Page 1 of 2 12 LastLast
Results 1 to 20 of 25
  1. #1
    Community Member
    Join Date
    Aug 2009
    Posts
    2

    Red face New playing self-sufficient melee build advice

    Hi all,

    I was introduced to DDO a month ago and with no inkling to DD rules and such, I created what I'd hoped would be a fairly noob friendly and effective character (vanguard fighter). As of today, I am lvl 17 and it has worked quite well as a character to learn the game, however I find myself completely unable (or unknowing how) to BYOH, which is mostly required by the groups in my lvl range. I have been playing with two friends most of the time, all of us fairly new, so we have had hirelings every time. I have been told that for a pure fighter, using lots of pots is the way, but I find it prohibitively expensive at this point.

    My goal is to reach 20 soon, to TR, and was hoping to receive input on which melee builds can achieve a degree of self-sufficiency with either UMD or spellpoints.

    I have scoured the boards, but it seems most related threads point to some sort of divine/arcane build as the best self sufficients. I am hoping to remain fighter, or to try a paladin next.

    As a note, I do have VIP features, and plan on getting a +3 supreme tome for my toon before TR.

    Thank you in advance!

  2. #2
    Community Member Lonnbeimnech's Avatar
    Join Date
    Jun 2010
    Posts
    4,340

    Default

    either
    1. be a monk
    2. be a favored soul

  3. #3
    Community Member
    Join Date
    Feb 2010
    Posts
    120

    Default

    Oh there are plenty of ways to BYOH as a melee.

    Druid, Pally, Tempest (Exploiter) , and Bardbarian also all work.

    If you love fighters, and are not necearrily going to stay at level 20, splash a level or two of rogue or arty and pump UMD to max.

    -- Eli Bolas
    There is no chance I'm reading that grammatical disaster.

  4. #4
    Community Member MnaSidhe's Avatar
    Join Date
    Aug 2010
    Posts
    0

    Default

    Battle cleric is good! Start 1L Fighter then 12 levels Cleric (radiant servant II) then the rest in fighter. The Aura is a great form of self healing, fom and death ward are great Buffs. No need for UMD for raise scrolls or healing.

    You can play it like a fighter... divine power for those times when every "to hit" matters...
    My last life was based on this... and it worked a charm!
    Last edited by MnaSidhe; 01-06-2013 at 03:39 PM.
    No longer reading the Forums.

  5. #5
    Community Member
    Join Date
    Jul 2010
    Posts
    474

    Default

    I was a WF fighter last life, same issue. My answer this life was to go tempest II / Kensei I (12/8) for self healing, evasion, ranged damage, and I still do just as much damage (or maybe more) in melee. I would have gone for 14/6 split to get cure serious wounds / FOM but just couldn't skip the extra feat as there are already 2 more I wish I could take. My healing is adequate to heal between fights but is suboptimal for in combat healing.

    But there are a TON of options. Melee FvS, battle cleric (as mentioned), warchanter, one of many paladin builds for DPS. The Dire Dreadnought Defender and the Axehead are more melee oriented relying on SF pots and UMD for healing (which is a tough route frankly, but better as a pure build for tanking role)

  6. #6
    Community Member
    Join Date
    May 2012
    Posts
    411

    Default

    Welcome to the game!

    I'm still pretty new myself. Been playing for about 6 months or so. I also prefer to play a fighter, and found the same problem. Heres what I have come up with.

    Ahem...

    Fighters inherently suck at self heals. Thats their weakness. Like someone said above, you could throw a couple levels of rogue into the build and use some skill pt to pump up UMD (Use magic device). This will allow you to use wands and some scrolls that can heal, or self buff. At pretty low levels, you will be able to use a shield wand for a little added AC. If you have two levels of rogue, that will grant you the evasion feat, but you will always have to use light armor to get the benefit of using evade. My current toon is a 34 pt build 2 rogue/16 fighter. I have been very happy with the benefit of evade. Combine that with a high DEX for max dex bonus and its not so bad wearing light armor. Your next choice will be to put a few pts in CON or INT. I really struggled with this, and have even Lesser reincarnated TWICE to try and play with it. But I eventually went with CON, though I wish I could go back and stick with the INT, or split it more evenly. But I'm not gonna pay to LR yet again just to TR in two more levels.
    When you level up, put as many pts in UMD as it will allow you to, especially when you level as a rogue. Then go balance, jump, and whatever you want after that.
    The price you will pay still stinks, but if you stay on top of your max lvl equipment for Haggling items, and CHA boosting items, and buy your pots nd wands from guild vendors, you can bring the prices down considerably. You can also take the rogue skill boost and use that right before buying something to give yourself a haggle boost, though I dont recommend taking that as its not as good as other enhancements you could take as a fighter.

