Builds for Beginners
What info do you need to provide when you ask for a build?
Many veterans are quite willing to help newbies with builds, though how much time they're willing to spend on it varies wildly. But before any useful advice can be given, some specifics of your situation need to be known.
VIPs are those who subscribe, usually monthly. This unlocks a lot of content, but also races and classes and other things that affect build options.
F2P are those who have never spent money on the game in any fashion. They have various restrictions designed to 'encourage' them to do so.
Premium are those who have spent $$ on the game in some fashion. Either they're ex-VIPs who no longer have an active subscription, they've purchased something from the DDO Market (on the official website outside the game), or they've purchased DDO Points (from the DDO Store within the game).
The overall differences between the three categories can be found here:
https://ddowiki.com/page/Account_comparisons
Odds are if you're a beginner, you'll have no idea what some of the things on the Account Comparisons page even mean. For our purposes, what's relevant is that some of the races, classes, and archetypes are included with a subscription, giving a broader range of build options.
However, Premium and F2P could well have purchased access to any race or class, which is why it's also important to specifically ask:
As a general rule, you aren't considered a beginner by this guide if you've played long enough to have reincarnated a toon, though, so this is general info about requesting builds, not specific to this guide.
Note that, like Past Life Feats, Tome bonuses persist through Reincarnations, though the bonuses are progressively reapplied as the toon levels.
The additional Stat Points from Tomes open up a considerable number of build options. Stat starvation (not having enough Stat points to meet requirements) is a very real risk for some builds.
Again, build options are expanded by access to Universal Enhancement Trees, some of which can reduce the risk of Stat starvation by changing the Stat used for attack and damage. This can make a build that requires deep investment into two Stats (beyond Con.. never dump Con) only require one Stat.
What constitutes a Beginner build?
It seems to me that to qualify as 'beginner', a build has to be a few things:
Easy to understand the concepts involved.
Easy to build.
Easy to play.
Survivable.
It also has to limit itself (in the absence of specific info from the "What info do you need to provide when you ask for a build?" section above) to what's available to absolute newbie F2P players: Free races and classes, 28 build points, no Universal Enhancement Trees, etc.
It does NOT have to be solo-capable. Soloing is not a beginner concept. It's not a weakness if it IS solo-capable, of course, but shouldn't be a requirement. OTOH, Survivable builds usually solo at least reasonably well.
My own actual first character, fwiw, was a Ranger that tried to mix AA (Arcane Archer.. i.e. ranged) and TWF (Two-Weapon Fighting.. a melee style): Range until they're close, then swap to melee weapons. After all, Ranger gives you both sets of automatically-granted Feats, right? The weapon-swapping thing is definitely problematic as a primary build choice. This, btw, illustrates one of the gotchas in a couple of classes: they can do two things.. but you REALLY want to focus on one of them, or you'll likely be mediocre at both.
Races from a beginner perspective.
Races look good. People fight to get new ones included in the game.
But in most builds, the Race is not a major factor. It adds and subtracts a few Stat points, has a few minor perks, and provides an Enhancement tree. Oddly, the Race that makes the most difference is often Human, because of the additional Feat and Skill Points. Yet I find the Human Enhancement tree.. insipid. If you don't use Action Boosts a lot, there's not much value there, imo.
When building a toon, the Race adds flavor more than anything else. Sure, some races pair well with some classes, some add Spell Power or Healing that help some builds. But overall, Race is only core to a build if one specific element of that Race is key.
As a beginner, you have some room to make Racial choices simply based on what you like. And, as mentioned, the Human bonuses of an additional Feat and Skill points are likely to be of greatest value when you're a beginner. So Human isn't necessarily the, "I can't afford anything better," option; sometimes it's actually the best one.
To use a non-free Race example, the T1 PDK Enhancement - Cormyrean Knight Training says: "You now use Charisma or Strength, whichever is higher, for attack and damage with shortswords, longswords, bastard swords, and greatswords.
In addition, as long as your Charisma remains higher than your Strength and you are wielding one of the above weapons, you receive a bonus to the DCs of your Tactical Feats equal to 1/3 your Charisma modifier."
