Shade’s Max DPS build? – DUNGEONS & DRAGONS ONLINE®: Eberron Unlimited™ Forums.
Intro:
This build is what I play and also written as a guide for new players. It will work excellent as a first character and should be fun to play. It does not require any hard to get or expensive equipment to work well, but does benefit from much of it. If you have any questions or need help with it feel free to ask in this thread or pm me. I have helped countless players build barbarians similar to this one and all have been very happy with the build.
Updated for Module 9, Frenzied Berserker Update
Dwarf (+2 con, more hp, more rage, axe enhancements, awesome race)
Barbarian Level 20
Alignment: True Neutral or Chaotic Good. Minor advantages to each, with chaotic good being slightly better for weapon selection (can use weapons of pure good/chaos), or true neutral for defense as some mobs deal unholy dmg which you’d be immune to, and also some items give a negative level to good aligned characters such as the littany of the dead which provides a nice boost to all stats, attack and damage.
Stats:
(28 point build, add to con for 32 points)
Str 18 +4 level ups, 22, +6 item, 28, +10 rage, 38, +2 rage potion, 40 Str – Max potential for mod 9 is over 70 strength – very temporary but quite possible.
Dex 12 (Get to around 16 with +4 item like madstone boots)
Con 16 (34 Raged as setup) (end game +2 tome + dual madstone = 44)
Int 9 (Don’t really matter but 9 gives an option is to use a +1 int tome for additional skillpoints at low lvl)
Wis 9 (Highly recommend you seek out a +1 wis tome to fix the negative later on)
Cha 6 (Not that important)
Optimal End Game Hit points:
240 – Pure Barb lvl20
20 – Heroic Durability
10 – Draconic Vitality (Gianthold Favor)
20 – Mions Legens (Toughness/Heavy Fort Hat)
30 – Greater False Life (Belt)
45 – Greensteel Item
20 – Yugoloth Potion Secret Effect
320 – 42 Con (+3 Tome – includes 140 points from rage + rage potion + yugoloth pot as this is a perma rage build)
= 705 Normal
—– (If Toughness Feat Selected)
23 – Toughness Feat
40 – 4 Toughness Enhancements
= 768 Feated
—– (Situational Buffs)
40 – Madstone Single Con +4 (46)
40 – Madstone Double Con +4 (50)
—–
= 848 Situational
—– (Ultimate maximum gear)
20 – +4 tome and +1 exception con, for 52 con
20 – +2 exceptional con put on a Tower of Despair Ring
—-
= 888 Ultra Maximum Geared and Buffed
Feats:
1 – Two Handed Fighting
3 – Power Attack
6 – Cleave
9 – Improved Two Handed Fighting
12 – Improved critical
15 – Greater Two Handed Fighting
18 – Toughness or Stunning Blow – Depends on your focus. Toughness is not needed for 95% of content.. But for the endgame raids, you will want it if you are gona 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. Altho in the new shavarath areas, saves are often too high so it’s a tough call. Personal preference really, either wll work.
Enhancements:
Enhancements: Type – Name Rank – (Cost)
First off Prereqs for Berserker:
[barbarian] – Damage Boost IV (10)
[barbarian] – Power Rage IV (10)
[barbarian] – Power Attack III (6)
[barbarian] – Frenzy Berserker I (4)
[barbarian] – Frenzy Berserker II (2)
[barbarian] – Frenzy Berserker III (2)
Now onto others:
[barbarian] – Sprint Boost I (2) (Get it early on, it rocks)
[barbarian] – Hardy Rage II (3) (Rank 3 generally not worth it)
[barbarian] – Extra Rage I (2) (Not sure this build can afford rank 2/3)
[barbarian] – Extend Rage IV (10)
[barbarian] – Improved Damage Reduction II (6)
[barbarian] – Constitution I (2)
[barbarian] – Might Capstone (2)
[dwarf] – Dwarven Spell Defense III (6)
[dwarf] – Dwarven Axe Damage II (6)
[dwarf] – Constituion I (2)
73 points spent if I added that right
— Below depends on lvl18 feat:
Toughness:
[barbarian] – Toughness II (3)
[dwarf] – Toughness II (3)
If Stunning Blow selected:
[dwarf] – Tactics II (6)
This order should be fairly correct now. Tho you can modify it somewhat depending on what equipment you aquire, for example if you had a str tome – modify power rage to keep your end str even, same for con/hearty rage, and if you get really high con like +6 item and +2 tome – you can then drop some extend rage and still end up perma raged and have a few more points for other things like more spell defense. Taking things out of order shouldn’t break anything. Experimentation is key to learning the best setup for your character.