    I roughly followed the following build for my toon with a few tweaks and have been very happy with it:
    http://ddowiki.com/page/Reformed_Thief

  7. #7
    Community Member boredman's Avatar
    Join Date
    Apr 2010
    Posts
    315

    Default

    Light monk is the easiest self sufficient meele dps you can do if dont have too much experience yet.

    Other self sufficient meele builds you can do is the battle cleric (or clonk), battle fvs, a meele druid splash, a meele bard, a paladin or a ranger, but they need more gear and experience to have both good damage output(dps) and self sufficiency.

    The other possibility you have is to make a fighter or rogue or dark monk or another meele dps focused class splash that can use umd skill for heal scrolls but require some gear too to achieve that. Or a barbarian with silver flame potions but that is expensive.

    Saying that, my suggestion is go with a light monk as first option, a meele druid splash (druid/fighter or monk for example) for second option, or a battle favored soul as a third option.
    Last edited by boredman; 01-06-2013 at 07:17 PM.

  8. #8
    Community Member Pilgrim1's Avatar
    Join Date
    Aug 2010
    Posts
    860

    Default

    12 fighter/8 bard might work for you

  9. #9
    Community Member Purkilius's Avatar
    Join Date
    Aug 2010
    Posts
    589

    Default

    If you want to be a pure fighter again you can be a Half-elf with 13 in wisdom then you can take the cleric dilettante and will be able to use wands at low levels and eventually Heal scrolls.

    But having to change from weapon to heal scroll and then to weapon again is not the same as having heal spells an evasive paladin with either 2 monk or 2 rogue levels is a great way to get to know the game. He will not do the same dmg as a pure fighter but will often be the last man standing...
    Argo: Hilmir - Purkilius - Jinu - Vignir

  10. #10
    Community Member Nephilia's Avatar
    Join Date
    Sep 2009
    Posts
    1,539

    Default

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Human Male
    (2 Fighter \ 2 Rogue \ 16 Bard) 
    Hit Points: 290
    Spell Points: 450 
    BAB: 15\15\20\25\25
    Fortitude: 11
    Reflex: 12
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    23
    Dexterity             8                     8
    Constitution         15                    16
    Intelligence         14                    14
    Wisdom                8                     8
    Charisma             12                    12
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    22
    Bluff                 5                     5
    Concentration         4                    26
    Diplomacy             1                     1
    Disable Device        6                    25
    Haggle                5                     5
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            1                     5
    Jump                  7                    10
    Listen               -1                    -1
    Move Silently         2                     2
    Open Lock             3                     7
    Perform               n/a                  24
    Repair                2                     2
    Search                6                    25
    Spot                  3                     3
    Swim                  3                     6
    Tumble                0                     0
    Use Magic Device      5                    24
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+3)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Handed Fighting
    
    
    Level 2 (Fighter)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 3 (Fighter)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Feat: (Selected) Cleave
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 4 (Bard)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Perform (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+3)
    
    
    Level 5 (Bard)
    Skill: Disable Device (+1)
    Skill: Perform (+4)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Bard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+3)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Bard)
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Bard)
    Ability Raise: STR
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Bard)
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 10 (Bard)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Rogue)
    Skill: Balance (+6)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Bard)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Bard)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 16 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Great Cleave
    
    
    Level 19 (Bard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Bard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Perform (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Bard Inspired Attack I
    Enhancement: Bard Inspired Attack II
    Enhancement: Bard Inspired Bravery I
    Enhancement: Bard Inspired Bravery II
    Enhancement: Bard Inspired Bravery III
    Enhancement: Bard Inspired Damage I
    Enhancement: Bard Inspired Damage II
    Enhancement: Bard Inspired Damage III
    Enhancement: Bard Lingering Song I
    Enhancement: Bard Lingering Song II
    Enhancement: Bard Warchanter I
    Enhancement: Bard Warchanter II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Bard Lyric of Song I
    Enhancement: Bard Lyric of Incredible Song I
    Enhancement: Bard Song Magic I
    Enhancement: Bard Song Magic II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Bard Wand and Scroll Mastery I
    Enhancement: Bard Wand and Scroll Mastery II
    Enhancement: Bard Wand and Scroll Mastery III
    Enhancement: Bard Wand and Scroll Mastery IV
    This is a 28 point human bard trapmonkey able to self heal and good dps.
    It could get advantage of tomes but they're not required anyway and it's ready to take overwhelming critical at lv 21 for even more dps.
    Surely u'll not output the same amount of damage as a Shield&Bash fighter or a barbarian Half-orc could but u'll be very resistent with all the nice stuffs u have while enjoy a very fun build to play ^^