This enhancement enables the building of a Paladin with dumped Str, as long as it uses one of the listed weapons. Instead of needing Str, Con, and Cha, you could invest in only Con and Cha.. but ONLY if you use Shortswords or Longswords or use Bastard Swords without Two-Handed Fighting. Why? Because of this little gotcha in the Feat prerequisites: THF Feats require Str. OTOH, it opens a new build, because PDKs can choose Helm as their Deity and gain Bastard Swords as a Favored Weapon. But again, while you can THF with Bastard Swords, you still need the Str for the THF Feats.
So while this illustrates that you can create a very specific niche build around a Racial Trait or Tree, mostly Race is a secondary consideration in building a toon.
I make a lot of these things, and even so I had to rewrite this paragraph close to half a dozen times as implications occurred to me. Always possible I've still left out some critical factor. Building a toon around a specific Racial Trait is really not a beginner concept.
Classes from a beginner perspective
Note that if you play with others, most of the concerns about whether or not a particular class is beginner-friendly go away. And if the others with whom you play aren't newbies, the rest become relatively trivial as well. In those cases, all that matters is that you acquire a decent build and know how to play it.
Basically, classes in DDO fall into a few groups (this is simplistic; there are exceptions): [Non-F2P classes in italics]
Pure caster: Sorcerer, Wizard, Warlock, Alchemist
Specialists (not the same criteria used in game): Monk, Rogue, Artificer
Mixed classes that have melee and caster elements: Bard, Druid, Favored Soul
The remaining oddballs are almost opposites: Cleric is a durable caster in heavy armor; Ranger is usually a light-armored melee/ranged.
A melee character really only needs a weapon and some armor. Yes, ideally they need good armor and the right melee weapon, but almost anything will get the job done.
In addition, casters get NO AOEs for at least a few levels, which means they're casting single-target spells that are likely to miss sometimes, at a cost in mana that new players aren't able to assess whether it's reasonable or not (not knowing the quests or where the shrines are).
Even buffs become an issue. They last very short periods at low levels. But newbies don't zerg, they play cautiously. So their buffs run out and either need recasting (wasted SP) or they forget and have no buffs (more squishy).
There's only one pure Caster I'd consider beginner. I provide in a section below a solid beginner Cleric Dark Apostate build. It can melee (and arguably is best to do so for the first 5 levels or so). But it won't match a class built to melee. It shines as a caster that only uses melee in extremis.
Ranger somewhat fits in this category conceptually, but instead of melee/caster its dichotomy is melee/ranged. Rangers are generally too squishy in their Light Armor to be decent melees. Their newer Dark Hunter variant (Medium Armor) is better. A Ranger shines as a ranged toon; the problem is, if you're solo you'll do a lot of kiting even if you make a very good one. And, as with the melee/caster mixes, it can be a challenge to take all the Feats and Enhancements for both melee and ranged play, even though they do hand you a bunch of Feats of each type. The problem is that that makes you think you can play both at the same time, but swapping weapons as enemies close to melee range is clunky and slow.
Thing is, you might REALLY want to play a sneaky Rogue. Nothing wrong with that. This list isn't intended to constrain your choices, only to suggest which classes might benefit most from the assistance of someone better-versed in the idiosyncrasies and intricacies of DDO toon building and gameplay: a friend or guildmate. And, of course, which might frustrate you by dying too readily or being challenging to play.
Whatever you choose, enjoy!
Speaking of Sneaky Rogues, what about traps?
When you ask for build recommendations, a LOT of people recommend building for trapping.
Here's the problem: Trapping skills are complex. They require more knowledge of the game than do builds without them. And they come with compromises in other areas to balance the strength of being able to do traps. Only three classes in DDO are able to find and disable traps: Rogues, Artificers, and the Ranger archetype Dark Hunter.
Rogues have low HP and are weak against undead (their weapon types tend toward Piercing damage, and they get neither Crits nor Sneak Attacks against undead). They are the only trappers who inherently get and are designed around Evasion. Evasion allows a Rogue who makes their Saving Throw against a trap (or damaging spell) to take no damage. When they get Improved Evasion, that improves to the point where they take half damage even on a failed save. It's their biggest strength. Problem is, of the three saving throws, the ONLY good one they get is Reflex. Which makes them susceptible to poisons, diseases, negative leveling, crowd control, etc, etc.
