Slashing v Toughness is a personal choice. However, the HP gained isn't entirely trivial between Dwarven racial and Barbarian class bonuses. All told it is 102 additional HP or ~15-20% of your total HP. Don't pass on Toughness without good reason.

    IC:Slashing can be circumvented by having keen weapons. Given the love people have for Carnifex I'd probably leave the two feats where they are in the planned progression.
    Ya I wouldn't depend on that blanket. Hard enough to get the basics at the beginning of epics let alone levels before. Actually ran into a wiz that would not cast blur. lol then the fool was stupid enough to ask for the water finisher. told em to **** off and chug a pot, then proceeded to keep myself and the other melee's blured with the extra ki I had just sitting there.

    Everything looks ship shape as far as a barb goes. As far as to hit, you really should have no problem as your str will just be jacked up to enormous heights. Dwarves are a nice race to go for barb as ya get a bonus to slashing and axes. Plus the extra con is always nice.

    If I was gonna go just pure power id take horc and just stack the dmg. Though I wonder about a helf barb skimming 2 points off con and starting with 14 wis for a cleric dili to help be more self sufficient while using the human enhancements.
    Through avarice, evil smiles; through insanity, it sings.

  7. #7
    Community Member honkuimushi's Avatar
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    I agree with the others, it looks fine for the most part. However the skills could use a few tweaks. As tekkentroop said, max Intimidate. While things are changing a bit, a high hp Barb with decent DR makes a pretty good tank in a lot of situations. Being able to use Intimidate to hold aggro is pretty useful. Also, the re is a Barbarian Intimidate enhancements that debuffs those you fail a check against your Intimidate skill.

    To free up those points, you can lower your Jump and Swim skills. Swim is useful in a few places, but most of those places also put a premium on Evasion. While a few points (maybe 5 ranks or so) can be nice to minimize equipment swaps, it shouldn't be hard to pick up an underwater action item for the longer swims. Jump is capped at 40, so that could be lowered to 10 or so. You should have +10 to +20 from Str by the mid levels and you can carry pots for an extra 10 points. That's 30-40 right there and a caster could give you a better jump spell that gives you +20 or +30.

    Finally, don't end skills at .5 ranks. You left both Balance and Tumble with half ranks. Half ranks give you no bonus and are wasted points. Either back them down or push them up. If you lower Swim to 5 and Jump to 9, you should be able to get them both up to 8 while maxing Intimidate.

    Other than those minor skill issues, everything else looks good. I might make some minor changes to your enhancements if I were playing this guy, but enhancements are easily changed and often a matter of personal preference. Good luck and have fun with this guy.

  8. #8
    Community Member Such755's Avatar
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    The feats I chose for my barb:
    lvl 1- Power attack.
    lvl 3 - Toughness
    lvl 6 - Cleave
    lvl 9 - Improved critical
    lvl 12 -18 - Two handed fighting.
    I feel like having high DPS thanks to PA as early as possible really makes things easier. And it did. The to-hit was just fine, never missed a thing.
    Toughness is second most important to me, since I care about my HP almost more than anything else. Toughness + 6 tough enhancements = 83 HP.
    Cleave is just the prereq Frenzied I, and I wanted to have that as soon as possible.
    Improved crit also ups the DPS by a lot, if I could've taken it earlier then I would. Level 9 is as early as anyone can get it, except for of course rogues, clerics and other classes who dont get 1 attack bonus per level.
    I left the THF line for the last, because it felt like it wasn't as important as the others.

    skills: Max your intimidate as others said, it helps a lot. Also max your balance. I put the leftovers into INT and also took UMD, I'm still hoping to make it useful somehow...

  9. #9
    Community Member Forzah's Avatar
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    Quote Originally Posted by Therigar View Post
    Dwarven Spell Defense is almost entirely worthless. Odds are you'll have someone casting blanket spell resistance by the time you hit the high levels.
    It's one of the best racial enhancements... gives +5 to saves versus pretty much anything.

  10. #10
    Community Member Rydin_Dirtay's Avatar
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    I would take each tier of the Dwarven Spell Resistance line as soon as you can, because it is useful levelling up, and in my opin at cap as well. You took it at level 18-19. I am not sure why.

    There is no need to put max ranks in Jump. Go 10-12 ranks or so and you'll be jump-capped when raged which is the goal.

    I would take IC: Slash at 9. Toughness can wait til 18, or even skip it altogether if you want to take a tactics feat.
    Khyber:Greenberry, Jemric, Qashta, Leuk, Thurradal + many others

  11. #11
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Rydin_Dirtay View Post
    I would take each tier of the Dwarven Spell Resistance line as soon as you can, because it is useful levelling up, and in my opin at cap as well. You took it at level 18-19. I am not sure why.

    There is no need to put max ranks in Jump. Go 10-12 ranks or so and you'll be jump-capped when raged which is the goal.

    I would take IC: Slash at 9. Toughness can wait til 18, or even skip it altogether if you want to take a tactics feat.
    Yeah DSD is probably the best Dwarven perk. +5 to saves is worth easily 50-80 HP at current endgame.

    I agree with IC:Slash at 9 and Toughness at 18. Barbarians are not short on HP while levelling.
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  12. #12
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    For your final feat Toughness is pretty standard for barbarians, especially if you plan on tanking, but Stunning Blow and even Improved Sunder are viable choice also.

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