Boiians

 
Boiians

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Duben 30, 2011, 07:54:08 dopoledne
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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=296816


Skills:
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)


Duben 30, 2011, 07:54:48 dopoledne
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Brutal DPS Build - Pure Barbarian:
This build is not really recommended that much to anyone. It heavily sacrifices hit points and rage duration in order to get the highest possible DPS - which is generally not worth it. It's mostly just for crazy veterans who have extremely strong twinked gear that can handle having lower defenses and zerg quests so fast that a longer rage duration isn't critical. But even for Veterans, I strongly recommend either using the post 3 TR build if you want more DPS, or just use the first build as it would result in an easier leveling experience without that much of a drop in DPS. Main purpose of this is to just show what the all-out DPS enhancement setup looks like for those interested.

It won't be a complete guide since there's no point in writing all the same things twice.. See the first post for a comprehensive build, this one is just mainly a modified version of build 1, so it will only cover stats/feats/enhancements - as that is the only thing that changes in this build (and actually only enhancements change directly, others are just recommendations)


Stats - Same as build 1, but I can't recommend this as a 28-pointer new player. Only use this if you have access to 32-points and are up for a challenge.

32 point version (Necessary for this build)
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 points I recommend my Legendary build, see post 3)

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 - Stunning Blow (Since this more of an all out DPS build not designed to be a good tank, there's no point in taking toughness)

Enhancements: (This Progression isn't really set by me, done by the planner here: http://ddo.motd.ru/planner/core/ and really up to the player for this build):
Level 1
Barbarian Sprint Boost I
Orcish Melee Damage I
Barbarian Power Attack I
Level 2
Barbarian Damage Boost I
Barbarian Extra Rage I
Barbarian Extend Rage I
AP: 12/12
Level 3
Barbarian Hardy Rage I
Orcish Strength I
Orcish Extra Action Boost I
Barbarian Power Rage I
AP: 15/16
Level 4
Barbarian Sprint Boost II
Orcish Power Attack I
AP: 20/20
Level 5
Barbarian Damage Boost II
Orcish Power Rage I
Barbarian Power Attack II
AP: 24/24
Level 6
Barbarian Extra Rage II
Barbarian Hardy Rage II
AP: 28/28
Level 7
Barbarian Extend Rage II
Barbarian Power Rage II
AP: 32/32
Level 8
Barbarian Frenzied Berserker I
AP: 35/36
Level 9
Barbarian Extend Rage III
AP: 37/40
Level 10
Orcish Extra Action Boost II
AP: 43/44
Level 11
Orcish Melee Damage II
Barbarian Extra Action Boost I
AP: 47/48
Level 12
Orcish Strength II
AP: 50/52
Level 13
Barbarian Damage Boost III
AP: 54/56
Level 14
Barbarian Damage Boost IV
AP: 60/60
Level 15
Barbarian Power Attack III
Barbarian Power Rage III
AP: 63/64
Level 16
Orcish Extra Action Boost III
AP: 65/68
Level 17
Orcish Power Attack II
AP: 71/72
Level 18
Barbarian Power Rage IV
Barbarian Frenzied Berserker II
AP: 76/76
Level 19
Orcish Power Rage II
Orcish Power Attack III
AP: 80/80
Level 20
Barbarian Frenzied Berserker III
Barbarian Might

So with this enhancement setup you get:
Maximum Strength
Maximum Power attack enhancements
Brutal Maximum DPS (Pretty much, only thing missing is past life feats and weapon aptitude which doesn't matter since it's like +0.00001% more DPS)
8 Sprint boosts instead of 5-6 (depending on toughness) which are a bit faster then your standard one granting you crazy fast running speed along with crazy fast DPS

But sacrifice:
A lot of Hit points
2 Less DR (9 vs 7 at level20)
Less Rage duration

