Intro/Index:
This a collection of 3 builds designed with 3 different players in mind:
1: Post 1 - "Max DPS" This build is designed for new players and veterans looking for a strong ultra high DPS build that can also serve as an excellent tank for end-game raids.
2: Post 2 - "Brutal DPS" This build is designed for Veteran players with 32-point builds who want to go ALL OUT DPS without any other regard. It heavily sacrifices hit points and other stats to do so, so it is not recommended for new players or for veteran players planning to serve as an end-game tank without heavy gear investment.
3: Post 3 - "Legendary DPS" This build is designed for players planning to TR their current Barbarian into a Half-Orc and goes for a great combination of ultra high DPS along with great tanking ability. You need access to the Barbarian past life feat for this build.
MAX DPS Build - Pure Barbarian:
Overall this build is a great balance of both very high DPS and hit points. It uses an enhancement setup that should make leveling up easier then my other 2 builds.
Race:
Half-Orc:
+2 strength, 2 more from enhance, power attack enhancements, extra damage with two handed weapons: Awesome race. The highest strength and highest DPS race of them all. Crush your enemies faster then any other with this race! Note this is a pay-to-play race so you need to buy it in the Turbine store or be a VIP to access it.
If you want to go pure free to play: I recommend my Dwarf Build instead.
Alignment:
Barbarians only have 2 correct choices: True Neutral or Chaotic Neutral. Recommend: True Neutral, but they are fairly balanced so pick your favorite.
(Please check out my definitive guide to barbarians here:
http://forums.ddo.com/showthread.php?t=296816 for details on why)
Stats
(28 point build)
(Stat - Amount - Build Point Cost during creation)
Str 20 - Cost: 16 points (All Level up points go here)
Dex 11 - Cost: 3 points
Con 15 - Cost: 8 points
Int 7 - Cost: 1 point
Wis 8 - None
Cha 6 - None
32 point version (Not necessary to make this build work well, but if you have it here is what I recommend)
Str 20 - Cost: 16 points (All Level up points go here)
Dex 12 - Cost: 4 points
Con 16 - Cost: 10 points
Int 8 - Cost: 2 points
Wis 8 - None
Cha 6 - None
(For 34/36 I recommend my Legendary build, see post 3)
Stat Analysis:
Str 20 = +5 level ups, =25, +6 item, =31, +1 tome, =32. +2 Barb Capstone =34, +2 Half Orc enhancement =36 Base strength unraged with basic gear
- Max sustained potential for this build is about 70+ strength when fully geared
- Max temporary potential for this build is OVER 100 strength!! - extremely temporary but quite possible.
Dex - Odd number because your more likely to acquire only a +1 Dex tome early on.. For +2 items focus on Str and con first. Also a great easy to get item is the spectral gloves, which are +5 Dex, bringing you to an even mod) And end game, a +3 Dex tome is 20x easier to get then a +4) 32 point builds raise this as Reflex save is quite important and this build can get a good score.
Con - This provides a max potential of 700+ sustained Hit points. You get a bit more on a 32point build which is nice but not a big deal.
Int 7 - A recommendation for new players, as at lvl3 or sometime later you can use a +1 Int tome for more skill points as you level up. Veterans with 32 point builds can generally get a +2 Int by level7 for additional skill points as well.
Wis 8 - Will save can be important in a couple places, but unfortunately there's not many points to spread around.. And you can still attain a decent will save with good gear.
Cha - Dump stat. At some point you may get silver flame potions so you'd need this score to be over 10.. But that's still doable with a 6 start, just rather hard. If your doing a TR and have 34/36 points you may consider more points in here, or check out the Legendary build below.
Near-Optimal Lvl20 Hit points (Doesn't include crazy hard to get items):
End Game Hit points since this is important:
240 - Pure Barb lvl20
20 - Heroic Durability
10 - Draconic Vitality (Gianthold Favor)
20 - Minos Legens (Toughness/Heavy Fort Hat)
30 - Greater False Life (Belt)
45 - Greensteel Item
300 - 40 Con (Includes a +2 tome, +2 exceptional on a ToD ring and includes 12 con from rage + rage potion as this is a perma rage build)
= 665 Normal
----- (If Toughness Feat Selected)
23 - Toughness Feat
40 - 4 Toughness Enhancements
= 728 Feated
----- (Maintainable situational Buffs)
40 - Madstone Single Con +4 (46)
40 - Yugoloth Potions* (20 from con and 20 from secret effect)
= 808 Over 800 Fairly easy to maintain HP
----- (Unmaintainable situational Buffs)
40 - Madstone Double Con +4 (50)
= 848 Situational
* Yugoloth +HP potions should not be used in general questing as it lowers your DPS by 5%. However for end game tanking I still recommend you drink them, as you should have no problem holding agro even with one going and the slight DPS drop is worth the hit points.