Artificers are better at combat potential, at the expense of being worse at traps (they get the bad Reflex save progression and cannot gain Evasion).
Dark Hunter also doesn't get Evasion, trading it for the ability to wear Medium armor. That means if the trap box is on the other side, they essentially have to tank the trap. However, they do get pretty decent self-heal with Curative Admixtures.
Probably of the three, Dark Hunter is the most all-around survivable. Two good saving throw progressions, heavier armor, ability to deal with traps, and more HP.
The tradeoff in this case is that they don't tend to be Int-based, which will impact their trapping abilities directly AND their skill points to keep them up as they level. To make a one-stat Dark Hunter, you'd need the Harper Enhancement Tree to use Int for to-hit and damage (You'll still need 14 Wis to cast the highest level spells, but gear counts.). Otherwise you need Int AND a combat stat.
- First and foremost, to know how disabling traps works in the first place: how to Spot one; how to Search once you have, etc. Then there are the auto-search abilities that can cloud that info.
- Fail to take enough Int to be able to do traps.. particularly at higher levels and difficulties (anyone can trap L1 quests on Normal; not true at higher levels or Elite, much less Reaper.. a 'gotcha').
- Take enough Int, but sacrifice your toon's primary stat (or Con) for it (beginners are stat-starved).
- Not take enough Int to have the skill points for trapping Skills (especially as cross-class) in addition to the skills your primary class requires.
- Forget to keep trapping skills maxed. There are three trap skills: Spot, Search, & Disable. Open Locks is a related skill, but not actually about trapping.
- Gear - Trapping gear (and remembering to swap to and from it all the time) as well as actual Thieves tools: keeping stock and getting the best ones.
- The sheer AMOUNT of extra gear you have to carry will help overload a new player's limited inventory. Make them a caster, too (with spell components and low Str) and the issues only get worse.
Need I really go on?
Fact is, beginners are probably better off to face-tank traps with a melee toon, especially on low difficulties. Heavy Armor and a Shield both greatly reduce trap damage (the damage resistance they provide via PRR and MRR are doubled for trap damage). And if they party with veterans, odds are someone else at least knows where the traps are, if they can't actually disable them.
Build 1: Barbarian THF
Frankly, one of the easiest classes for a first-life newbie is probably the Barbarian. A Str-based Barbarian is a classic, and for good reason. It's simple, survivable, and its approach to traps is to simply face-tank them, which means you don't even need to have a clue where they are. The 10% run speed bonus makes it easier to keep up with veteran players or run away from mobs if you get in over your head.
But if you don't fit in Cleave/Great Cleave Feats (as the above recommendation does not), then Supreme Cleave and possibly Tantrum (also FB tree) can be handy: DDO tends to like to swamp you with numbers of mobs.
Take Strikethrough when you can: it gives you chances to hit 2+ enemies per swing.
Balance to get up quicker if Tripped or equivalent. With a high enough Str, you should be hard to Trip, but there are other things that can still knock you down/make you prone. Getting up quicker is worth some investment.
Heal gets you more HP back when you shrine, which is likely to be very important if you solo* and always helpful. For a Barb with little real self-heal, it's even more important. And for a solo Barb, it's critical. Note that if you're in a group, the highest Heal nearby the shrine is used for this calculation, so a Barb who regularly plays alongside a healer can ignore Heal skill. (Note that for this purpose, a hireling healer also counts.. but also makes HP regen at shrines pretty irrelevant, since you can simply have them heal you for anything you didn't regain at the shrine.. as well as between shrines, ofc.)
Jump's effects cap when you hit 40 effective Jump. You'll probably hit max Jump somewhere in Epics as a Barb since Str contributes to effective Jump.
One of the more important uses for Jump is for ranged and casters to not be considered moving while casting/ranging, while at the same time dodging projectiles (Jumping up and down doesn't count as moving, but arrows and ray spells still often miss.). That's not particularly relevant for a Barb in most cases. So in reality it's just a convenience in moving around the landscape/dungeon.