Overall endgame Hit points vs more Tankish build above:
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
280 - 38 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)
= 645 Normal
----- (Maintainable situational Buffs)
40 - Madstone Single Con +4
40 - Yugoloth Potions* (20 from con and 20 from secret effect)
= 725 Fairly easy to maintain HP
----- (Unmaintainable situational Buffs)
40 - Madstone Double Con +4
= 765 Situational


Duben 30, 2011, 07:55:21 dopoledne
Odpověď #2
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Legendary DPS - 18/2 Barbarian/Fighter:
The is the ultimate true re-incarnate build that combines incredible DPS along with excellent hit points, combat feat DCs and of course tanking ability. This is the strongest of the 3 builds, but it also is the hardest to play, build and equip. As it absolutely requires the past life: Barbarian feat - which means killing one of your existing Barbarians and True Reincarnating as a Half-Orc, and will also add 1 more hot key to your play setup (Haste Boost I) making it a bit more complex.

First - Recommended Past Life feats:
At a bare minimum you need the Barbarian one. Also recommend having the Fighter one as well, as sets you up to be a Legend build (36 Points) and grants you a nice +1 to hit and +1 DC to combat feats (This build will make heavy use of stunning blow, trip and sunder) but the fighter one is not required.

Recommended leveling progression if your starting from scratch and want to end up as this:
Life 1 - Barbarian pure, use build in post 1, or try out my Dwarf or Warforged guides if you want to try different races each life.
Life 2 (Hero) - Fighter/Barb 18/2, Doing this you can keep your Barbarian speed you've probably grown fond of by now, and also take the Barbarian past life feat for faster leveling.
Life 3 (Legend) - This build.

Additional notes on other past lives should you happen to have other classes your considering TR'ing into a Barbarian (Listed in order best to worst IMO):
Barbarian: Nets you a nice +10 hit points for free. And the active feat is a must have.
Fighter: Nets you +1 to attack (Very important if you want to rock a -11 to hit power attack), and +1 to all your combat feat DCs. Excellent past life for any Barb. If your planning on a doing a ton of TR'ing to get the ultimate stats, make at least 3 of them Fighter.
Monk: +1 Damage to all of your attacks. More DPS. Can't argue with that. But considering this build can manage 130+ base damage and 800+ criticals, it's not really a huge big deal.
Paladin: +5% more health when healed by positive energy. Pretty sweet. If this was a Warforged I'd rank this one above monk. But Half-Orc can reach a fairly solid healing amp without this so not a huge deal. Also the active version grants you the ability to use Divine Favor, which is +3 to hit and +3 damage for about 2 minutes - pretty cool but it's hard to say this is worth dropping a nice feat like toughness for. If you want ultimate DPS and don't mind adding 1 more clicky to your rotation, consider it.
Rogue: +2 saves vs traps and +1 sneak attack damage. Yea, not that great but it's something. Also last I heard this was bugged? Fixed yet?

The rest: Yea, don't bother. Not worth the time investment.

So if you do have one of the above classes and your looking to TR to a Barb, this could be the build for you. Tho keep in mind if you'd have a ton of work ahead of you doing 1 barb life, then TR'ing again for this build to get the Barb past life feat. (Unless said character already happens to have barb past life, then your in luck)


Now onto the build:

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
(34 point build, But having access to 36 points is recommended)
(Stat - Amount - Build Point Cost during creation)
Str 20 - Cost: 16 points (All Level up points go here)
Dex 13 - Cost: 5 points
Con 16 - Cost: 10 points
Int 8 - Cost: 2 points
Wis 8 - None
Cha 7 - Cost: 1 point

36 point version (Recommended)
Str 20 - Cost: 16 points (All Level up points go here)
Dex 12 - Cost: 4 points
Con 17 - Cost: 13 points
Int 8 - Cost: 2 points
Wis 8 - None
Cha 7 - Cost: 1 point