Optimal Healing Amplification - Aside from hit points and saves, this is your foremost defense:
Finger Necklace - This is a hard to acquire high level item.. But a very good one, it provides another 10-12% healing, as it works in a strange way.
Actual "Healing Amp" There are 3 ranks, 10%, 20% and 30%. All 3 stack with each other, but 2 of the same will not stack (example leviks bracers + DT Tempest rune will not stack)
I recommend running hound allot, for leviks - they are easiest to get and provide 20%
Alternatives are the DT runes - Eldritch provides 10%, and Tempest Provides 20%. The DT armor requires lvl16+ to use however. Or the +20% on a ToD ring
30% generally won't be obtained until very long after lvl20 via epic gear.
Feats:
1 - Two Handed Fighting
3 - Power Attack
6 - Cleave
9 - Improved critical: Slashing
12 - Improved Two Handed Fighting
15 - Greater Two Handed Fighting
18 - Toughness or Stunning Blow - Depends on your focus. Toughness is not needed for 95% of content... However being this build is somewhat geared towards tanking endgame raids, you will want it if you are going to be the main tank. Stunning Blow is an awesome feat for clearing trash if your a good twitch skilled player, it will really speed up many quests - especially epic quests. Altho I prefer stunning blow and find it extremely useful in the endgame and I have very strong gear to improve my hit points any ways, some players will definitely prefer the hit points instead. Personal preference really, either will work.
Possible Alternate progression to make early levels easier:
Swap cleave with improved two handed fighting. Take DR Boost enhancements instead of Damage boost. At level 12 get cleave and respec your enhancements for damage boost to get frenzy berserker II as the DR boost starts to become less effective as you main DR improves and they do not stack.
Feat Analysis:
As a Barbarian your primary role will always be to kill the enemies as fast as possible. So it makes the most sense to pour all your feats into ones that increase damage. Defense is important too - but your get what you need naturally from what the barbarian class gives for free, and your stats and gear - so spending feats on defense is not worth it. What each feat does:
Two Handed Fighting - Increases the damage of your glancing blows by 10% (Up from a base of 20%) - which also hit your main target, so this increases your overall DPS. Don't skip it.
Improved Two-Handed Fighting - Further increases the damage of your glancing blows by 10%)
Greater Two Handed Fighting - Adds a glancing blow to your third attack while standing still and further increases the damage of your glancing blows by 10%.
Power Attack - Massively increase your damage, at a cost of attack bonus. For Two handed weapons, this means -5 attack, for +10 damage, but this build enhances this feat up to -11 attack and +22 damage. The very high Str and BAB of the build allow for this to work and still hit enemies effectively (given strong equipment)
Cleave - Not a great feat.. But a pre-requisite for Frenzy Berserker, which is awesome. So you must take it.