Intimidate is good if you aren't solo and want to pull aggro. Frankly, as a beginner I wouldn't go near it. If you're soloing, it's a waste of time. And if you're in a group with veterans, they're probably more survivable than even your Barb. Yes, Bluff, Diplomacy, and Intimidate also work on some dialog options, but with no Cha, you're likely to fail most of those, regardless.
To get all five I've mentioned would require a substantial investment in Int. So pick your Skills carefully.
You'll be weak against mind control. Rage increases your saves slightly. Protection from Evil is your friend. You can have someone cast it, or you can find clickies or items with it.
*Actual, between-fights self-heal is potions at low levels and either a party member or hireling at higher levels (Potions will become time-consuming and expensive.). You won't be able to use wands or scrolls. Note that hirelings are stupid and die easily. The best way to use one is often to order it to Stand Ground (use its personal shortcut bar to tell it to stay where it is), then after fights, tell it to Teleport to you for between-fights heals. Keeping it away from combat and traps will keep it alive much better.
Build 2: Paladin (also the thought process in creating a build)
This will give some idea how you might approach creating a build. While I'm presenting this as a fait accompli, keep in mind that sometimes one revisits the various aspects of the build multiple times in the process of fine-tuning it. After all, you won't be a beginner forever, right?
If I were building a first-life 28pt Paladin designed to solo (which means high survivability and the ability to take down groups of mobs), here's how I might approach it.
That said, the first decision would be about combat style. S&B is the most survivable, but THF puts out a lot more damage, especially on groups of mobs (All Paladins can get some decent single-target DPS with things like Smites.). TWF needs too much Dex. SWF is possible, but it and TWF are largely single-target and forego a shield, which reduces survivability (particularly to traps). So for a beginner, where survivability tops almost every other consideration? S&B. Likewise for Solo play.
BTW, if you take combat style feats, you gain a HP bonus when leveling (up to 260 HP by cap for a Paladin with all 4 of any combat style line feats https://ddowiki.com/page/Heroic_Durability). Either Longsword with the Shield Mastery Feat line or Bastard Sword or Dwarven Axe with THF Feats qualifies. In either event, those will take 3 of your 7 Feats on the way to L20 (as well as 1 Epic Feat). Regardless of the other effects of those feats, a Feat that grants 60-70HP by cap is well worth taking (Toughness offers 36HP or thereabouts.). The advantage to taking cleave-type attacks as Enhancements, rather than Feats (aside from obviously leaving more Feats for other purposes) is that you can decide to respec to either take or discard them depending on how the THF Strikethrough compares to using specific attacks. The cleave-type attacks don't change as you level, so they're powerful at low levels. Strikethrough tends to improve as you level. It's at least conceivable to take the cleaves and later swap them out and replace them with Strikethrough.
To recap: We have a S&B fighting style with either a Favored Weapon and Cleaves or a Bastard Sword or Dwarven Axe with THF. Heavy armor and shield will mitigate all kinds of damage including trap and spell damage via high PRR/MRR.
Human mostly offers an extra Feat and Skill points and some healing amp and Heroism in the Enhancement tree. Not compelling for this build.
Dwarf offers the 'free' Dwarven Axe proficiency (& +2 Con, -2 Cha), and HP & some Dwarven Axe bonuses (including Strikethrough) in the Racial tree.
Half-Orc is also decent (+2 Str, -2 Int, -2 Cha), with Str and Strikethrough enhancements, but it doesn't really stand out. The reduced Skill points from the Int penalty are bad, and Paladins also have some use for Cha.
Two more races deserve consideration, having become F2P recently:
Dragonborn (+2 Str, +2 Cha, -2 Dex) offers Str or Cha, HP, and decent defensive bonuses in its tree. Skip the Breath Weapon: you won't be able to invest in it enough to make it worthwhile.
Tiefling (+2 Cha) offers Cha, Fire damage on hit and a Scorch SLA (invest in Fire Spell Power for both), and an interesting defensive circle known as Obscuring Darkness.
I'd probably go Dwarf for DAxe; for other weapon options, Dwarf, Dragonborn or Tiefling.
(Note: Dump Dex. Heavy armor and shields cap Dex at pretty low values. Wis could help with Will saves, but Cha does that and improves Fort and Reflex saves for a Paladin, too. And the only thing Int buys you is more Skill points. You do need 14 minimum Wis to cast the highest level Pally spells, but gear works to meet that requirement, so there's no point investing Stat points in it.)
