It looks like you're new here. If you want to get involved, click one of these buttons!
Me and my fiance have started playing DDO together, however; we know that it is quite the "group" orientated game. So, we would like to be able to solo as much as possible together. In doing so, we need to pick the best classes to compliment eachother.
I'm willing to upgrade to Premium if theres a lack of classes to choose from, but only if it's THAT big of a difference.
Which classes most help eachother, and with what combination will we be able to solo the most?
Thanks in advance,
Brad
Comments
Post in the DDO forum here then.
At first Cleric and a melee of some sort. But later on, level 7 or so+, cleric and sroc/wizard.
Id say make a pure cleric and a 18/2 wizard/rogue build. That will cover most of your bases and last to the end.
Yeah, I read that a Rougard and a Cleric will be most efficient -- now I just have to figure out which class each of us will pick. I'm not sure if she'll like a healer, and I don't like healers; I may have to suck it up... :P
Yeah I feel your pain there. Especially in DDO. Cleric is a great class epsecially solo, but they get the shaft. Everyone want them to heal and be their mana battery and even expects them to bring healing wands to make up for their bad play.
One thing to keep in mind is, IMO, Wiz/rog is best done as a warforged. And if you are both warforged you can do all healing with arcane yet also not be expected by others to heal.
So another possibility is something like a wiz/rog and a sorc. Or a Sorc and a rogue. Both being warforged. However this does mean you have to buy warforged from the store. Sorc has more sp and can do DPS and some healing. Later on rogue can supplement whatever with scrolls and wands and put out good DPS and vorpal attacks.
Warforged is not too expensive. You could coneivably unlock with just favor and not money. Its not required but its an option to think about. Also warforged being immune to paralysis is priceless solo or duo.
Edit:
keep in mind clerics are a great class. They aren't weak knee-ed healers. They can survive very well and get serious offense will spells like Blade Barrier. The main problem is the social stigma and expectations. You won't regret soloing as a cleric. You may regret other aspects.
Clerics in DDO are stronger than healers in most other MMOs. Strangely they suffer the group expectations of healer syndrome even worse though. Everyone knows they can do good damage too. Many players bitch about "battle clerics" and talk about how they auto kick them from groups. You get real dickweeds in DDO sometimes. Just like any other MMOs but the cognitive dissonance is a little whacky.
I had recently resubbed ddo. I play a Rogue with a splash of monk. Great dps and I can de-trap/unlock. A friend of mine plays a pure cleric. He hires a dps type hireling and I use another cleric as a hireling. We have been able to run most party type dungeons pretty easily.
Anyhow works well for us. Good luck!
If I discover within myself a desire which no experience in this world can satisfy, the most probable explanation is that I was made for another world
C.S. Lewis
i had 2 buddies i used to play this game with every day . it was a husband and wife team , one played the favored soul " ok attack , ok deff. and healer plenty to keep 2 players up" the other played a trap monkey . Now the 2 of them could get threw almost any instance just the 2 of them but at times the going was slow.
a trap monkey can do ok damage them selfs , just poor def . unless your playing instances on super ez mode you really need a trap monkey
You don't *need* healers, so long as you spec you rogue to be able to use wands with a healing spell on them. Don't think you even need MP to use em, so they have far greater utility than the healers themselves. Costs a bit to keep up with em though.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
Hmm, skip the healer then and make a Pally. A pally can at least lay on hands and later gets a few heal spell, not many but some at least. Team up with a sorcerer or a rogue (the rogue have it's advantages since it is nice to be able to pick locks, finding traps and hidden doors. The Sor do a lot better DPS but you'll get better loot with a rogue).
The pally are mostly a pretty nice melee class but with a little healing, great if no one wants to play a healer.
Good point and rogue also have many other good skills.
Any melee can take a level or two of rogue and take care of traps with no problem. There is no need for a trap monkey, hell almost all of DDO traps can be avoided or survived quite easily.
My wife and I play as a team, with just the two of us running quests and dungeons together without other players to form a full group. Our duo consists of her running a rogue and I a paladin. She scouts ahead in stealth, disarms traps and finds hidden objects, and recons the mobs we encounter. In combat my paladin uses intimidate to pull the aggro and hold it while she slips in and out of combat, gaining as much backstab bonus to her attacks as possible. I use enhancements to get as many lay on hands as possible, select my spells all toward healing, and as a paladin can use the curative wands to supplement in those longer, more difficult dungeons. The process requires more time and patience, but works well for the two of us.