    And with a 34 points build u can raise your cos and str a little bit more ^^
    Last edited by Nephilia; 01-07-2013 at 07:09 AM.
    ALL HAIL TO ITS SQUISHY-MAJESTY SIR KNORR, LORD OF OOZES AND MASTER OF SLIME
    http://forums.ddo.com/showthread.php?t=386688

  11. #11
    Community Member Munkenmo's Avatar
    Join Date
    Oct 2009
    Posts
    0

    Default

    there's quite a few acceptable suggestions in this thread regarding byoh.

    The key things you need to effectively be able to heal yourself as a melee are the following

    - 39 umd to no fail heal scrolls, realistically for a new toon, this means you're going to need to have a splash in rogue, artificer or bard to get full ranks in umd.

    - half elf with cleric (or to a lesser degree favored soul) dilettante feat, to use heal scrolls at about 90%

    - blue bar healing, this would generally mean investing in ~12 levels of druid, bard, paladin, ranger, cleric, or favored soul.

    - Ki based healing, with 7 levels of monk, you could get access to fists of light, mediate, and 2 tiers of monk healing amp.

    - serious investment in healing amp, either human, or half elf with monk dilletante would essentially be required.

    - acquiring 400 silver flame favor, to be able to purchase lesser potions that heals you for 100, or greater potions that heals for 250 (these both reduce all your stats by 10 for 30 seconds though)

    These options allow for a huge diversity of builds, and which way you'd like to go, comes entirely down to personal preference.

  12. #12
    Community Member Dendrix's Avatar
    Join Date
    Nov 2009
    Posts
    1,047

    Default

    Be a paladin for self healing and lots of other goodies

  13. #13
    The Hatchery Aurora1979's Avatar
    Join Date
    Nov 2009
    Posts
    0

    Default

    As said before there's lots of good routes to go for a self sufficent melee.

    Personally I would recommend a Bard build, you can find ones with heavy fighter splashes if you wish to.

    There offer good self sufficeney. Good melee, you probably won't be top melee but you will hold your own and only be a swpie or two behind.

    You can also get into lots of groups with little responsibility other then buffs. That can help you learn a lot of quests if you decided too.

    As I say you will be a little slower killing things but you will be very steady. If you splash rogue in too for evasion you will be very tough to kill.
    Quote Originally Posted by xanvar View Post
    I believe my left thumb is Gimp. I think I need to reroll.
    DDO Acronyms: http://ddowiki.com/page/Glossary
    http://forums.ddo.com/showthread.php...78#post2326178

  14. #14
    Community Member cdr's Avatar
    Join Date
    Sep 2009
    Posts
    1,213

    Default

    A 20 fighter Stalwart Defender with daxe+shield is probably the most soloable/self-sufficient melee build for endgame currently. It can solo Epic Elites that almost all other melee builds would not be able to handle.

    It is gear dependent, though, and does rely on Silver Flame pots for healing.

  15. #15
    Community Member Sarzor's Avatar
    Join Date
    Sep 2009
    Posts
    749

    Default

    Quote Originally Posted by cdr View Post
    A 20 fighter Stalwart Defender with daxe+shield is probably the most soloable/self-sufficient melee build for endgame currently. It can solo Epic Elites that almost all other melee builds would not be able to handle.

    It is gear dependent, though, and does rely on Silver Flame pots for healing.
    I think anything relying on SF pots is not new-player-friendly. At the earliest you could get them would be level 16, and that is with doing Necro I-IV (minus Abbott) as well as several of the random other Silver Flame quests on elite. If I remember correctly everything level 14 or below, excepting the Abbott raid itself and including the non-Necro quests is 399 favor, so you'd need the first lords of dust quest to break 400 favor. That is a very long time for a new player to wait to get real self-healing. And that is assuming they are VIP and own the Necro packs, as well as they can find a group to do Necro II and III on elite. It is very easy to get discouraged in this game, especially since so many of the LFMs specify BYOH. For this reason I strongly recommend a build which has spell-casting healing abilities, whether it be a ranger/bard/cleric/fvs or a WF arcane. The ability to heal oneself "cheap" is I think crucial to maintaining interest in the game.

    Many of the other suggestions are quite good, and I'd also like to suggest the evasion paladin as an option.