Stat Analysis:
Str 20 = +5 level ups, =25, +6 item, =31, +2 tome, =33. +1 Fighter strength I =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 - Basically put about as much as I could fit after making sure the other stats were solid. Reflex save is important, but if your a heavily geared TR - you should probably have some nice gear to up your Dex and reflex any ways.
Con - This provides a max potential of 760+ sustained Hit points (full geared as a TR should be). You get 1 more on a 36point build which is nice but not a huge loss on a 34.
Int 8 - 3 skill points per level 1-7, use a +2 Int tome at 7 for 4 skill points per level. Don't dump this please. Having a high spot and balance skill is important. Also important is maintaining stats over 11 for silver flame potions. By having 8 you can do it easy with a +3 Int tome, or a +2 Int tome + litany of the dead.
Wis 8 - Will save can be important in a couple places, but for TR's you can generally get the gear to immune to most of them (Kundarak Boots), and resist the rest given strong equipment.. And you can still attain a decent will save with good gear.
Cha - I put one point in here since we get a lot for TR's and it will make getting access to silver flame potions so much easier. As you'd just need a +3 tome and the litany of the dead.. Rather then an extremely hard to get +4 tome. You can of course instead wear a charisma item.. But that slot will most often result in a loss somewhere else, and the loss is usually much bigger then 1 build point. If you have a certain epic item in mind with a slot you are going to fill with +6 charisma, that could work, and you could put this point into Dex instead.. Just keep in mind Epic gear takes a lot of work to get and to slot, so consider adding the point here instead.

100% Optimal Lvl20 Hit points (Since it's a TR legend build I do include all the 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 - 46 Con (Includes a +4 tome**, +2 exceptional on a ToD ring, Berserker set, an Epic +7 item, and includes 12 con from rage + rage potion as this is a perma rage build)
----- (Toughness Feat is Selected in this build)
23 - Toughness Feat
40 - 4 Toughness Enhancements
= 788 Normal HP
----- (Maintainable situational Buffs)
40 - Madstone Single Con +4
40 - Yugoloth Potions* (20 from con and 20 from secret effect)
= 848 Over 800 Fairly easy to maintain HP
----- (Unmaintainable situational Buffs)
40 - Madstone Double Con +4
= 888 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.
** +4 tome can be replaced by +3 tome and Litany of the Dead Trinket

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.

Level Progression:
1 - Barbarian
2 - Fighter
3 - Barbarian (Just so you don't have an ugly fighter icon and so you get stronger rages to compound onto your past life rage hehe)
4 - Fighter
5 and onwards - Barbarian

Feats:
1 - Two Handed Fighting, Fighter Bonus Feat: Stunning Blow
3 - Past Life: Barbarian
4 - Fighter Bonus Feat: Power Attack
6 - Cleave
9 - Improved critical: Slashing
12 - Improved Two Handed Fighting
15 - Greater Two Handed Fighting
18 - Toughness

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.
Stunning Blow: Crushes everything with your excellent DC stunning blow even at low level thanks to your enhanced rage and (possibly) fighter past life. Nice at low level since it's pretty much a guaranteed way to 1 or 2 shot every monster given a strong DC.
Toughness - Thanks to Fighter bonus feats early on, you can fit this at the end to gain the HP you need to be a great raid tank

Enhancements: No Progression order since by now if your doing a TR build, you should know your way around enhancements and what order works for you. Or just use a planner and set up an order you like:

(Those these are automatically in a semi usable order)
Barbarian Sprint Boost I
Orcish Melee Damage I
Barbarian Toughness I
Barbarian Power Attack I
Barbarian Damage Boost I
Fighter Haste Boost I
Orcish Strength I
Orcish Extra Action Boost I
Barbarian Constitution I
Racial Toughness I
Barbarian Extra Rage I
Barbarian Extend Rage I
Orcish Power Attack I
Fighter Strength I
Orcish Power Rage I
Barbarian Improved Damage Reduction I
Barbarian Hardy Rage I
Barbarian Power Rage I
Racial Toughness II
Orcish Extra Action Boost II
Barbarian Toughness II
0Barbarian Damage Boost II
Barbarian Constitution II
Orcish Melee Damage II
Barbarian Power Attack II
Orcish Extra Action Boost III
Orcish Strength II
Barbarian Hardy Rage II
Barbarian Power Rage II
Barbarian Frenzied Berserker I
Barbarian Power Rage III
Barbarian Damage Boost III
Orcish Power Rage II
Orcish Power Attack II
Barbarian Power Attack III
Barbarian Damage Boost IV
Barbarian Frenzied Berserker II
Orcish Power Attack III
Barbarian Frenzied Berserker III

There subject to change as I level the build I may decide on a more suitable general setup. Only thing ATM I'm worried about is the rage duration. It only has extend I, and I think that might be ok.. But I'll have to check it out.. (Still have a few levels left on my Fighter before I can TR to this myself)

Equipment Guide moved to my general Barbarian guide here. http://forums.ddo.com/showthread.php?t=296816


Skills:
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. This build should get 3 points per level tho, and 4 points per level at level7+ via +2 Int tome, which is enough.

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, tho you generally only want a score of about 20 at endgame, so consider switching a few points into intim at the end if your there)
Intimidate (Fit what you can in here, can maybe max it if you get the right tomes early on)
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)
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.

Overall thoughts on the build:
Under construction =)

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" But for what it is - a 36 point build with just 2 past lives - it is pretty damn close. Obviously you'd need to add some monk in there to bring it up to the ultimate max.. But that's an increase of somewhere below 0.5%.

So I offer this:
For just regular Legend Build 2 past life, with sustained rage (30+ minutes of rage on this build), real average DPS against end game raid boss's - especially while tanking them, this build is the ultimate 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 a bit more DPS...
And yes a similar Kensei THF build haste boosted may have a similar burst DPS (Even fully haste boosted a pure Kensei can't match this build tho), and can't be sustained and will be beaten in the long run by far.
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, and are 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)


Duben 30, 2011, 08:00:52 dopoledne
Odpověď #3
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Tentokrát jsem tady hodil na žádost build na barbara od jednoho hodně velkého DDO guru. Je tady vysvětleno prakticky vše i včetně výbavy. Kdyby měl někdo jakékoliv dotazy, jsem tu pro Vás :)


Leden 13, 2012, 12:30:14 odpoledne
Odpověď #4

Právě si vytvářím barbara, mým cílem je velice solidní dps a přežití. Hrál jsem rogua do lvl 6 a připadal jsem si tak nějak zbytečný v partách..
Začnu s free acc a když mě to bude stále držet, přešel bych na VIP.. nejlépe rovnou k vám. :)
Po přečtení pár článků si stavím následovně:

Dwarf (nejlepší free pro barbara .. (?))

STR 18 +4
DEX 12 +1
CON 17 +1
INT 8 -1
WIS 8-1
CHA 6 -2

HIT P. 35
Fortitude 5
Reflex 1
Will -1

Skill rank

Jump 4
Balance  2
Spot  1
Tumble  1
zbytek 0 či n/a

start feats
Two handed fighting

(prosím o rady, vítky,.. nechci ke konci levelování zjistit, že mám uplně špatně nastavené staty.. přecijen v DDO jsem nováček, nevím ještě co a jak.. a kdyby mi nějaká hodná duše chtěla trochu osvětlit stránky barbara,.. bude mít mé tisíceré díky :))


Leden 13, 2012, 05:54:12 odpoledne
Odpověď #5
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nahoře to máš rozepdaný, ty buildy .. jinak roguna když se dobře posaví je ultimát zabiják na živý cíle , barbar je zkrátka zase o dps.
jinaak přihláška k Boiianum je podmínka přijetí.
Politika a sex jsou totožné .. cílem obou je toho druhého pořádně ojebat.


Leden 15, 2012, 06:34:29 odpoledne
Odpověď #6

Tak nějak se prokousávám tou angličtinou a celou hrou.. jaké výhody má vůbec, kdybych hrál dva-tři lvl jako fighter a dál zase barb, jak se nahoře píše?
Jedu na dwarf build (http://forums.ddo.com/showthread.php?t=116814) ale zaujalo mě na těchto postnutých mix fightera i barbara...
« Poslední změna: Leden 15, 2012, 06:41:18 odpoledne od DoktorSlovo »


Leden 16, 2012, 02:33:40 odpoledne
Odpověď #7
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No hlavní důvod je ten, že můžeš využívat featy a enhancementy těch tříd, které jsi si zvolil a trénovat je. Pokud tedy budeš mít třeba lvl 2 barbara tak si můžeš zvýšit za skill body sílu a pokud budeš mít level 2 fightera tak si ji můžeš zvýšit znovu. Na lvl 4 nebo 6 tuším si ji můžeš zvýšit znovu ale jen u toho povolání které je na lvl 4(6). Tzn. kařdé povolání je zvlášť a bere se to jako by jsi ho měl od začátku avšak máš přístupné všechno. Max je kombinace tří povolání dohromady na lvl 20. Při TR se ti pak počítá to povolání které máš obsazeno nejvícekrát v počtu levelů. V případě schody je to pak pomocí takové tabulky. Má to ale hlavní nevýhodu v tom, že nedostaneš capstone enhancement který bývá velice silný. To dostanou jen čistá povolání na lvl20.

Kdybych se spletl v číslech tak to byl jen příklad.


Leden 16, 2012, 03:19:30 odpoledne
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Jen abych opravil Adalpa, enhancementy se nestackuji, ale barbar stejne nema silu, takze je to jedno.
Hlavni duvod, proc se berou 2 levely fightera, jsou featy. Barbar ma celkem jasne dane, co si muze vzit, a musi se rozhodovat, jestli si pribere nejaky utility feat (napr. Stunning blow) nebo zivoty (toughness). Na fighterovi se ti vleze oboji - ted by to mohl byt i improved sunder, nebo na LoB Shield Mastery, proste mas tu nejaky prostor, jak si tu postavu upravit.
V zasade je ale lepsi jet ciste barbara, 2 levely fightera davej jen kdyz presne vis co delas a hlavne mas equip - on takovy stunning blow, co nic nesunda, je jaksi nanic.


Leden 16, 2012, 03:56:25 odpoledne
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To tuta:

Hmm to je divné, že se nestackují. Já mám rangera a mám 2x +1 to dex jako enhancement (čili celkově +2 dohromady) jako ranger a protože jsem half elf tak mám dalších +1 (zatím) jako elf a normálně se to stackuje. Teď jsem to zkoušel i v char generátoru.

Stejně tak fungují třeba i spot a search enhancementy i další, aspoň mě to ve hře jde a v char gen taky. A tohle je napsané na ddowiki

Untyped bonuses stack.
Penalties stack.
Bonuses from character Enhancements are almost always untyped, and thus stack. They are not automatically "enhancement bonuses". Note, however, that some Enhancement lines are mutually exclusive and cannot stack because they cannot both be taken.


Leden 16, 2012, 04:30:27 odpoledne
Odpověď #10
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Stackuje se za rasu a povolani, ale ne povolani mezi sebou. Kdybys mel napriklad monka a fvs, tak ty wisdomy se ti stackovat nebudou. U barbara a fighera se ti nebudou myslim stackovat ty class toughnessy, pokud je tedy obe tridy maji, ted presne nevim.


Leden 16, 2012, 07:24:21 odpoledne
Odpověď #11
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Stackuje se za rasu a povolani, ale ne povolani mezi sebou. Kdybys mel napriklad monka a fvs, tak ty wisdomy se ti stackovat nebudou. U barbara a fighera se ti nebudou myslim stackovat ty class toughnessy, pokud je tedy obe tridy maji, ted presne nevim.
Přesně tak, atributy nezvýšíš
Politika a sex jsou totožné .. cílem obou je toho druhého pořádně ojebat.


Leden 16, 2012, 08:32:44 odpoledne
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Aha, máte pravdu. No aspoň jsem zase o něco chytřejší. Díky za vysvětlení.