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  1. #1
    Community Member GSilvermane's Avatar
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    Sep 2014
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    Default Rate My Lowbie Build: Level 7 TWF Occult Slayer Dwarven Barbarian

    Hello there folks!

    I decided i'd try to solo my way to a TR without having to spend too much time in Elite or Hard modes. This is the build I have so far, designed specifically to counteract spell damage and provide mitigation. Let me know what you think, and any advice you might have is greatly appreciated!

    Thank you for your time.




    Code:
    Character Plan by DDO Character Planner Version 04.29.001
    DDO Character Planner Home Page
    
    Tymala Silvermane
    Level 7 Chaotic Good Dwarf Female
    (7 Barbarian) 
    Hit Points: 155
    Spell Points: 0 
    BAB: 7\7\12
    Fortitude: 9
    Reflex: 6
    Will: 3
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 7)
    Strength             16                    16
    Dexterity            16                    16
    Constitution         16                    17
    Intelligence         12                    13
    Wisdom               10                    10
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 7)
    Balance               4                     7
    Bluff                 0                    -2
    Concentration         0                     3
    Diplomacy             0                    -2
    Disable Device        n/a                   n/a
    Haggle                0                    -2
    Heal                  0                     0
    Hide                  0                     3
    Intimidate            0                    -2
    Jump                  4                    13
    Listen                0                     2
    Move Silently         0                     3
    Open Lock             n/a                   n/a
    Perform               n/a                  n/a
    Repair                0                     1
    Search                4                    10
    Spellcraft            0                     1
    Spot                  2                     7
    Swim                  4                    13
    Tumble                n/a                   n/a
    Use Magic Device      2                     3
    
    Level 1 (Barbarian)
    Feat: (Selected) Two Weapon Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Dismiss Rage
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    Feat: (Automatic) Rage
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 2 (Barbarian)
    Feat: (Automatic) Damage Reduction
    
    
    Level 3 (Barbarian)
    Feat: (Selected) Two Weapon Defense
    Feat: (Automatic) Trap Sense
    
    
    Level 4 (Barbarian)
    Feat: (Automatic) Uncanny Dodge
    Feat: (Automatic) Uncanny Dodge (Dodge Bonus)
    
    
    Level 5 (Barbarian)
    Feat: (Automatic) Improved Heroic Durability
    
    
    Level 6 (Barbarian)
    Feat: (Selected) Dodge
    
    
    Level 7 (Barbarian)
    Enhancement: Occult Slayer (Bar) - Weapon Bond (Rank 1)
    Enhancement: Occult Slayer (Bar) - Resistance (Rank 1)
    Enhancement: Occult Slayer (Bar) - Elemental Defense (Rank 1)
    Enhancement: Occult Slayer (Bar) - Parrying Bond (Rank 1)
    Enhancement: Occult Slayer (Bar) - Parrying Bond (Rank 2)
    Enhancement: Occult Slayer (Bar) - Parrying Bond (Rank 3)
    Enhancement: Occult Slayer (Bar) - Uncanny Dodger (Rank 1)
    Enhancement: Occult Slayer (Bar) - Uncanny Dodger (Rank 2)
    Enhancement: Occult Slayer (Bar) - Uncanny Dodger (Rank 3)
    Enhancement: Occult Slayer (Bar) - Awareness (Rank 1)
    Enhancement: Occult Slayer (Bar) - Awareness (Rank 2)
    Enhancement: Occult Slayer (Bar) - Guarding Bond (Rank 1)
    Enhancement: Occult Slayer (Bar) - Guarding Bond (Rank 2)
    Enhancement: Occult Slayer (Bar) - Guarding Bond (Rank 3)
    Enhancement: Occult Slayer (Bar) - Lessons of Travel (Rank 1)
    Enhancement: Occult Slayer (Bar) - Lessons of Travel (Rank 2)
    Enhancement: Occult Slayer (Bar) - Lessons of Travel (Rank 3)
    Enhancement: Occult Slayer (Bar) - Lessons of Nature (Rank 1)
    Enhancement: Occult Slayer (Bar) - Lessons of Nature (Rank 2)
    Enhancement: Occult Slayer (Bar) - Lessons of Nature (Rank 3)
    Enhancement: Occult Slayer (Bar) - Arcane Encumbrance (Rank 1)
    Enhancement: Occult Slayer (Bar) - Arcane Encumbrance (Rank 2)
    Enhancement: Occult Slayer (Bar) - Arcane Encumbrance (Rank 3)
    Enhancement: Occult Slayer (Bar) - Kinetic Bond (Rank 1)
    Enhancement: Occult Slayer (Bar) - Kinetic Bond (Rank 2)
    Enhancement: Occult Slayer (Bar) - Kinetic Bond (Rank 3)
    Enhancement: Occult Slayer (Bar) - Constitution (Rank 1)