  16. #16
    Community Member Loromir's Avatar
    Join Date
    Feb 2010
    Posts
    0

    Default

    I have a lvl 19/1/5 Cleric/Fighter/Epic battle cleric. She is almost unkillable. Standing in my Aura (Which ticks for 72 per click) wielding a Falchion. She can buff, raid heal and solo all equally well. Her DPS is not at Barb/Fighter lvls, but is still quite adequate. Her spell DC's are weak, but she is built for Melee, not casting (Although her searing light and divine punishment damage are formidable).

    I put all lvl ups into str. I maxed str at creation. I took Cleve, Great Cleve, Power Attack, Greater THF & Imp Crit slashing as feats. I took the Fighter and Human Str enhancements and all the healing amp I could get.

    She is working her way through ED's to get Legendary Dreadnaught. Once she maxes that out, she should be really strong.
    Leader of Legion of Eberron on Cannith.

    Characters: Loromir & Baldomir....among others.

  17. #17
    Community Member voodoogroves's Avatar
    Join Date
    Oct 2009
    Posts
    8,366

    Default

    Plenty of things can be self sufficient.

    What do you like about your play style now? We may be able to tweak what you're looking for to fit better. Rather than suggesting "divine caster" or "light monk" without any background, tell me what you like about your character.

    Heavy armor / shield / defender type?
    Big weapon swinger / bruiser?
    Tactics?
    Two weapons swinging at the same time?

    It sounds like you enjoy the fighter - what parts do you like and what parts would you be willing to give a bit on for that flexibility?

    How much time are you willing to put in for gear?
    Ghallanda - now with fewer alts and more ghostbane

  18. #18
    Community Member cdr's Avatar
    Join Date
    Sep 2009
    Posts
    1,213

    Default

    Quote Originally Posted by Sarzor View Post
    I think anything relying on SF pots is not new-player-friendly. At the earliest you could get them would be level 16, and that is with doing Necro I-IV (minus Abbott) as well as several of the random other Silver Flame quests on elite. If I remember correctly everything level 14 or below, excepting the Abbott raid itself and including the non-Necro quests is 399 favor, so you'd need the first lords of dust quest to break 400 favor. That is a very long time for a new player to wait to get real self-healing. And that is assuming they are VIP and own the Necro packs, as well as they can find a group to do Necro II and III on elite. It is very easy to get discouraged in this game, especially since so many of the LFMs specify BYOH. For this reason I strongly recommend a build which has spell-casting healing abilities, whether it be a ranger/bard/cleric/fvs or a WF arcane. The ability to heal oneself "cheap" is I think crucial to maintaining interest in the game.

    Many of the other suggestions are quite good, and I'd also like to suggest the evasion paladin as an option.
    CSW pots are ML1 and will serve you fine until you get SF pots.

    Not to mention you can get SF pots before you TR and cache them.

  19. #19
    Community Member AzB's Avatar
    Join Date
    Jun 2012
    Posts
    1,398

    Default

    Some great ideas in this thread.

    I'll toss in one more I didn't see. Druid.

    It's a little different, but you can be a melee wolf or even bear, (but wolf is faster and more fun) and the combination of things makes a melee character that's very, very hard to kill. You can accomplish decent AC, HP, saves... and you've got healing covered from neut poison to resurrection. At low levels, you've got a pet and a summons to make your own little wolf pack, and man is it effective.

    Just something to think about if you're willing to consider something less classic than sword and board.

  20. #20
    Community Member
    Join Date
    Aug 2009
    Posts
    2

    Red face

    Wow, first off, let me say, the DDO forum community might be the single most helpful, civilized forum on the internet I have encountered. I am absolutely staggered by the amount of relevant information that has been offered. Thank you all for taking the time to respond to an eager new player, it is truly humbling!

    As it is, I am trying to erase the stereotypes about classes that I have from playing several other MMOs. I hear Bard, Cleric, and melee in the same post and I instinctively think 'wait, what?!'. The beauty of DDO's character planning versatility is impressing me more and more!

    As it is, I enjoy my fighter for his Intimidate, Cleave and Great Cleave abilities, given that I have a healer/hireling to keep me up. Coming as a tank from several other games, it is a role I enjoy. However, I have decided that once I reach 20 and TR this toon, I will try a more DPS centered character, with self-sufficiency planned ahead this time.

    So many suggestions have stood out on this thread, and I am beginning to toy around with a character planner, as well as continuously trying to learn what the panoply of acronyms being thrown around mean

    Atm, I am exploring variations of THF (from personal preference) paladins or fighters, mixed with a combination from rogue/arti/monk, or perhaps a battle cleric of sorts. My god, the possibilities are overwhelming lol, how does one decide?!

    Thanks again

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload