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  1. #1
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    Default Suggestion on family DDO party

    Hello everyone. I would like to get some suggestion on a party make up build and suggestions. Hello everyone. I would like to get some suggestion on a party make up build and suggestions. I used to play table version AD&D 2nd ed many many years ago. I now have 3 young teenagers. The queen of the family due to the things happing in the USA with guns will not allow them play FPS games. We watched stranger things on netflix as a family one night and I recall how much fun I had with AD&D. I remember I tried DDO maybe 13 years ago? But so much have changed and I really do not even recall much.
    I would like some suggestion on a 4 people party, I am guessing healer is a must, a caster, a thief (maybe since I see traps and locks), and tank? My issue is how to build each of the character? I know from memory that there is no point putting high wis into a wizard and things like that. But I do not know how much points to put into each stat or what feats to take.
    If someone can point out maybe a step by step on what to take that would be a great help. I would hate to find that later on that we have picked useless feats, like letting that high wisdom wizard wear heavy armor.
    Thank you.
    Last edited by Tetsuo-; 04-28-2023 at 07:53 PM.

  2. #2
    Community Member C-Dog's Avatar
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    Quote Originally Posted by Tetsuo- View Post
    ... I used to play table version AD&D 2nd ed many many years ago...
    K, first off - and sorry for those who have seen this before - DDO is NOT like any other "Edition" of D&D that you've ever played!

    Even with vast tabletop experience, it's very easy to create a DDO build that looks strong on paper, starts out strong and soon completely fails - and nobody wants that!

    So, you're correct to ask, and specific, detailed builds will be suggested - follow those, and you're good to go.

    Hokay, that out of the way...

    Quote Originally Posted by Tetsuo- View Post
    I would like some suggestion on a 4 people party, I am guessing healer is a must...
    Meh, in part parallel to the above, you'd guess wrong.

    Many classes are now self-healing, in one form or another. A dedicated party Healer is definitely not needed, except in some Raids and special circumstances. It can prove nice to have, but there is plenty of room for a "healer-class blaster" or a "combat-focused healer", who covers that as a side focus. 2-hand maul-wielding clerics can give pure Fighters a run for their money and still be ample healers. Crossbow clerics of doom ftw.

    Similarly, Tanks are not needed except in some raids; again, can be handy, but if these players are new, the role and playstyle of a Tank may be both too demanding and unsatisfying.

    (If you, as the sole experienced player, want to shoulder the task, there are some Healer/Tank builds that exist, so you yourself could do double duty and take the bad-guy's focus off the party while you toss out any necessary healing. These tend to have VERY little damage-ability of their own, being designed simply to withstand punishment, so can exist ONLY in static parties like you are planning.)


    A good party does need a "Trapper", but there are 3 classes now that provide access to that - Rogue, Artificer (a non-F2P class) and Dark Hunter (a Ranger variant). More, in DDO, you only need 1 (initial) level of a Trapping class and enough Skill Points, and then you can go be any other class mix you want! So, again, shake off "Traps = Rogue" - in DDO, it's just not true. Wizards make some of the best trappers in DDO (due to high Int!).

    (Note also that if you are not 100% sure about attendance, it might be a good idea to have a designated "back up" trapper - not hard to do.)


    I think the first step is to do a soft poll of your players and, generally (and without shoe-horning them into "a class") ask them what sort of playstyle/character they might like? Ranged (bow or crossbow?), big axe/sword, 2-fast blades, caster-blaster, caster-tricksy (charms, holds), druid-shapeshifter (caster or brawler), warlock constant-blaster (very newbie friendly), monkish fists of doom (monk or paladin, btw!)... something else?

    If they have a favorite fantasy character, something can probably be cobbled together to give that same feel. DDO is surprisingly flexible in that sense.

    The only thing to emphasize is that players don't need - and don't want - to worry about TWO (or more) different combat styles for their damage. Pick Melee, Ranged or Caster* - end of discussion. Anyone can pick up a bow and pew pew, but no one needs to worry about also being "good" at a bow if they are a melee or a caster. Similarly, if you are good at a bow (or crossbow), you too can go full Legolas and fire point-blank at enemies without worrying about pulling a melee weapon. Each character should focus only on what they are good at, and simply not worry about things they are not good at - that's for someone else to be good at.

    (* this is for damage - if they want to cast "some" spells, for party buffs/healing etc, that's easily dovetailed in with one of the other 3 combat forms.)


    (Edit - Also... are these players going to be Free-to-Play, or VIP? It matters which specific classes/races/bells and whistles they will have access to. )

  3. #3
    Community Member Nebless's Avatar
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    Quote Originally Posted by Tetsuo- View Post
    I would like to get some suggestion on a party make up build and suggestions.
    To make sure your teen's get the most out of the game / want to keep playing - just sit down with them and go over the differrent classes they could play. Decide if you're going to play F2p or are willing to invest some money to buy access to the non-f2p classes.

    Yes a theif will be really useful. Beyond that you could add almost anything. As far as normal content goes you can get away with healing potions vice a healer, but sit down and see what THEY want to play.

    Quote Originally Posted by Tetsuo- View Post
    My issue is how to build each of the character?
    At lot of EXPERIENCED players poo-poo the idea, but you really can just use the stock character stats for the classes, especially here with a bunch of people that don't really know the whole D&D build a character stuff. The stock stats will let them use all that classes basic stuff be it healing, trapping or what not and let them get into the game.

    Also let THEM make their characters choices, not YOU. That way it's THEIR character. Sure they might screw up and gimp themselves, but it's a learning process and like 99% of players trash their first character anyway since it's a learning experience.
    Aias Iceforge. Barbarian Ice Dwarf - Khyber

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    Quote Originally Posted by Nebless View Post
    Also let THEM make their characters choices, not YOU. That way it's THEIR character. Sure they might screw up and gimp themselves, but it's a learning process and like 99% of players trash their first character anyway since it's a learning experience.
    I'll parrot in on this one.

    Plus, making new characters is easy and accessible enough, resetting AP costs measly platinum, a resource you'll soon learn is very easy to come by, and every new character comes with a free +0 lesser heart in their inventory that lets them re-make their choices all over again for everything except class levels.

    About those class levels: one tip I'll give to any newcomer wannabe is stick to one class. While multiclass builds are available and can be very fun if you know what you're doing, they add an extra layer of complexity without necessarily adding power.
    Enthusiasm enthusiast enthusiast.

  5. #5
    Community Member C-Dog's Avatar
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    Quote Originally Posted by Nebless View Post
    At lot of EXPERIENCED players poo-poo the idea, but you really can just use the stock character stats for the classes...
    <puts on his poo-poo hat>

    No, you really can't, because a lot of them SUCK - plain and simple.

    If a new player wants to just gimp along doing Hard, sure - but that's not what this group sounds like it's looking for.

    Quote Originally Posted by Nebless View Post
    Also let THEM make their characters choices, not YOU. That way it's THEIR character. Sure they might screw up and gimp themselves, but it's a learning process and like 99% of players trash their first character anyway since it's a learning experience.
    ... which is what the OP specifically stated he did NOT want...
    Quote Originally Posted by Tetsuo- View Post
    I would hate to find that later on that we have picked useless feats, like letting that high wisdom wizard wear heavy armor.
    Which is the fatal flaw in many of the "stock" builds (not that specifically, but close enough - pew, light a match! ).


    With many builds there is room for customization - that maybe can be worked into the mix. But these are not characters to be lightly "trashed" as separate players decide to start over, it's a static group - what if ~Level 8 two players' builds fail, but the other two work great? what then???

    Just... no. Vet Player-designed, forum-approved builds are what is wanted here. If I'm reading the OP correctly.

  6. #6
    Community Member Seph1roth5's Avatar
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    While it's a good idea to let them make their classes (duh), there are a few guidelines that will help everything flow smoothly while not forcing them to play certain classes. For example, my 3 friends and I made a team of all horizon walkers (bow shooters), it was awwwwwwwful.

    1: Someone up front. This can be someone tanky like a shield-wearing paladin/fighter, someone with a lot of HP and damage like barbarian or also-paly. Or, assuming you have some heals, anyone up front will do. You basically want someone to charge in first and get the aggro, and have enemies target them first so your squishier people are safe and you have less healing to worry about.

    2: Crowd Control: There's tons of options here. Almost every class can do cc well. Some are crazy good at it like bard or (depending on spells) wizard/sorc. But anyone with feydark can throw out lots of color sprays as well. They don't have to ONLY do cc, they can also do dps, but it's super helpful to start a big mob by blinding/holding/tripping/whatever-ing them.

    3: Some healing capability. Like cc, you don't need someone whose sole job is to heal, and you can always just use hirelings if you really want to, but since you're all new, some healing will definitely make things better. Lots of classes can heal, even a ranger (probably the worst out of all the classes that have heals) is usually enough to keep people topped off, and it's not like they have a ton of spells to throw around.

    4: For new people I'd say a trapper here, if you don't have one already. Vets know where all the traps are and can avoid a lot of them, or know which can be survived, but you won't really have that advantage. A rogue of some sorts (can be up front with a quarterstaff) will be able to spot and disable traps before you all go walking into death.