  2. #2
    Community Member
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    Oct 2009
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    Default

    I guess if you don't plan to spend too much time in hard and elite dungeons, the build will do just fine.

    I will post a counterproposal about how my previous barb looked like around level 7.

    Race would be Human
    Stats would be Str, Con
    Feats would be Power Attack, Cleave, THF, Great Cleave
    Weapon style would be two-handed fighting

    AP would be distributed into all three barb trees. My priorities would be getting as many barbarian cores as possible. 11 AP in one tree, 11 AP in second tree, rest in third tree or human.

    It may sound like you're giving away a lot of defense, but in return, you get lot of HP, heal amp, and low-hanging fruits from each tree.

    I find HP and heal amp to be the most important defensive stats of a barb. Actually no, the most important is high mobility and huge damage. When you can run in, cleave twice to kill everyone in sight before they can react, you don't even need to heal. But if you do take damage, having a Cure Serious Wounds potion heal you for 50-60 HP is great.


    Here are some comments for your enhancement selection

    Weapon Bond (Rank 1)
    Resistance (Rank 1)
    Elemental Defense (Rank 1)
    - cores are nice

    Parrying Bond (Rank 1)
    Parrying Bond (Rank 2)
    Parrying Bond (Rank 3)
    - parrying is OK

    Uncanny Dodger (Rank 1)
    Uncanny Dodger (Rank 2)
    Uncanny Dodger (Rank 3)
    - perhaps OK, though make sure your armor has high enough max dex bonus to support your dodge. If you are using medium armor, you might be able to reach max allowed dodge through items + ship buffs, saving AP and feat.

    Awareness (Rank 1)
    Awareness (Rank 2)
    - why?

    Guarding Bond (Rank 1)
    Guarding Bond (Rank 2)
    Guarding Bond (Rank 3)
    - I like this one

    Lessons of Travel (Rank 1)
    Lessons of Travel (Rank 2)
    Lessons of Travel (Rank 3)
    - Do you have access to ship buffs? If yes, lessons of travel provides marginal benefit. If no, you're still probably better off using potions, or drinking a healing pot after combat.
    http://ddowiki.com/page/Resist_Energy#Potions

    Lessons of Nature (Rank 1)
    Lessons of Nature (Rank 2)
    Lessons of Nature (Rank 3)
    - Why not drink a remove disease / neutralize poison potion?

    Arcane Encumbrance (Rank 1)
    Arcane Encumbrance (Rank 2)
    Arcane Encumbrance (Rank 3)
    - OK

    Kinetic Bond (Rank 1)
    Kinetic Bond (Rank 2)
    Kinetic Bond (Rank 3)
    - OK

    Constitution (Rank 1)
    - Spending AP on ability increases... you should have better options

  3. #3
    Community Member
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    Jul 2012
    Posts
    264

    Default

    Quote Originally Posted by cru121 View Post
    #
    Lessons of Travel (Rank 1)
    Lessons of Travel (Rank 2)
    Lessons of Travel (Rank 3)
    - Do you have access to ship buffs? If yes, lessons of travel provides marginal benefit. If no, you're still probably better off using potions, or drinking a healing pot after combat.
    http://ddowiki.com/page/Resist_Energy#Potions
    Lessons of Travel is required for Kinetic Bond.