Note: the Human version of this build will have enough Skill points to take both Skills: the other Races would need to drop Cha to 14 and put 2 pts into Int.
If Longsword: L1 Shield Mastery; L3 PA; L6 Knight's Training; L9 Imp Crit: Slash; L12 Imp Shield Mastery; L15 Greater Shield Mastery
If some other Favored Weapon possibly a different Imp Crit variant, and if that weapon isn't covered by Knight's Training, obviously a different L6 Feat.
One other note on the Feats: Of all the Feats, the easiest to give up is Power Attack. Since this build uses 1 handed weapons, the effect is less valuable than when using 2 handers (-5 to hit for +5 to dmg vs for +10 to dmg). Also, if anyone will have to-hit issues, it's a beginner with no Tomes. If you miss or get 'glancing blows' too often, turn off PA or even swap it out. (Turn on Dice to see hits/glancing blows/misses as they occur or use the Combat Log.)
And that's a build. Simple enough in design and playstyle to be a beginner build: First-life, 28 pt, pure, fairly straightforward, not overly burdened with required Stats, survivable.
Build 2 Paladin redux (less commentary; more readable)
Build 2 is simple, but in the interest of explaining it, I've made it less than completely newbie-friendly to read and implement. So I'll repost it as two options with less commentary on the thought process:
Option 1:
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Dwarf Paladin Sword & Board using Dwarven Axes and Two-Handed Fighting
Deity - unimportant. Avoid all Favored Weapon based Enhancements. Arguably, Sovereign Host is best option for its massive heal that eliminates all kinds of negative statuses with a 10 min cooldown.
Base Stats (before racial bonuses) - Str 16, Con 16, Int 10, Cha 14; all levelups into Str.
Skills - Spot (to see sneaky enemies), & Balance (to get up faster when tripped or otherwise made prone).
Feats
L1 Two-Handed Fighting
L3 Power Attack
L6 Improved Two-Handed Fighting
L9 Improved Critical: Slashing
L12 Greater Two-Handed Fighting
L15 & L18 as you wish. Perhaps a couple of Shield Mastery Feats.
Enhancements - For a tanky build, invest in Sacred Defender; for DPS, Knight of the Chalice; for a focus on Shield DPS, Vanguard; take all the Core Dwarf Racial Enhancements as they become available. If your focus changes, you can respec your enhancements at a cost in Platinum.
Option 2:
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Paladin Sword & Board using Longsword (or other 1-handed Favored Weapon)
Race - choice of Dwarf, Dragonborn, or Tiefling
Deity - match to chosen weapon, if possible, for extra bonuses (keeping in mind racial restrictions). For Longsword, that deity will be Sovereign Host (available to all races).
Base Stats (before racial bonuses) - Str 16, Con 16, Int 10, Cha 14; all levelups into Str
Skills - Spot (to see sneaky enemies), & Balance (to get up faster when tripped or otherwise made prone)
Feats
L1 Shield Mastery
L3 Power Attack
L6 Knight's Training (or other option if your Favored Weapon isn't on this list)
L9 Improved Critical: Slashing (or other subcategory if your Favored weapon is Blunt or Piercing)
L12 Improved Shield Mastery
L15 Greater Shield Mastery
L18 as desired
Enhancements - For a tanky build, invest in Sacred Defender; for DPS, Knight of the Chalice; for a focus on Shield DPS, Vanguard. Each of the Racial tree options has some good choices as well. Consider taking the Cleaves in Knight of the Chalice for multi-target DPS. If your focus changes, you can respec your enhancements at a cost in Platinum.
Gear - The only truly important gear consideration for these two options is that you will require a Wis item in order to cast spells. 11 Wis is needed to cast first level spells and 14 to cast the highest level ones available to Paladins. That means a +3 Wis item by L4, rising to a +6 item later (much later because Paladins get higher level spells slower than caster classes).
For someone actually seeking to follow this build, this should be a clearer presentation.