For brand new players your advice is not very good. Understanding of the gam, gear and a supply of money are needed to play the style you are suggesting. Two brand new players should absolutely include one healer type, be it cleric, FVS or a warforged arcane caster.
They would be much better off making a Clogue then they would trying to use a rogue as a healer. In order for the rogue to heal he needs a high enough UMD, no rogue is hitting that in the early levels anyway. The UMD requirement is simply too high. Taking a level of ranger or paladin would at least give them wand use right off the bat.
if your going to go melee rouge slash your best off with the trap monkey .. just the fact that you cant wear any armor at all leaves your def. kind of weak till around lvl 16 then your a peacock .
Why would be best off with a trap monkey? Melee rogue splash gives a duo much more then a trap monkey rogue would.
Melee splash can wear the armor and unless you concentrate on defense(AC) you have no hope of getting a meaningful one anyway.
ok ok i get it now im sorry you didnt know what a trap monkey is , totally my fault . i had assumed the slang was the same from serv. to serv. i forgot the rule of what happens when one assumes.
the trap monkey is trap- rouge of course and monkey - for monk .. if he takes his trap befor monkey by lvl 12 he could out dps a warrior but untill atleast 14 kind a bit squishy
Now it all makes sense. On Thelanis when someone says trap monkey they usually mean dex based, trap rogue that does not kill much, and is generally an insult. The version you are talking about I would agree with you completely that they would make a very good character as part of a duo. Sorry for the confusion.
I was playing a FVS/monk for awhile that was reaching a mid 30s AC before level 10 with no real hard to get gear. Monk splash definately makes getting a usable AC viable. Are you building one mostly rogue with a light monk splash or closer to even? Asking for future reference in case I want to build one myself.
ive made 2 a rouge with a spalsh of monk i hated it , and a 4 rouge 16 monkey that was just great rouge lvls up front for the extra skill points , and so you can skip the rouge part on the boat
.
1) If you do not mind taking hirelings, anything goes, but someone with rogue skills is advisable (about two levels of rogue and the rest can be something else - wizard, ranger or bard mesh well, pure rogues are rather weak outside of large parties). The rogue is mostly to get the hirelings across the more deadly traps. Hirelings will take care of healing, they are stupid but have effectively more mana than players.
2) If for some reason you do not like the stupidity and sometimes micromanaging of NPCs, you will want some kind of healer. This may mean either cleric (even two cleric duo works) -or- taking two warforged with one of them arcane -or- having characters with high UMD skill (rogue, bard and their multiclasses) and using consumables (scrolls, wands).
Advanced players can solo even with say barbarian or heal with say sorcerer but it is costly and needs to be planned for from start. I suggest using the hirelings as it means having 4 man party for the rare occasions you have to split, less blaming each other for failures, more resources at you disposal and more leeway on builds. Plus having rogue adds a little optional content on its own.
Imo one of most powerful and fun setups is 18/2 wizard/rogue with 18/2 cleric/monk, both casters with some baseline melee, and with cleric hirelings, preferably both warforged. Many mobs will not even touch you and you can adjust your strategy a lot if needed. You will need to think some though. Until lvl 8 or so it is low DPS - because your starting spells are more for utility than damage so you have to melee - but the growing pains are worth it.
It is important to note that a wand whipping or scroll using rogue is not ANYWHERE near as durable as a Warforged Sorc with reconstruct.
Sorc's cast much faster than a rogue will use (and faster than a wizx), do not need to switch items out, and have metamgic feats.
They will heal more per unit and much faster.
A WF sorc with a WF partner would be far more durable than any duo depending on a rogue for healing.
As for what kind of rogue you need. It doesn't matter. Honestly any rogue can be made to do traps fine. And going pure rogue is very good now with the rogue capstone and assassin 3 prestige. Pick a rogue build you like its not that big a deal.
However do not let anyone tell you that item use can replace a cleric or a sorc. A WF sorc with Quicken and maximize on a reconstruct can go from almost dead to full hp extremely fast.
Item use is nice and it can be fine for maintainance or even modest damage. A heal scroll can be good in somer emergency situation. It can often be all you need. But it does not replace a good cleric or what a sorc/wiz WF can do.
A little bump, but I thought the same thing about Trap Monkey lol. I thought you were talking about someone who only messes with traps and does little of anything else. Now I know lol.