Equipment to work towards as you level:
Level1-8
Carniflex from Deleras tomb, Later upgrade to the Sword of Shadows. This will be your main weapon as they both deal insane damage and critical often.
+4 str gloves from Deleras, lvl7+ – Get these as your 2nd item if you can
Greataxe (+5 ideally early on, you deal such insane dmg and have such massive to hit that later on you won’t even have much need for a +5 weapon)
Bursting Greataxes (these rule at mid lvl especially if you use them on monsters with vulnerabilitis to those elements, you’ll want to find at least +3 versions)
Greater Bane Greataxes (these are amoung the best DPS for the end game lvl14+)
Mithral Full plate (Hard to get, but even +3 is as good as +5 Full plate)
Voice of the Master (lvl5) – Nice item to boost XP and Saves
Important equipment to attain by level 9-12:
Mantle of the Worlshaper: Very awesome item for any character. Does the same thing as the Voice of the master, but also provides 5 charges spell absorption which can absorb almost anything! As a frontline character that will be having most of the agro, I highly recommend getting one. Lvl5+ item from the Threnal Ruins (lvl10 questline)
Reavers Ring (fear imunity, very important on a moderate willsave char)
Fragment of the silver flame (dominate imunity, tho you can juts ask for protection from evil from clerics)
Proof against poison item (belt usualy works good)
Disease Imunity Item (belt again, mummy rot sucks)
Blindness Ward item (I use the dragon googles, but any old set will do, ones with +spot are really nice tho)
+4/5 Strength gloves (might wanna replace the deleras ones if possible to keep your dex up)
Heavy Fortification Item (Do black anvil mines, collect some ore, get your necklace at level9, At level11+ replace this with the Minos legens as soon as you can)
Set of potions always: 100 rage, 100 lesser restore, 100 remove curse, couple remove fear, couple protection vs energy. Have these in a quick to access hot key as you’ll want to restore your rage and power it back up with a rage pot after each cycle.
Rage, shield, Divine favor,Divine power, haste clickes (these really increase your power during short boss battles, but cant be maintained to long rage length – this should be less of a problem in mod5 with dismiss rage)
By end game level 13-20:
+6 stat items, should have at least Str and Con, ideally wis too. Recommend black dragon helm for dex to free up other slots.
Some raid loot, hard to say you should have it by then, but work towards it. Reaver stuffs pretty easy to get currently. Top items to strive for are Titan Belt, Madstone Boots and the Sword of Shadow.
And ofcourse work towards making a Mineral Greataxe in the Shroud. This will take a very long time but it is an incredible weapon.
The ultimate weapon for endgame quests tends to the a Lightning 2 Greataxe. For max DPS against Orthons and Bearded Devils – very common enemies in module 9.
Any other improved/greater resist cloaks/rings you can get. Otherwise ask the cleric, you need those buffs to do well. You won’t be avoiding much melee damage, so avoid all the spell damage you can with buffs.
Skills:
Spot (cross class, but worth it)
Jump (Get this to about ~15-17 ranks and stop, that should put you at 40 while raged, which is the cap)
1 Rank of Tumble (sacrifce balance at hte early levels you won’t need much)
If you have more left, pop em in haggle to make some extra coin.
