The Core Thoughts:
I started this build on the Hardcore Server trying to max both strength and damage and the healing capabilities of one character to increase it's survivability and solo capabilities. Through the last several updates, Barbarian has made a swift comeback in durability and had a big overhaul in damage. Thanks to many of the enhancements found in both the Frenzied Berserker and the Ravager trees, this build is very hard to take down (unless you manage to get instakilled). The only reason to take Cleric is to get the healing and to not have to switch from your weapon to your scrolls and back within the midst of combat. Thanks to the higher durability of this build, healing others is not a huge problem once it becomes necessary in reaper mode. I am currently using this build during my TR grind and I am loving it. At higher levels, the gear really helps build the character and the propper equipment will help it stay alive. The core build is below. Enhancements will follow, then FEATS, then the GEAR. Please note that I do not plan on playing this this through epics but will return to the build later on to see how it handles.
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Starting Out:
RACE:
Half Orc
CLASS:
Barbarian
ABILITIES:
Max Strength
2nd Highest Constitution
3rd Highest Wisdom
Lower Dexterity
FEAT:
Two Handed Fighting
SKILLS:
Jump. (Highest)
Swim. (2nd Highest)
Listen. (Lowest)
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LEVELING: 12 Barbarian/7 Cleric/1 Fighter
Level 1: Barbarian 1
Level 2: Barbarian 2
Level 3: Cleric 1: Aureon
Level 4: Cleric 2: Aureon
Level 5: Cleric 3
Level 6: Barbarian 3
Level 7: Barbarian 4
Level 8: Cleric 4
Level 9: Cleric 5
Level 10: Cleric 6
Level 11: Barbarian 5
Level 12: Barbarian 6
Level 13: Barbarian 7
Level 14: Barbarian 8
Level 15: Cleric 7
Level 16: Fighter 1
Level 17: Barbarian 9
Level 18: Barbarian 10
Level 19: Barbarian 11
Level 20: Barbarian 12
Leveling and Increasing Abilities:
Increase Strength only. By increasing strength, your strength based skills will increase and damage will increase as well
Leveling and Increasing Skills:
Increase Jump, Swim and Listen. Increasing jump is a priority, but you do not need to increase it for more than about eight (8) to ten (10) points. Listen is a wisdom based skill but comes in handy in reaper mode if it gets high enough to be able to spot invisible or sneaking creatures.
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CLERIC DOMAIN:
Strength Domain: Since I am playing barbarian, I have gone into the strength domain to avoid stat damage as well have higher saves from
traps and spells etc. All other effects that
From other suggestions
Destruction Domain: This domain is good if you are entirely focused on self heal even during rage, however, I have not
found a reason to heal during raging because barbarians can self heal through their tier five enhancements, which heal them
for kills they make. Also, buffing is usually done before a fight and not during, so I see no need to be able to cast during a
rage.
Animal Domain: The only reason I would end up using this domain is for its extra hitpoints due to the fact that you must have mroe cleric
levels to gain more powers from this domain.
Overall, it is up to you which domain you wish to go into... I have put my thoughts and ideas down but I encourage you to
test and play the way you want to!
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ENHANCEMENTS:
Note: Numbers next to enhancements are their point costs
<Frenzied Berserker>: (36 Points)
CORE:
Die Hard (1)
Frenzied Toughness (1)
Frenzy (1) (+2 Strength)
Frenzied Toughness (1)
ONE:
Extra Rage (3)
Cracking Attack (3)
Die Harder (1)
Power Rage (4)
TWO:
Angry Arms (3)
Blood Tribute (3)
Body Blow (3)
THREE:
Mad Munitions (3)
Blood Trail (3)
Supreme Cleave (3)
FOUR:
Exhausting Blow (3)
<Ravager>: (40 Points)
CORE:
Furious Rage (1)
Pain Touch (1)
Demoralizing Success (1)
Pain Tough (1)
ONE:
Hate (3)
Do You Like Pain? (3)
Barbarian Power Attack (3)
TWO:
Mutilate (3)
I Like Pain (3)
Cruel Cut (3)
THREE:
Aura of Fear (3)
Slaughter (3)
Festering Wound (3)
FOUR:
Laughter (3)
I Hit Back! (3)
Dismember (3)
FIVE:
Blood Strength (1)
Bully (3)
Uncanny Balance (1)
Critical Rage (2)
ALL FEATS: (7)
Power Attack
Increases two handed fighting Damage
Two Handed Fighting
Chosen combat style
Improved Two Handed Fighting
Improving combat style
Mental Toughness
Increases spell points for more heals
Stunning Blow
Helps pacify mobs and deal more helpless damage
Cleave
Great for big mob clusters
Great Cleave
Great for even bigger mob clusters
FEAT NOTES:
When thinking about what melee and caster feats to take you have to realize the trade offs that you must make to make sure you get the feats you want/need. For example, I always recommend taking the weapon focus and specialization feats if you are a melee build because it gives you more damage and melee power. However, in this case, I had to sacrifice those for Stunning Blow and Mental Toughness because Stunning Blow helps stop mobs from attacking me so I can bring them down faster, and Mental Toughness allows me to get more spell points, as taking feats such as Extend or Quicken would only take up more SP to use, and I am in no need to extend my healing spells, as they are not a lingering spell. Cleave and Great Cleave has become very useful due to the recently added "Strikethrough Chance" that allows you to make more tactical and confirmed hits to targets near and around you even if you are not targeting them individually. In other words, they are more confirmed glancing blows. Taking Two Handed Fighting and Improved Fighting increases that strikethrough chance making me deal damage to a cluster of mobs than just one individually.