    Other: Definitely want to have SOME ranged damage, whether it's spells or just someone that doesn't suck with a bow (either dex-based or in a class that can use another stat to hit/damage for their weapon).


    Some really good options, especially for new peoples:

    1: Bard. I freaking love bard spellsinger lol. They have really good crowd control, great dps, tons of buffs, and can heal. They're awesome at breaking things too!

    2: Paladin: Paladins get very good spells to buff themselves. A 2-handed weapon paly will be high dps, and they have great saves and defenses. Intimidate can be used to keep wandering enemies off your squishies too. A shield using paladin is incredibly tanky, but not much dps. Paladins have a little healing, but it can save people in combat with lay on hands easy.

    3: Warlock: For someone that doesn't want to worry about SP management, warlocks are pretty good, and they have a few variations on their eldritch blast so you can be up close, medium, or long ranged and still be good. They also have a very good defensive build in enlightened spirit, but doesn't really get going til lv 12 or so. Very hard to kill an ES warlock, they can easily fulfill the up front role...eventually.

    Now this is all for newish people, the OP specifically, not talking about advice for vets or people wanting to do r4 or anything.
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

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    Play test some things you all find interesting. Run on casual (SUPER easy) or normal, until you get a feel for whats going on.

    Once you get that feeling, create your more permanent character(s) that combine things people in the playgroup liked.

    We have a super tame, toxic free forum, so the older teens should have no problem browsing threads for ideas as long as they stay out of bits like off topic or something.

    Virtually nothing will make sense your first time out, so rather than committing a lot of time to a first character that will definitely have flaws, just use the time as experience generating.

    Also:

    https://ddowiki.com/page/Newbie_guide

  8. #8
    Community Member C-Dog's Avatar
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    Quote Originally Posted by Seph1roth5 View Post
    For example, my 3 friends and I made a team of all horizon walkers (bow shooters), it was awwwwwwwful.
    But conceptually it was strong.

    Quote Originally Posted by Seph1roth5 View Post
    1: Someone up front...
    ...(etc.)...
    Solid approach and suggestions, although even then not 100% mandatory. But applying such might give a party template and help establish the cooperative interaction of a good party mix for new players, where everyone has a clear "role" and job to aim to fill.

    And note that a "tanky" character is diff from a dedicated "tank" - the latter tends to have no function other than to suck up damage, while there are many high-durability builds that only sacrifice a little for being much tougher.

    Quote Originally Posted by Seph1roth5 View Post
    Some really good options, especially for new peoples:

    1: Bard.

    2: Paladin:

    3: Warlock:
    Solid suggestions.

    I'd add to the newbie-friendly list Barbarian for raw melee damage output, Rogue for ranged X-bow hammering (or sneaky melee attacks? is that newbie friendly?), and Ranger for either ranged fun or 2-weapon slice-and-dice. (Rangers are a little squishy, but can cast buff spells (including back-up healing), so fill that "semi-spellcaster" vibe quite nicely.) Also Sorcerer for pure casting/blasting*, altho' Sorcies are very squishy and so require some protecting from the party and/or a strong sense of self-preservation from the player.

    (* Myself, I find Sorcies much simpler for new players than a Wizard, which can have an overwhelming variety of spell options to choose from. Sorcies tend to have a simple rotation of death, with (typically) the single option of one Crowd Control spell.)


    Bards can be either spellcasters (mesmerizing/dazing their targets) or single-weapon duelists, and are one of the few exceptional classes that can actually do both well (tho', as a new player, one OR the other should probably be the focus, as gearing for both could become burdensome).

    Warlocks are "the easy button" for new players. Their style of damage is unique, as if small medium-range blasting spells were continuously coming out of their hands (at no Spell Point cost!) while they cast Web/etc. for crowd control. Pow-pow-pow, pow-pow-pow! And, as mentioned, they have a sort of unlimited self-healing that makes them VERY hard to kill (part of which can extend to party members, depending!)

    Btw - The "trapper" role can be covered (of course) by a Rogue, either as a Crossbow ranged threat, a quarter staff tripping build (more crowd control), or a 2-dagger assassin (which requires "Stealth", which is a little squirrely in the game atm). Going multiclass, the role dovetails nicely with either Ranger (either dodgy or heavy variant, and either ranged or 2-weapon, discussed prev) or Wizard (yes, works great!), both classic combos in DDO. (New-player Bards can also be trappers, but they lose ~a little~ on Crowd-Control, which is may not be something you want "a little less reliable"... and it can get a bit complex in build and play. Ymmv.)

