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Character Builds
It would literally be possible to write a short book about character building in DDO, but I shall try my best to restrain myself. Part of the ongoing joy of playing the game is experimenting with new builds and character ideas, and I’m going to try and preserve the joy of discovery.
Instead, I will just make some general comments on ideas for easy-to-run builds for newer multi-boxers.
For some very general ideas about good characters, you can also try googling “Strimtom hardcore builds”, and all the guides that come up will be reasonable choices for a multibox character.
Roles
DDO does not really do the tank/healer/dps trinity. Tanks and healers exist, sure, but they are only really useful on end-game raids, on the very highest reaper difficulties or on the hardcore server. All classes have some sort of option for healing themselves (even if that option is “use a hireling”), and tank aggro is a finnicky concept when in 95% of situations you are trying to melt enemy packs in less than 5 seconds.
However – for a DDO multi-box, there is a strong argument for the use of some sort of “tanky” character. A character that can happily face tank enemies while maintaining some aggro cuts down on the amount of dodging and weaving you have to do, making your life considerably easier.
Word to the wise: unlike pen and paper D&D, AC is not particularly effective in DDO when attempting to build a “tanky” character. Unless you have A LOT of it (like, a lot a lot), it’s not particularly worth investing in to the detriment of other defences. Try to increase you Physical and Magical Resistance Ratings (PRR/MRR), get your hitpoints as high as possible and grab as many other layers of defence as possible (e.g. dodge, incorporeality, displacement/blur).
As such, I suppose I’m kinda of suggesting two possible “compositions”: A tank plus a ranged “artillery” character, or a pair of synergistic easy to run DPS characters.
Ideas for the “Tank” role.
Enlightened Spirit Warlock. Example Build. Sadly, Warlocks are a paid class, but this is a fantastic option for a multi-boxer. They get an always on aura of radiating damage which also applies temporary hitpoints to the entire party (which ignores Reaper mode healing penalties!), almost all of their damage comes from AOE self-cast attacks that you don’t have to aim. You can just roughly manoeuvre the warlock into vaguely the right place, mash some buttons, and you’ll win 80% of fights. This is listed as a “tank”, but this would easily work as a pair as well.
Barbarian. Example Build. Very durable, has access to a lot of spammable cleaves that will be good for quickly grabbing aggro, and uses two-handed weapons with a tonne of strikethrough, so you only have to vaguely point the barbarian in the correct direction.
THF Warchanter Bard. Example Build (will require some tweaks for F2P). This is essentially a poor man’s ES Warlock, but it only uses F2P components. Offers a temporary HP aura, always on hitpoint regeneration, unique buffs and strong crowd control, all things that we like. The downside is that they are a little low on both damage and tankiness in comparison to the other options: I’d feel less confident about a warchanter tanking a Carnage Reaper than I would one of the other two.
Ideas for the “Artillery” role.
Rogue Mechanic. Example Build. This build would be a questionable choice as a solo-build, but is an amazing complement to a self-sustaining tank. Rogue Mechanics are currently among the top sustained ranged DPS builds in the game, full stop, and it also comes with the ability to deal with traps. The cherry on top: the build more or less just uses auto-attacks to deal damage, making them exceptionally easy to manage.
Arcane Archer. Example Build. A classic first-life new player build, the arcane archer also just relies on pointing and shooting. The key strength of the arcane archer is that almost all of their power comes from their enhancement tree: you need very little gear to complement them to do respectable damage. They also get unlimited ammo, which is a very nice piece of quality of life for a multiboxer. What is more, they also have the ability to do some more than respectable off-healing, which will be exceptionally helpful to your tank if you set up a nice keybind for it. The downside is that their damage will begin to taper off as you reach higher levels: it is well understood that archery is currently not in the greatest spot, balance wise. There is apparently an overhaul of archers coming up in the not too distant future, however!
Fire Sorcerer. Example Build. Even after they received a few nerfs, there is nothing in the game that melts heroic dungeons quite like a fire sorcerer. In terms of raw, upfront instant AoE damage, the only competitor is the new alchemist class, but the sorcerer is f2p, whilst also offering quality of life options such as the Greater Teleport spell. With points in Eldritch Knight, they can even become reasonably tanky. You have a harder time against fire-immune foes, and you will actually have to aim your spells, but this is probably the fastest clearing option. You could probably make this work as a double too: two sorcerers could evaporate packs of enemies before they even realize they’re under attack, perhaps using an Air Savant in the other slot to offer long range snipes and coverage against fire-immunes.
Ideas for double dps teams:
Double Palemaster. Example Build. Palemasters have been a strong solo build for a long time, offering large pack-clearing AoE damage alongside natural tankiness and self-healing. Here’s the thing though: a pair of palemasters can support one another to be greater than the sum of their parts. Having access to two necrotic blasts makes dealing with undead a lot easier, and having two death auras to regenerate health will make the two characters invulnerable in 95% of situations if they stand close together, particularly if you point points into Eldritch Knight and take Shroud of the Wraith. In addition, you get a pair of skeletal knights, which will be helpful for pulling levers in certain quests, as well as offering a little bit of single target damage and another body to get in the way between you and the enemy. Whilst basking in your two death auras, the pair of them are liable to be able to clear most fights by themselves. Your Achilles’ heel will be constructs, against whom you will have to either rely upon your Knights, or use some less efficient off-spec spells to do damage. At high levels, double prismatic spray is a strong option for problematic non-boss iron golems.
Also, you can give up a smidgeon of raw power on one of the characters to grab a level or two of rogue: this gives you access to trap removal, which is very nice to have, particularly if you don’t know the content off-by-heart yet.
Last edited by RedSorc : 11-12-2020 at 01:18 PM
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