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GEAR:
Level 10 Gear Set:
Armor: Coat of the Traveler (1)
Head: Mask of the Vulkoorim
Trinket: Cursebane Focus (1)
Neck: Ward-Inscribed Pendant (1)
Cloak: Shadowhail Cloak
Belt: Vistani Fighter's Sash (2)
Wrists: Axe Bane
Hands: Knifepalm (2)
Ring1: Deathwarden (2)
Ring2: Skulled Ring (2)
Feet: Flightfoot Greaves (2)
Eyes: Random
Weapon: Barovian's Greatsword
(1) = Crypt Raider set:
+2 Artifact Bonus to hit and damage vs. Evil creatures.
+5 Artifact Bonus to Melee and Ranged Power
-20% Artifact bonus to threat decrease with both melee and ranged attacks.
(2) = Adherent of the Mists set:
+5 Profane Bonus to Physical Resistance Rating.
+10 Profane Bonus to Positive, Negative, and Repair Healing Amplification.
+5 Profane Bonus to Melee and Ranged Power.
+10 Profane Bonus to Universal Spell Power.
Level 15 Gear Set:
Armor: Enforcer's Coat (3)
Head: Mask of the Vulkoorim
Trinket: Cursebane Focus
Neck: Recruit Family Sigil (3)
Cloak: Shadowhail Cloak
Belt: Dragonscale Belt
Wrists: Hallowed Castigators
Hands: Hammerfists (3)
Ring1: Deathwarden
Ring2: Celestial Ruby Ring (Upgraded Strength)
Feet: Flightfoot Greaves
Eyes: Precision Lenses
Weapon: Tail of the Scorpion
(3) = Part of the Family set:
+10% Artifact bonus to Doublestrike
+10 Artifact bonus to Melee Power
+5% Artifact bonus to damage vs the Helpless
+5% Artifact bonus to Fortification Bypass
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SPELLS:
Level 1:
Bless
Divine Favor
Cure Light Wounds
Remove Fear
Level 2:
Cure Moderate Wounds
Lesser Restoration (clears rage fatigue)
Aid
Bull's Strength
Level 3:
Cure Serious Wounds
Remove Blindness
Prayer
Level 4:
Cure Critical Wounds
Death Ward
Divine Power +6 Strength
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Reaper Ability:
Starting off, low level reapers are easy on a barbarian, as they have the strength and the hit points to survive through the quests. However, if you are new to the game or returning and are just new to reaper mode, I would suggest holding off on reaper mode until you progress more into the game. This character, having the capabilities to heal others, is a very effective character in reaper groups. Since the build is durable and damage effective, its healing capabilities reflect perfectly for a party with spell casters and melee focused characters. Getting up into the higher level reapers, I found that it became more difficult to solo reaper quests due to the lack reaper points which I have. Taking the cleric levels for healing was to help groups in reaper mode, and to help you solo quests on elite. Since barbarians have Blood Tribute (+150 Temporary HP) this helps keep them alive for a long time (as long as they have a decent constitution score). Taking the enhancements in the trees help increase damage, durability, survivability and self healing. I would suggest joining reaper groups with this character and not soloing because the healing can only go so far until you really need a group to heal you.
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Solo Ability:
This character's solo ability is decently high on elite difficulties because of its healing capabilities. Getting into higher levels will grant you more damage, better gear, and better survivability. Taking all of the enhancements listed above will ensure that getting from level 1-20 will be very straight forward and it should be fun as well. I have had a lot of fun playing this character over the last week and due to its capabilities, I have gone up 14 levels in the last 3 days while still focusing on real life tasks.
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Final Words:
I would appreciate any feedback, positive or negative on things that you like or dislike about the build so I may go and revisit it later and see what kinks I can work out. Any recommendations or edits are welcome as this is my first build that I'm publishing! I have found it to be very durable and it brings monsters down quickly, so give it a try and have fun with it!
Happy Adventuring!
- Myraon
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SOURCES:
Gear Sets:
https://ddowiki.com/page/Category:Pa...mily_set_items
https://ddowiki.com/page/Category:Cr...oic)_set_items
https://ddowiki.com/page/Category:Ad...oic)_set_items
Spell List:
https://ddowiki.com/page/Cleric_/_Favored_Soul_spells
Enhancements List:
https://ddowiki.com/page/Ravager_enhancements
https://ddowiki.com/page/Frenzied_Be...r_enhancements
Feats:
https://ddowiki.com/page/Feats
Domains:
https://ddowiki.com/page/Domain
ETC:
https://ddowiki.com/page/Strikethrough