    Quote Originally Posted by Seph1roth5 View Post
    3: Some healing capability. Like cc, you don't need someone whose sole job is to heal, and you can always just use hirelings if you really want to, but since you're all new, some healing will definitely make things better. Lots of classes can heal
    Another good point - Hireling Healers are perfect for topping up a bruised party after a fight. They can cast every spell a Player "healer class" can cast. What they really can't do very well is survive a tough fight*, so you ~probably~ want some kind of "in-party, in-combat healing".

    (* Typically, Hireling healers are parked somewhere safe and left behind the party (quest entrance, or the last shrine you found), summoned up to the party when needed to do their job after a fight, then parked again, repeatedly. Takes a little practice to keep them parked safely, but very doable. Using them ~in~ a fight tends to get them killed - and then who raises them? )


    Quote Originally Posted by Scrag View Post
    Play test some things you all find interesting. Run on casual (SUPER easy) or normal, until you get a feel for whats going on.

    Once you get that feeling, create your more permanent character(s) that combine things people in the playgroup liked.
    Great suggestion. A little investment in the game, actually playing a little of a class (instead of guessing how it will play), will go a looong way to guaranteeing a good fit for the "real" character.

    For instance, a player who wants "a caster" might prefer the versatility of a Wizard over the mere blasting of a Sorcerer - or they might find the complexity and choices of a Wiz overwhelming, and prefer that simple blasting. Similarly with your "trapper" - LOTS of ways to go toward that end. Possible that someone will not love their choice of race ("I just don't like how it looks!"), or start to have envy for a different combat style or in-combat ability.

    There are good reasons to run up to 100 Favor on every Server*, and trying out a couple/few different builds will get each account toward the free DDO Points that they might want to buy some of the "recommended" bells and whistles. This is more important if you are F2P, but finding out if you like the game as F2P is a good litmus test to determine whether a player should invest in VIP. 100 Favor is Level 4 (on Elite), and that can be done in a single evening without much trouble.

    (* 100 Favor is easy, and the FIRST TIME any account gets 100 on any server = 125 DDO Points, for each server. There are 8 total, so that's a possible quick and easy 1,000 DP.)

  9. #9
    Community Member Nebless's Avatar
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    Quote Originally Posted by C-Dog View Post
    No, you really can't, because a lot of them SUCK - plain and simple.

    If a new player wants to just gimp along doing Hard, sure - but that's not what this group sounds like it's looking for.
    Interesting since I've played all the free classes, ran them through Elite dungeons, played on the Hardcore servers etc... all on stock builds and never seemed to have had the problems you do.
    Aias Iceforge. Barbarian Ice Dwarf - Khyber

  10. 04-29-2023, 11:48 PM


  11. #11
    Community Member C-Dog's Avatar
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    Quote Originally Posted by Tetsuo- View Post
    Thanks everyone for the suggestions. My boys have never played anything like DDO before. They are all into "call of duty" on the play stations FPS type of games.
    If FPS, they might find "ranged" builds more familiar? Those at least are 3rd-person/ "over the shoulder" shooters.

    Or they might enjoy the change of pace of a melee - you know them better than us.

    Dig up a couple vids on gameplay to show them, lots on Youtube.

    Quote Originally Posted by Tetsuo- View Post
    side note, the graphic on DDO seems very dated? I have the setting on very high and the graphic is nothing compared to the play station games they play now, is this because DDO is an older game?
    Sad but all true. Old engine at this point, it's been noted before and often.

    Quote Originally Posted by Tetsuo- View Post
    So back to the main topic, they will be all F2P maybe after few months and if they like the game I will buy them all some adventure packs.
    At the moment, there are some GREAT 99 DP sales - almost give-aways. Don't know if the Code is still valid, but the Sales have been extended (but not for long?).

    o https://www.ddo.com/news/ddo-free-dungeoncrawl

    Quote Originally Posted by Tetsuo- View Post
    I do recall when I did play a raid years ago... I remember some of the experienced players were not so friendly as newer player did not know where to go or died and caused the whole team to lose XP. I do hope people are more friendly now.
    As mentioned, the rules on XP have changed, and this dynamic no longer exists. And, yes, some players got very bitter about their xp.


    Quote Originally Posted by Nebless View Post
    ... I've played all the free classes... all on stock builds and never seemed to have had the problems you do.
    First, I have to ask - why? And why did you bother on HC?

    Anyway - sure, some do work, some (few) are actually solid, but (again) "a lot of them suck". And either way, they are black-box, the player has zero understanding of what they are and how they were built, which is another strike against them.

    And btw - having run all the classes isn't relevant here unless you've 1) run them as completely new and naked starting accounts (which can happen in HC), and also 2) run them as a new player, blind to the builds and the game itself. Because that is the context of this discussion. (and I 'm comfortable assuming that your experience doesn't match up with that. )

  12. 04-29-2023, 01:16 AM


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