Work in progress note:
Probably have some enhancements progression errors here since I did this by hand because I can't find a tool that does it nicely - will fix if you notice any errors:
Enhancements: Type Name Rank - (Cost)
Level 1:
Barbarian Sprint Boost I - (1)
Orcish Melee Damage I - (2)
Level 2:
Barbarian Extra Rage I - (1)
Barbarian Damage Boost I - (1)
Barbarian Extend Rage I - (1)
Level 3:
Orcish Extra Action Boost I - (1)
Orcish Strength I - 2
Level 4:
Barbarian Power Attack I - (2)
Barbarian Constitution I - (2)
Level 5:
Barbarian Improved Damage Reduction I - (2)
Barbarian Hardy Rage I - (1)
Level 6
Barbarian Power Rage I - (1)
Barbarian Damage Boost II - (2)
Level 7
Barbarian Frenzied Berserker I - (4)
Level 8
Barbarian Extend Rage II - (2)
Barbarian Hardy Rage II - (2)
Level 9
Barbarian Power Rage II - (2)
Level 10
Orcish Strength II - (4)
Level 11
Orcish Melee Damage II - (4)
Level 12
Barbarian Power Attack II - (2)
Barbarian Damage Boost III - (3)
Barbarian Frenzied Berserker II - (2)
Level 13
Barbarian Improved Damage Reduction II - (4)
Level 14
Barbarian Extend Rage III - (3)
Level 15
Barbarian Constitution II - (4)
Level 16
Barbarian Damage Boost IV - (4)
Level 17
Barbarian Power Attack III - (3)
Level 18
Barbarian Power Rage III - (3)
Level 19
Barbarian Power Rage IV - (4)
Barbarian Frenzied Berserker III - (2)
Level 20
Barbarian Might Capstone
Orcish Power Attack I - (1)
AP: 73/80 - Last 7 AP:
If Toughness feat selected:
Barbarian Toughness I - (1)
Barbarian Toughness II - (2)
Orc Toughness I - (1)
Orc Toughness II - (2)
Orcish Extra Action Boost I - (1)
If Stunning blow selected:
Extra Rage II (2)
Orcish Power Rage I (2)
Orcish Power Attack II (2)
Orcish Extra Action Boost I (1)
Kind of lumped the toughness and stunning blow alternatives a bit there at the end as I haven't been able to verify a good progression for them. You may be able to take them a bit sooner if your not worried about waiting until 20 for FBIII.
Orcish Power Attack is there at the end on purpose as at lower level these will just lower your to-hit score too much and you'll end up losing DPS by missing some swings. So wait for 20 to make up the to-hit bonuses you will lose. Or you can take it earlier if you have very good equipment and and think you can still hit on a 2.
As you can see the stunning blow route gets you +1 more strength, which can help with the DCs. But only if you hit a even modifier with that. If you don't try a respec to drop out say power rage IV saving 4 AP and get something else useful. Experimentation and customization are key to getting your enhancements working best for your own characters tome/gear setup.
Equipment Guide moved to my general Barbarian guide here.
http://forums.ddo.com/showthread.php?t=296816Skills:
Half-Orc unfortunately suffer a bit in the skills area due to their -2 intelligence. So you have to be a bit more carful in selecting the right ones and making sure to eat a Int tome as soon as possible. 28 point build will only get 2 skill points level2-3 which is just not enough. So be sure to get that Int tome in you stomach for 3 skill points per level after level3. If your a new player I recommend joining a guild just plain asking for one (politely, and explain to them why you need it). To high level veteran players - +1 tomes or the cost of them on the auction house is nothing at all to them, so don't be afraid to ask. Much better then wasting your hard earned turbine points.
On character creation:
Max Balance
1 Rank of Tumble (cross class it costs 2 points, but 1 rank is all you need forever)
Leftovers in Intimidate, Spot and Jump
On level ups:
Balance (Max this always, tho you generally only want a score of about 20)
Jump (Get this to about ~12-17 ranks and stop. Basically your aiming for 40+ with a jump item on while raged - without a jump buff as you can't always rely on buffs, as any more doesn't improve your jump height)
Initimdate (Fit what you can in here, it's not really needed to be completely maxxed since this build has awesome hate generation anyways, but its nice for certain scenerios)
Spot (Cross class, but worth it - fit as many points as you can in here)
If you have more left, pop em in haggle to make some extra coin. (You pretty much never will on a Half Orc, unless you somehow win the lottery and get a +4 Int tome at low level)
Spot:
Cross class skill, but very much worth it. Like the class video says, Barbarians make good scouts.. And they are best for (accidentally) running into stealthier enemies and traps if you don't have a rogue. So seeing the stealthier enemies is a huge asset. This works quite well if you get the Feather Fall/+spot item from like Cult of the Six or any set of old goggles with +spot will do until higher levels. You'll also noticed the odd trap or secret door, even in high level quest. Endgame you will aim for a +15 spot item like the Tharne's Goggles.
- You might think listen *should* work better as its a class skill... However listen items are harder to get and on worse slots then spot (spot goggle vs listen hat - hats good for hit points or DPS, goggles not really important for anything except true sight and sneak attack, which is available on raid gear like the Thane's Goggles along with +15 spot - but no Listen.