Build 3: THF Paladin
The remaining good Paladin build option is a THF wielding Greatswords. While trap survivability would be a tad reduced, this is still a heavily-armored build with a lot of HP, so traps on most difficulties will be survivable by face-tanking them. And in terms of combat, as some have said, the best defense is high DPS: they can't hurt you if they're dead. And that's the basis of this build: it will do more DPS than either of the other Paladin versions, especially against groups of mobs (by far the most common of the dangerous fights in DDO). Note that Paladin Smites should largely be reserved for bosses or other hard single-target fights (not entirely, since they regen). If you're soloing, which build is better could go either way; in a group, this one's almost certainly better.
It's rather easy to derive this build from the Dwarf DAxe THF build. It simply drops the DAxe and shield in favor of Greatswords (the only 'real' THF weapons that can be 'favored' by a deity available to F2P toons). And it eliminates the restriction to the Dwarven race as well. It looks like this:
Option 3:
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Paladin Two-Handed Fighting using Greatswords
L3 Power Attack
L6 Improved Two-Handed Fighting
L9 Improved Critical: Slashing
L12 Greater Two-Handed Fighting
L15 & L18 as you wish (inc Favored Weapon Feats)
(Note that at L15 and L18 you'll find Favored Weapon Feat options among your choices; FvS get all of them automatically, but Paladins and Clerics have to use Feat slots on them if they want them.)
For a tankier build, invest in Sacred Defender; for DPS, Knight of the Chalice; without a shield, Vanguard won't offer you much. Obviously what Race you choose will affect what Enhancements it offers. Each of the Racial tree options has some good choices. If your focus changes, you can respec your enhancements at a cost in Platinum.
With this build, I'd be inclined to invest in all the Strikethrough I could. Unfortunately, none of the Paladin trees offer much, so you will almost certainly want to take and use the two Cleave-type attacks in the KotC tree: T2 Exalted Cleave & T5 Avenging Cleave. This will lock you into KotC as the one in which you take T5 options, but I'd argue they're the best ones anyway. You could still take either the KotC or SD (Sacred Defender) capstone at L20, though if you want the SD one, you'll have to forego more than a tiny investment in any tree outside the KotC and SD trees (including your Racial tree), because you'll need 41 AP in SD and somewhere over 30 AP in KotC (depending which T5s you choose). Since you get 80 AP on the way to L20, that will leave almost nothing for Racial or other trees.
NOTE on 'stacking': Kotc T5 Vigor of Life grants a +25% Competence bonus to HP. One of the SD T3/4/5 options for Greater Sacred Defense (Tenacious Defense) offers +[10/15/25]% Competence bonus to HP. These do not stack. In general, bonuses to the same thing (in this case HP) only stack if the TYPE differs. These are both typed as Competence, so they don't stack. If one were, for example, a Sacred or Profane bonus, then they would stack and you'd gain the benefits of both. Watch for this.
Build 4: Dark Apostate (Cleric archetype)
This is the only caster build I'd recommend to a newbie. The reason? Heavy armor and a fallback to a decent melee option for if Spell Points get low. Much like the Paladin above, it can tank traps.
At L2, select Luck Domain for increased survivability (Improved Saving Throws, Displacement, Improved Spell DCs).
L1 Human bonus - Empower
L1 Deity - Sovereign Host
L2 Domain - Luck
L3 - Enlarge
L6 - Quicken
L9 - Mental Toughness
L12 - Spell Focus - Evocation
L15 - Spell Focus - Necromancy
L18 - Spell Penetration
The Spell Focus and Spell Penetration Feats are mostly to ensure that options that increase those metrics in Enhancements and Epic Destinies are activated (some require that you have taken the feat as a prerequisite, last I recall). Frankly, swapping any of the L9+ Feats for other caster Feats to fit one's playstyle and SLA/Spell choices is absolutely fine.
NOTE: SLA advantages are generally low SP (Spell Point) requirements AND the ability to use Metamagics (like Maximize, Empower, Quicken, Enlarge, etc) when casting them at NO additional SP cost. Best way to ensure that happens is to make sure you right-click each SLA on your shortcut bars and permanently turn on every Metamagic for each one, rather than using the global toggles. That allows you to use the global toggles to manage your SP use for your actual spells.