Spot:
Cross class skill, but very much worth it. Like the class video says, barbarians make good scouts.. And they are best for running into stealthed enemies and traps if you don’t have a rogue. So seeing the stealthed enemies is a huge asset. This works quite well if you get the FF/+spot item from like Co6. You’ll also noticed the odd trap or secret door, even in high level quest. Even finding most of the trap boxes in module3 for the rogues lately as I got my spot up to 25.
- 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 dex, goggles not really important for anything cept truesight, which is raid item only mainly useful for PvP and castable by wiz and clr for PvM) 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, thats it. Anymore won’t provid any additional benefit to this build.
Balance: It’s an important skill but note you don’t need a whole lot of ranks of this, as you can pick up the invaders ring for +13 and get a bit of dex + greater heroism for over 20, which will make 95% checks in PvM.. You may wish to have this really high for freeing up equipment slots, or some rare encounters that need allot tho (Warforged Titan comes to mind)
No (active use of) intimidate? :
Your a low AC death dealer, you do not want agro, you want the enemy dead before he makes you dead. Hold the agro with your weapon.
New Ultimate DPS stats in the endgame battle (vs the elite CR38 pit fiend):
Click Here
Thoughts on the build at lvl20 in module 9
With the new +3 critical multiplier from Frenzy Berserker this build has seen a massive increase in DPS.. And it was great before.. Now it’s insane. I can drop 1100+ hitpoints devils in a single lucky swing. On average I’ll kill them in 2-4 seconds. This incredible DPS really helps in all the new quests which feature pretty heavy melee combat. The incredible strength you can achive means your Trip ability becomes pretty well unresistable at the maximum levels.. And with the glancing blow procs (whch work about 30% in my estinamtion on this build) you can trip multiple monsters at once!
The very high hitpoints and DPS this build reachs also makes it a perfect tank for the new tower of despair. Tanked it on elite with this guy no problem with the healers using very few resources as we had very high scroll masteyr clerics and I have very high healing amp (150%).
Old comments from module6 (still relevant to Vale content):
Combine this builds massive strength with stunning blow and it works incredible. You’ll still see some resists vs elite content ofcourse, but normal and hard,, or vs caster mobs on elite even? Works like 95% of the time. And once you stun something, its dead, its not going to survive your massive 200+ damage critical hits over and over. Really fun in the new running with the devils quest – the Eladrin clerics there have over 1200 hp on elite, and can heal themselves very fast for 400+ a pop.. But hit them with a stun and there done for in seconds, its really fun.
The Gianthold, Necropolis and Vale content is all relatively low AC. So the new barbarian power attack rules vs it. Talking +16 damage, with -8 to hit.. Uber. Even with that large penalty to hit and constantly moving without spring attack I still hit pretty much 100% vs anything aside from a elite purple named-boss.
Greater two handed is an incredible feat, gota try it to see how much extra damage you dish out with it.
Also a excellent build for PvP too. Straight up melee combat, no other build can withstand the onslaught from a barbarian this strong. Even the maximum AC combat expertise fighter/paladin hybrid cannot survive this. 50+ ac is not a problem to cut through. Pure fighters get straight up wrecked, tank barbarians get cut down almost as quick, rangers and rogues dont stand a chance, no one can outrun a barbarian. Clerics can generally hold and command this build onto its but fairly easy, but the funny thing is, after that they try to melee you, and if you were smart enough to get your DR boost on, they won’t be able to damage you, even held. Well played wizards and sorcerers can hold/kill you instantly, but you can do the same to them so it comes down to who reaches who first. In tavern brawls, this means they get killed before they even know your there. In death match you gotta be careful.
Some notes on Frenzy Berserker:
Keep in mind this build won’t be for everyone as berserker does require some careful timing of active ability to work well, and the self damage can be tough to deal with (however Frenzy is an entirely optional at will ability, so don’t look at it as a constant drawback – you always decide when it happens)
Also has a few bugs atm:
Bugs:
The crit multiplier only applies to damage increase, not burst damage yet.
Your flinch every attack as you hurt yourself.
Supreme Cleave plain does not work. The devs made no attempt to even implement it, for now all it does is steal your hitpoints, don’t use it.