Also listen does not let you see the monsters, but merely faint red footstep outlines - which can be tough to spot in the fury of combat.
Jump:
As a front line combatant, your primary job is to run really fast and jump over the enemies front line combatants.. To kill there clerics and wizards in the back ranks. So many barbarians don't realize how huge this is. Trust me, its HUGE.
Tumble: Lets you move faster when under the effects of a bad spell like slow or that nasty white dragons ice freeze effect. You require 1 rank to use it, that's it. Anymore won't provide any additional benefit to this build.
Balance: It's a very important skill, if situation skill, you generally want to aim for a score around 20, you can do this easily with an item but ideally you get it to near this without wasting a slot on an item. You may wish to still carry a good set of balance boots however, as some rare encounters need allot to stay on your toes (Warforged Titan comes to mind)
Intimidate? :
In the early game: Your a fast moving death dealer, you do not want agro, you want the enemy dead before he makes you dead. You can get and hold agro well enough simply by being the first in, and first to strike.
In the late game:
It can have some value. If your tanking a dangerous raid boss and completely lose all threat for whatever reason, it can be sometimes very hard if not impossible to get it back. With the update9 upgrades to intiimdate, it makes it wortwhile to have, even on a build that doesn't heavily focus on it. You probably won't get a "success" on the most difficult raid bosses, but even a falure can result in a good amount of extra threat to help you catch up. So try to get some points in here.
Some notes on current bugs:
Keep in mind this build won't be for everyone as berserker does require some careful timing of active ability to work well.. As has many bugs currently. Being you have 4+ ability to activate for max DPS, it can be tough to maintain it all.
Bugs:
The crit multiplier only applies to damage increase, not burst damage yet.
Your flinch every attack as you hurt yourself.
Half-Orc is currently missing it's 4th THF swing animation.. Which makes things look weird, but doesn't actually effect your attacks - they still work, there just invisible.
MAX DPS Disclaimer:
DPS is a very relative thing, and what's "MAX" really depends heavily on the situation. I know people will try to argue that this isn't "max" (And infarct obviously my builds in posts 2 and 3 have more DPS.. But for what counts as a first-life Barbarian IMO, it is.
And I offer this:
For sustained (40+ minutes of rage on this build), real average DPS against end game raid boss's, this build is the max.
Yes - against trash mobs with zero fort, in a magical fantasy land where rogues get 100% sneak attacks and always have haste boost active - Rogues will deal quite allot more DPS...
And yes a similar Kensei THF build haste boosted may have a similar burst DPS, but can't be sustained and will be beaten in the long run.
So for when it counts against the tough bosses, Berserkers can't be matched.
Additional, a Barbarians DPS is pretty much equal across all targets unlike other classes, especially very strong versus high fort targets which are common in endgame raids. VS other DPS builds who suffer greatly vs other targets (EX: Slashing Spec Fighters are weak vs targets requiring blunt, and also rely a bit more on criticals for DPS. Rogues are poor versus high fort targets or things they end up with agro on. Rangers heavily rely on favored enemy bonuses, and Paladins pretty much only get great DPS vs evil outsiders)
MAX DPS Disclaimer:
DPS is a very relative thing, and what's "MAX" really depends heavily on the situation. I know people will try to argue that this isn't "max" .. But for what counts IMO, it is. So I offer this:
For sustained (40+ minutes of rage on this build), real average DPS against end game raid boss's, this build is the max.
Yes - against trash mobs with zero fort, in a magical fantasy land where rogues get 100% sneak attacks and always have haste boost active - Rogues will deal more DPS...
And yes a similar Kensei THF build haste boosted may have a similar burst twitch DPS, but can't be sustained and will be beaten in the long run.
So for when it counts against the tough bosses, Berserkers can't be matched. Berserkers also have the benefits of having great DPS vs all targets, while other classes can be very poor vs select targets. (EG monks aren't the best vs auto crit, rogues are poor vs things resistant to sneak attacks, kensai fighters who just spec slash are generally poor vs targets with blunt DR.. Barbs have no real weaknesses when it comes to DPS, frenzy damage is 100% unresistable)