NOTE2: Consider also deliberately setting the Metamagics for your buffs. Most are only potentially affected by Quicken and Extend. The only reason to Quicken your buffs is if you play with a zerger. Otherwise, it's a waste of SP. Imo, most buffs don't need to be Extended, though the Displacement SLA you get from the Luck Domain is one of the ones that could/would benefit from it... but there's no plan to take Extend in this build.
Invest first in the Divine Disciple tree. While leveling, you want the first two Light Cores ('Divine Emissary of Light' & 'Empowered by Light') AND the first two Dark Cores ('Divine Emissary of Darkness' & 'Empowered by Darkness'). Most of the other Divine Disciple Cores are simply spells added to your spellbook. Ignore them for now.
Invest in all the SLAs (labeled 'Prophetic Zenith') and Divine Smiting options and the Wisdom increases. Note: Pick whichever set of SLAs you prefer - Light or Dark. I tend to prefer Light because they work better on undead and otherwise there's little difference.
Split investment fairly evenly between Divine Disciple and Dark Apostate. In truth, you could take either one's Tier 5s and capstone, whichever suits you better. If you prefer the Divine Disciple one, then you'd respec that tree at or near L20 to take all Light or all Dark Cores.
In Dark Apostate, take all the Cores and specifically the Bane & Prayer SLAs, and Pray for Mercy (which weaponizes both into AoEs).
If you're not confident your SP will suffice, take the Apostate's Curse line for melee damage to conserve SP when necessary.
With respect to caster sticks: The best bang for your buck will come with a Radiance of Light Lore weapon or item. Radiance provides Spell Power for Light AND Alignment. Thus, the Evil damage done by Prayer and Bane when activated as AoE attacks by Pray for Mercy, AND the Light damage from Divine Disciple's Light SLAs will both be increased by the one item.
Two considerations:
- At low levels, your only damage spells will be single-target if you start out focusing on the Divine Disciple tree. You could optionally start as a melee by investing some in the Dark Apostate tree instead.
- Shadow Shrouding (Dark Apostate Core 2) is quite powerful, protecting you from critical hits, poisons, and anything else that doesn't affect undead. However, it makes you take double damage from Light spells. Turn it off in quests where Light damage is likely. There's a list here, but it's far from exhaustive (I died on Hardcore to a Sunburst in Blockade Buster, which is not listed.) https://ddowiki.com/page/Guide_to_Pale_Masters:_Avoiding_Light_damage
Build 4 Dark Apostate redux - melee at low levels
A variant of the Dark Apostate Cleric build above that focused on melee early might actually be slightly superior. It would be identical in most respects (Stats, Skills, Domain). Melee could be a reasonable alternative to single-target Ray-type SLAs at early levels.
Race could be other than Human, which would potentially give some useful Racial Enhancements (the Feats would be pushed back due to the loss of the Human L1 Feat slot and Spell Focus: Necromancy would be dropped). If you're starting out as melee, getting the caster feats a few levels later will be less problematic. However, note that as a non-Human, you'll have fewer Skill points and be able to maintain 1 fewer Skill unless you invest in Int.
The biggest change would be in the order of taking Enhancements. You'd want to invest first into the Dark Apostate tree. You'd still want the big three (the Bane & Prayer SLAs, and Pray for Mercy which weaponizes both into AoEs). Other than that, your focus would be on the Cores and the Apostate's Curse line to maximize melee DPS. Since your early focus would be melee, your choice of Deity (and therefore Favored Weapon) would be more critical. You'd take the Quicken Feat before Enlarge, since your first AoEs would be self-centered. Consider switching to caster focus anytime from L6-L10. Your low Str will start to become a handicap in melee and one of the Tier 4 Divine Disciple AoEs will be within reach with a simple Enhancement respec. At that point, Spell DPS is likely to outperform melee. In effect at that point, you've switched back to the original Dark Apostate build.
Miscellaneous info for newbies
The relevant Effect on gear is usually called Striding. The maximum value available increases with the ML of the gear and caps at +30%. Spells and clickies with Expeditious Retreat can give +25%. Mounts give 180% (+80%) or 200% (+100%). The slower mounts only appear from Borderlands turnins of 15 Quaal's Feather Tokens (drops from Rares in the wilderness), but they can be upgraded to the full speed with an Enchanted Horseshoe (drops in Epic versions of the quests). Mounts are usable in public zones and wildernesses, but not in most quests.