  4. #4
    Build Constructionist unbongwah's Avatar
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    Jul 2009
    Posts
    19,465

    Default

    A couple of comments: Occult Slayer is considered far behind the other two PrEs in terms of DPS, particularly in epics; FB capstone (Storm's Eye) is insanely OP compared to the other two caps, IMO. And humans are preferred for barbs (and most builds, really), due to extra feat and racial Dmg boost. [Heal amp too, although barbs get plenty of that these days.]

    That said, if you want to go the dwarf OS barb route, I say embrace the flavor and go full CON-based like this:
    Code:
    Kundarak Slayer
    Barbarian 20
    True Neutral Dwarf
    
    
    Stats
                   32pt     Level Up
                   ----     --------
    Strength        14       4: DEX
    Dexterity       16       8: CON
    Constitution    20      12: CON
    Intelligence     8      16: CON
    Wisdom           8      20: CON
    Charisma         6      24: CON
                            28: CON
    
    Skills
              1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20
             ------------------------------------------------------------
    Spellcr   1  1     1     1     1     1     1     1     1     1     1  11
    Balance   2  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½  ½     11
    UMD       2     1     1     1     1     1     1     1     1     1     11
    Jump                                                               1   1
    Tumble    1                                                            1
             ------------------------------------------------------------
             12  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3
    
    
    Feats
    
     1        : Two Weapon Fighting
     3        : Power Attack
     6        : Improved Two Weapon Fighting
     9        : Improved Critical: Slashing
    12        : Greater Two Weapon Fighting
    15        : Cleave
    18        : Great Cleave
    21 Epic   : Overwhelming Critical
    24 Epic   : Armor Proficiency: Heavy
    26 Destiny: Perfect Two Weapon Fighting
    27 Epic   :
    28 Destiny: Elusive Target
    29 Destiny: Embodiment of Order
    30 Epic   :
    30 Legend : Scion of: Plane of Water
    
    
    Enhancements (80 AP)
    
    Occult Slayer (41 AP)
    
    
    • Weapon Bond, Resistance, Elemental Defense, Blank Thoughts, Force Ward, Mind Over Magic
      1. Ear Smash III, Parrying Bond III
      2. Knockout III, Guarding Bond III, Lessons of Travel III
      3. Bond of Retribution, Arcane Encumberance III, Kinetic Bond III
      4. Driving Force III
      5. Bond of Destruction, Vampiric Bond III, Occult Metalline, One Spirit III
    Dwarf (18 AP)
    • Dwarven Toughness, Dwarven Constitution, Dwarven Toughness II, Dwarven Constitution II
      1. Axe Training
      2. Axe Training
      3. Dwarven Runes III, Axe Training
      4. Axe Training, Throw Your Weight Around
    Frenzied Berserker (14 AP)
    • Die Hard, Frenzied Toughness, Frenzy
      1. Extra Rage III, Die Harder I
      2. Extra Action Boost III, Sprint Boost I
      3. Supreme Cleave III
    Ravager (7 AP)
    • Furious Rage
      1. Barbarian Power Attack III, Hardy Rage III
    Destiny (24 AP) Legendary Dreadnought
    1. Extra Action Boost III, Constitution
    2. Momentum Swing III, Imp. Power Attack
    3. Critical Damage I, Haste Boost III
    4. Anvil of Thunder
    5. Advancing Blows, Devastating Critical
    6. Master's Blitz, Headman's Chop
    Twists of Fate (26 fate points)
    1. Balanced Attacks (Tier 3 Primal)
    2. Sacred Ground (Tier 3 Crusader)
    3. Consecration (Tier 2 Crusader)
    4. Unearthly Reactions (Tier 1 Magister)
    TWF w/axes: for warhammers or picks, take the relevant Imp Crit feat and tweak enhs. Why Spellcraft? The extra Spellpower will boost the cold dmg from Scion of Water; but if you don't plan to take SoW (or intend to HTR first), then you can drop Spellcraft for something else.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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