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  1. #1
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    Default Good self-healing DPS build. Need Help!

    Hello everyone, I'm not new to the game but would like some help. I have a 4th life toon at the moment, and unfortunate at it is he's a Warforge fighter. Which apparently I didn't get the memo about the healers not liking Warforges since their a pain to heal if not built correctly. But anyways, I wanted to TR again hopefully before the new update and was hitting some bumps in the road on a build. I want a good self healing build but also puts out good damage. Has far as I know Half-Elf is good for both but I cant stand looking at them so that would be out of the question. And with the new update I was looking for something that would be nice with the whole AC junk that's going to change. Help is dearly appreciated. Thank you!

  2. #2
    Community Member Phidius's Avatar
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    I think deeply-melee-splashed battle-casters are going to rock after this release, but I don't recommend rolling one up. Turbine's sure to nerf them once they realize how much those builds benefit from the latest changes to the game.

    I'm planning to put my TR projects on hold once the update comes out, and playing the hell out of my 12 Wiz/6 Rang/2 Rog for as long as it lasts.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  3. #3
    Community Member Kinerd's Avatar
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    Human, 18 paladin 2 monk.

    16 Str
    15 Dex
    14 Con
    14 Wis
    8 Int
    14 Cha
    (If no +2 Dex tome, take from Str to put in Dex, put a couple level-ups in Dex, whatever to get to 17... but just get a +2 tome from your 1750 favor reward or something.)

    Feats
    Toughness
    Maximize
    TWF, ITWF, GTWF
    Improved Critical: Slash
    Power Attack
    Pick two from EWP: Khopesh, OTWF, Extend, Quicken

    Enhancements
    Hunter of the Dead
    Improved Recovery
    Human Versatility
    Devotion
    Divine Sacrifice 1
    Exalted Smite 1+

    Wear light armor or pajamas. Your AC will be ok, your saves will be very good, your DPS will be at least adequate, your self-healing will be outstanding.

  4. #4
    Community Member Standal's Avatar
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    WF Sorc.

    If you want to hit things with weapons, I had a melee WF FVS that gave somewhat weak DPS compared to a fighter or barb, but could solo most farming quests. He could also DOT and heal.

  5. #5
    Community Member HastyPudding's Avatar
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    WF sorcerer or wizard archmage; easily two of the most survivable classes in the game when built correctly.

    Light monks have a high survivability rate, and they're very self sufficient. You have good dps, a decent group heal (when you have an item or two to help with it), and all the monk perks that go along with the class. Depending on how you place your enhancements, you can either have a wide variety of supportive abilities or very nice healing amplification for easy use of healing pots.

  6. #6
    Community Member captain1z's Avatar
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    Quote Originally Posted by xx221zachgxx View Post
    Hello everyone, I'm not new to the game but would like some help. I have a 4th life toon at the moment, and unfortunate at it is he's a Warforge fighter. Which apparently I didn't get the memo about the healers not liking Warforges since their a pain to heal if not built correctly. But anyways, I wanted to TR again hopefully before the new update and was hitting some bumps in the road on a build. I want a good self healing build but also puts out good damage. Has far as I know Half-Elf is good for both but I cant stand looking at them so that would be out of the question. And with the new update I was looking for something that would be nice with the whole AC junk that's going to change. Help is dearly appreciated. Thank you!
    I think the problem with wf heals is not the wf character but the healer. Once you have the heal spell, you should care whether the tank is fleshy or wf. Before getting heal ask the arcane casterif he wouldnt mind wand repairing the wf between fights.

    All my wf characters carry repair and cure wands, which I give to arcanes and divine casters as needed.

    Wf require less curative spells because of immunities and take less damage due to DR (some are perma-stone skinned)

    But whatever, kind of a soar spot for me.

    As for future builds to rule them all, what does everyone think about

    Pure 20 FVS for epic DR or 18 monk / 1rogue/ 1paladin for flexability
    Ever bleed out in a thornbush? Welcome to UD14.

  7. #7
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    Quote Originally Posted by captain1z View Post
    I think the problem with wf heals is not the wf character but the healer. Once you have the heal spell, you should care whether the tank is fleshy or wf. Before getting heal ask the arcane casterif he wouldnt mind wand repairing the wf between fights.

    All my wf characters carry repair and cure wands, which I give to arcanes and divine casters as needed.

    Wf require less curative spells because of immunities and take less damage due to DR (some are perma-stone skinned)

    But whatever, kind of a soar spot for me.

    As for future builds to rule them all, what does everyone think about

    Pure 20 FVS for epic DR or 18 monk / 1rogue/ 1paladin for flexability
    IF the WF character takes healer friend great, getting some healing amp is quite awesome.

    if they do not then why should the cleric or healer bother with spending 65 sp on a spell to get half the effect? Need to cast the same spell twice is not very good use of SP.

    If the person playing the WF cannot even bother with attempting to help themselves out if they need a cleric, fvs or bard to heal them. Then why in all that is good should those players casting divine healing spells bother to attempt to keep a WF barb or WF fighter up? Especially if that melee refuses to stay in line of site of said healer?

    Nothing is worst than attempting to keep up those that cannot seem to understand that they have a personal stake at keeping themselves up. At least you attempt to help the process by providing wands, but not all divines are going to have the UMD to use arcane wands. Unless they happened to splash one wizard or one sorc level for that ability. I have started to do that with my divines and asking for wands myself to help mitigate sp expenditures.

  8. #8
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    As far as a good self-healing DPS build.

    If you wish to be a caster then either WF arcane, fleshy caster Cleric, FvS, Bard, Palemaster.

    Melee - Ranger, Paladin

  9. #9
    Community Member WruntJunior's Avatar
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    If you want a good melee self-healing build...melee FvS is always a fun way to go.
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  10. #10
    Community Member Jaid314's Avatar
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    if you just mean DPS in general, the WF sorcerer (or fleshy sorcerer with a good investment in UMD) works very well. WF will have better self-healing in the sense of being more reliable, other races tend to offer advantages like higher DCs (pretty much any offer this, though human, helf, and drow are in the lead) better heal amp (helf is in the lead, closely followed by human), or even a bonus feat (only human). obviously, WF offers a bit more con, and some immunities or resistances.

    WF artificer is also a pretty solid option (or even fleshy, construct essence feat is optional but will give you a better panic button; on the other hand, it lowers your heal amp as well. and if the devs eventually fix the potion spells to be instant cast and not disappear quite so often, fleshy may be pretty near as good actually). DPS will in generally be quite respectable, though if you specifically were thinking of melee this won't be the build for you. splashing a class for evasion is optional, some people like it, some people don't. personally, i consider the capstone to be very valuable, and didn't splash on my artificer.

    if that doesn't sound appealing to you, how do you feel about farming silver flame favor? a human barbarian should be able to obtain very respectable DPS and some heal amp will turn those potions into incredible self-healing (with a drawback). you could also build for almost any race of rogue, and with a decent focus on UMD you'll be able to use heal scrolls on yourself pretty reliably, while still being a very high DPS build (although most rogues tend to be a bit squishy if not careful about how much aggro they pull, this can also be overcome with gear). alternately, a human fighter with 2 rogue levels (for UMD and evasion - ignore the rogue skills unless for some unfathomable reason you're investing a huge amount into intelligence) could pull off something similar to the rogue, while offering i suspect slightly lower DPS vs sneak-attackable targets, but considerably more toughness (note that the rogue can actually get pretty tough, though, once fully geared, and beyond a certain point more HP and rapidly loses a lot of value; +20 HP on a build with 300 is pretty nice. +20 HP on a build with 900 isn't really a big difference).

    other options tend to trade in DPS for self-healing. for example, someone posted the idea of a hunter of the dead build. while that will give you crazy self-healing, the sad truth is that i would really hesitate to call that a DPS build. a ranger can do slightly better DPS than it (mostly due to manyshot and IPS being usable for insane bursts), but still won't generate as much as a good fighter, barbarian, or rogue. it is, however, also very good at surviving unpleasant situations, and can offer a lot of versatility (that is, you're pretty much by default going to be at least decent with both melee and ranged combat). still considerably lower DPS than a pure DPS class, but i suspect better off than the hunter of the dead.

  11. #11
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    i had a blast playing my : 12 bard, 6 barb, 2 fighter horc.
    with past life barb, fighter back then. he had 8 rages for 2 min each, for +8str. ( 60 total without exceptional str, yugo pots, or anything hard to get really)

    with un optimized gear, he was swinging a 1d12+78 and could rage, haste, and heal himself in between rages.
    i miss him. hes half stuck in a pally life now. ( would recommend getting a barb life first)

  12. #12
    Community Member Phidius's Avatar
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    Quote Originally Posted by captain1z View Post
    ...

    All my wf characters carry repair and cure wands, which I give to arcanes and divine casters as needed.

    ...
    I recommend giving Reconstruct scrolls to the arcane, and Heal scrolls to the divine, arties, and rogues.

    Most people don't enjoy running after others shaking a stick at them.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  13. #13
    Community Member Ravoc-DDO's Avatar
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    Requirements: self-healing, DPS
    Excluding fancies such as silver flame pots and destiny twists.

    By class:
    • Artificer : IN (WF)
    • Barbarian : OUT, no self-healing
    • Bard : OUT, gimp dps
    • Cleric : OUT, gimp
    • Druid : ???, too new to judge
    • Favored Soul : IN
    • Fighter : OUT, no self-healing
    • Monk : IN
    • Paladin : OUT, gimp
    • Ranger : OUT, gimp
    • Rogue : IN
    • Sorcerer : IN (WF)
    • Wizard : IN

  14. #14
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    wait a minute, the OP said he wanted DPS...

    that leaves out paladins

  15. #15
    Community Member FuzzyDuck81's Avatar
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    12fvs/6fighter/2monk dwarf favoured soul.. have one myself as only a 1st lifer (heavy armoured & shield with imp shield mastery, monk levels purely for feats) with the full 2hf line.. can go axe & board for extra durability (Daxe still gets glancing blows too) or greataxe for more heavy dps & with the legendary dreadnought destiny you can get those axes up to a total x5 crit multiplier (devastating critical plus headsmans chop) that'll only boost dps further... if you want to boost defensive capabilities you can do unyielding sentinal (personally will do that anyway to twist in legendary shield mastery, brace for impact & shield prowess).

    a 12fvs/6pally/2monk one could work well too with great saves, especially if you go light armour instead to allow evasion to function, though naturally you'll have a little less feats to play with.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  16. #16
    Community Member HastyPudding's Avatar
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    Quote Originally Posted by Ravoc-DDO View Post
    Requirements: self-healing, DPS
    Excluding fancies such as silver flame pots and destiny twists.

    By class:
    • Artificer : IN (WF)
    • Barbarian : OUT, no self-healing
    • Bard : OUT, gimp dps
    • Cleric : OUT, gimp
    • Druid : ???, too new to judge
    • Favored Soul : IN
    • Fighter : OUT, no self-healing
    • Monk : IN
    • Paladin : OUT, gimp
    • Ranger : OUT, gimp
    • Rogue : IN
    • Sorcerer : IN (WF)
    • Wizard : IN
    Why would you label Rangers as OUT? They're not THE most self-sufficient, but they do have a few healing spells, the ability to use cure wands, resist energy/protection from elements, remove poisons and diseases, freedom of movement, and have a line of enhancements that increases their healing power. You say rogue is IN when they don't become even moderately self sufficient until the middle levels (and that's if they have good UMD), and yet rangers get their spells at level 4, along with the ability to use wands. That's definitely self sufficient.

    And they're gimped? Seriously? You haven't seen a good AA, they can dish out some major damage. And while not as strong as they used to be, Tempests still have excellent TWF dps.

    And bards have gimped DPS? And no self sufficiency? Warchanters are clearly DPS and they have buffs, songs, and moderately good healing. Spellsingers lack the dps but they can heal better than you expect.

    Paladins may not be the super dps that barbarians and fighters are, but they can still dish out some situational damage and have a plethora of self-healing.

    What game are you playing?

  17. #17
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by HastyPudding View Post
    Why would you label Rangers as OUT? They're not THE most self-sufficient, but they do have a few healing spells, the ability to use cure wands, resist energy/protection from elements, remove poisons and diseases, freedom of movement, and have a line of enhancements that increases their healing power. You say rogue is IN when they don't become even moderately self sufficient until the middle levels (and that's if they have good UMD), and yet rangers get their spells at level 4, along with the ability to use wands. That's definitely self sufficient.

    And they're gimped? Seriously? You haven't seen a good AA, they can dish out some major damage. And while not as strong as they used to be, Tempests still have excellent TWF dps.

    And bards have gimped DPS? And no self sufficiency? Warchanters are clearly DPS and they have buffs, songs, and moderately good healing. Spellsingers lack the dps but they can heal better than you expect.

    Paladins may not be the super dps that barbarians and fighters are, but they can still dish out some situational damage and have a plethora of self-healing.

    What game are you playing?
    well said

    Rangers have always been designed around being moderately self-sufficient scouts/skirmishers, which means theyre meant to be versatile combatants, able to switch between melee & ranged roles, with some pretty decent buffs - ok they arent as outright durable, but just try to be on the edge of the fight rather than in the middle.

    Bards boost the whole party...they may not be the top dps, but theyre hardly slouches & soloing or in a group who actually understands team play, fascinate a group of enemies & you can take them out at your leisure.. if you go warchanter especially you get even more dps boosts, you can wear medium armour to get a useful AC & PRR which is supplemented by being able to displace yourself so theyre surprisingly capable defensively... though personally my favourite to play is virtuoso.

    Pallies again.. ok i think everyone understands by now that they arent the top in pure sustained dps, but decent rising to very good situationally & with high HP, AC & PRR potential plus great saves (or in light armour for less ac & PRR you can splash for a reliable evasion) as well as a number of useful immunities, buffs etc. they can be ridiculously durable, to the point of switching back to another character & going "wait.. these things can actually hurt you?"

    Every class has its own set of strengths & weaknesses, its a matter of playstyle to determine whether you limit yourself by focussing only on "omg its not as good as X at Y therefore its bad" or play to its strengths "well it can do X, Y & Z effectively" & take steps through playstyle to minimise the impact of any weaknesses.

    Being effective in a role isnt the same as being "the best".. and honestly being "the best" at any single role tends to come at the price of losing out elsewhere (eg. the OMG UBER DPS barb who while able to beat down anything in half the time of anyone else needs a constant babysitter, or the "i only heal" divine who is indeed a ridiculously good healer but needs a permanant meatshield to keep aggro off them)... personally, i'd rather have a character - even a party - that are all able to fill more than one role "well enough" than people who can only ever do 1 single job.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  18. #18
    The Hatchery bigolbear's Avatar
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    Check for these characters on my ddo(there mine btw), i think that will give some pointers. Ive listed the important feats too here as feats arent listed on my ddo - although equipment is and so i think thats an important place to look to answer this kind of query.


    Characters:
    Wrothgar dwarf 17cleric/2 monk/1 fighter. important feats: quicken, empowered heal, toughness, powerattack.

    Metaphysical warforge 16sorc/2paladin/2roguec (TUKAW build). important feats: quicken, maximise, empower, powerattack, toughness, spell focus evocation.

    sillfur Warforge favoured soul. important feats: toughness and powerattack.



    Generaly if you want to make a self healing DPS character it involves making either a cleric or favoured soul or a warforge sorc/wizard. Thats a generalisation and is not necessarily the case given time and experience at character building.

    For a mele DPS self healer id recomend a warforge Favoured soul - use a 2 hander greatsword. or a dwarf or human battle cleric (1 or 2 lvls of fighter and the rest cleric) again using a big 2 hander. Primary stat would be str, secondary con and a starting wisdom of 12 for the cleric and starting charisma 12 for the FVS.

    For spell DPS self healer id recomend a warforge sorc, 16 charisma, lots of con the other stats dotn matter too much.
    Ex Euro player from devourer: Charaters on orien(Officer of Under Estimated & Nightfox): Wrothgar, Cobolt, Shadeweaver, TheMetal, Metaphysical, Allfred, Razortusk and many more.
    stuff by me: http://forums.ddo.com/showthread.php...02#post4938302

  19. #19
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by bigolbear View Post

    For a mele DPS self healer id recomend a warforge Favoured soul - use a 2 hander greatsword. or a dwarf or human battle cleric (1 or 2 lvls of fighter and the rest cleric) again using a big 2 hander. Primary stat would be str, secondary con and a starting wisdom of 12 for the cleric and starting charisma 12 for the FVS.

    For spell DPS self healer id recomend a warforge sorc, 16 charisma, lots of con the other stats dotn matter too much.
    Honestly i'm leaning more & more toward fvs even for a melee non-wf divine, since they get plenty more SP for the inevitable self-heals, more resistances & the AoV PrE... even if you're almost purely melee its 100% worth it to take divine punishment & stack that up vs. bosses (or even single stack vs. more durable mobs) which will (at a guesstimate) more than double your dps, especially if the boss is getting debuffed by that handy light/alignment vulnerability proc from the PrE (which will also boost holy/holy burst/pg etc from weapons from the whole party once its got a couple of stacks going).
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

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