There are bonuses to run speed available innately to Barbarians and Monks that stack with basic run speed. A few other classes can get Enhancements. Purple Dragon Knight Past Life Feat gives an Action Boost to run speed.
On the receiving end, you want pretty much as much as you can get. A decent metric to aim for is 10%/level, but even if you can't attain that, every bit can help.
Even if a mob DOES have fort, so what? For most melee characters, it makes very little DPS difference: You don't get critical hits. If you're a newbie, you probably won't even notice. That's the ENTIRE EFFECT of Fort unless you potentially get Sneak Attack damage. In fact, even if a crit is resisted because of Fort, the other on-crit effects still proc.
So as a beginner, you don't need to worry too much about Fort except that you should have some... unless you're a Rogue or other Sneak Attack-dependent build. In that event, know that constructs and undead are all but impossible to crit against or sneak attack. Stay out of quests heavy with them, especially if you solo. (One of the many reasons Rogues aren't on my beginner build lists.)
Beyond that, DR isn't really all that important to a beginner. Note that most DR players can get is all-but-useless. Prioritize other things.
Final thoughts
Good, solid builds for beginners do exist. And they provide a lower bar for entry to and enjoyment of the game. They allow the acquisition of more in-depth knowledge to follow at a natural pace while playing the game without too much burden of frustration.
These are not all the possible beginner builds. They're really just the low-hanging fruit. You aren't required to start here, but if you find yourself feeling overwhelmed by the game's complexity, firing up one of these might grant you some perspective. Nobody wants the wonderful flexibility of DDO to drive off those who might most enjoy it once they master it.
And if you have an idea for a beginner build to add to this list, I'd love to hear about it in the comments. I may judge it doesn't meet my standards for a beginner build as listed in an earlier section. If I do and I add it, I'll happily grant you credit for your idea. The goal isn't to make me look good; it's to provide a repository of solid builds for new players.
By the same token, if you find I've made a mistake anywhere, I'll also be delighted to hear from you. I put a lot of thought into this guide, but that doesn't mean it's perfect.. nor perfectly consistent.
And if you play one of these builds, I'd love to hear your feedback as to how it performed.
Glossary of terms, especially abbreviations
- VIPs are those who subscribe, usually monthly.
- F2P are those who have never spent money on the game in any fashion.
- Premium are those who have spent $$ on the game in some fashion. Either they're ex-VIPs who no longer have an active subscription, they've purchased something from the DDO Market (on the official website outside the game), or they've purchased DDO Points (from the DDO Store within the game.
Attributes (AKA Stats)
- Str: Strength
- Dex: Dexterity
- Con: Constitution
- Int: Intelligence
- Wis: Wisdom
- Cha: Charisma
Combat Styles
- THF: Two Handed Fighting Feat
- TWF: Two Weapon Fighting Feat
- SWF: Single Weapon Fighting Feat
- S&B: Sword and Board (often implies Shield Mastery Feat line)
Enhancement Tree references
- AP: Action Points
- C1 to C6: Core Enhancements from an Enhancement tree (the bottom row)
- Capstone: another term for the Core 6 Enhancement; available only at L20 with 40 AP invested in its tree (This also limits it to 'pure' builds.)
- T1, T2.. to T5: Tiers of Enhancements from an Enhancement tree (the rows above the cores, numbered from bottom to top)
Spellcasting abbreviations
- CC: Crowd Control (spells designed to control the battlefield and mobs)
- DC: Difficulty class (how hard your spells are for mobs to resist; increases the required Saving Throw)
- SLA: Spell-Like Abilities (spells with lower SP costs and other benefits, usually from Enhancements and the like, and not listed in spell books)
- SP: Spell Points
- SR: Spell Resistance
- Spell Pen: Spell Penetration (your ability to get past Spell Resistance with non-damaging spells like CC)
Miscellaneous
- PDK: Purple Dragon Knight Iconic Race
- PRR: Physical Resistance Rating
- MRR: Magical Resistance Rating
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