Best Solo-Friendly Classes for New Players

Praun

Well-known member
I'm sorry this is not a correct take.

All Bards need either CHA or STR depending on their damage focus. Then they need CON (like everybody) and *then* you have Int and Dex to consider for trapping skills.

A 28 point new player will *never* be able to successfully run a Bard Trapper and actually do stuff with the skills a rogue needs. They can get carried just fine but they'll wind up looking at something as a critical weakness for the entire life.
If anyone is incorrect, sir, it is yourself.

I've gone to other servers and rolled that very 28-point build and had ZERO issues running quest and trapping on elite.

I have a 32-point level 32 Rogue/Bard that can still manage traps on R1, so you may want to reconsider your biases.
 

Enoach

Well-known member
I'm sorry this is not a correct take.

All Bards need either CHA or STR depending on their damage focus. Then they need CON (like everybody) and *then* you have Int and Dex to consider for trapping skills.

A 28 point new player will *never* be able to successfully run a Bard Trapper and actually do stuff with the skills a rogue needs. They can get carried just fine but they'll wind up looking at something as a critical weakness for the entire life.

The majority of skill boosts don't come from skill points spent but from buffs. As a bard you are loaded with skill boost buffs. Keep in mind boosts to stats are an indirect skill boost.

There will be learning on both sides, and while the pure rogue could have access to buffs via UMD, the bard's skill boosts through songs are only available if a bard is in the party.

These buffs can close the gap if skill points are lower, but by paying 2 SP vs 1 SP for cross class skills the Rogue/Bard can keep their skills competitive if not equal as the Bard and Ranger do get 6 + int mod per level which is a higher potential than the Artificer 4 + int mod and only slightly lower than the rogue 8 + int mod.
 

Positive thinking

Well-known member
I’m relatively new to DDO (Dungeons & Dragons Online) and am looking for a good solo-friendly class to start with. I know DDO is heavily focused on party-based play, but sometimes I just want to explore and level up on my own without relying too much on groups.

From what I’ve read, Paladin and Warlock seem like solid choices due to their self-healing and survivability. Rangers and Artificers also look interesting because of their versatility. What do you guys think? Which class would you recommend for a beginner who wants to solo effectively but still contribute in group content later on?
Private message sent, forum guidelines do not permit sharing of private messages.
 

Br4d

Well-known member
If anyone is incorrect, sir, it is yourself.

I've gone to other servers and rolled that very 28-point build and had ZERO issues running quest and trapping on elite.

I have a 32-point level 32 Rogue/Bard that can still manage traps on R1, so you may want to reconsider your biases.

NEW PLAYER. NEW PLAYER.

Seriously, my post had no truck at all with your notion that Bard/Rog was doable.

However it is *not* doable for a new player on a 28 pt build and suggesting it as an option is more likely to trap somebody in a situation that they cannot get out of than anything else.
 

Praun

Well-known member
NEW PLAYER. NEW PLAYER.

Seriously, my post had no truck at all with your notion that Bard/Rog was doable.

However it is *not* doable for a new player on a 28 pt build and suggesting it as an option is more likely to trap somebody in a situation that they cannot get out of than anything else.
You've clearly never tried the build.
Your ignorance about it is obvious.
 

Solarpower

Well-known member
You've clearly never tried the build.
It doesn't matter if whether any of us tried it or not.
A new player will simply die in a trap and either drop the game or will come to forum to ask what 2 levels of rogue are doing in this build. Because a new player doesn't know where the traps are !
 

Quartis

Well-known member
A new player is f2p and has to play normal in which traps are no danger. Traps were super nerfed compared to old times in which even water works acid tunel on normal was deadly.
 

DDO Gaming

Well-known member
NEW PLAYER. NEW PLAYER.

Seriously, my post had no truck at all with your notion that Bard/Rog was doable.

However it is *not* doable for a new player on a 28 pt build and suggesting it as an option is more likely to trap somebody in a situation that they cannot get out of than anything else.
You've clearly never tried the build.
Your ignorance about it is obvious.
love is in the air, forum standard :ROFLMAO::ROFLMAO::ROFLMAO: (y)
 

Coffey

Well-known member
All these answers are good but those classes can be a bit complicated for a new player.

I would suggest a half-orc Barbarian for someone new to DDO and all its mechanisms.


They are super easy to play with very few hot bars to manage
They can bust open almost all locks with just 5 points in the racial tree
They have improved uncanny dodge and can get through most traps fairly easily.
All of this is really great advice for someone new to the game.

IMHO trapping is complicated and requires some gearing knowledge, multiple skills (new players need high spot for example) and even quest knowledge.

Barbs get trap sense and the blood tribute enhancement alone makes for some high survivability. Is half orc FtP? They run fast too which helps with frustration. New players most likely assume you need high STR as a melee at character creation so no later surprises.

If you want to ‘signal’ to groups and others that you are new to the game, just choose halfling as the race for Barbarian and enjoy all the puzzled Tells from folks.
This is great advice too.
 

Coffey

Well-known member
I remember when i was first learning this game thinking one day i will be able to read posts in the forums without having to decipher all the game terminology and acronyms then i will really be getting somewhere lol.
 

Praun

Well-known member
A new player is f2p and has to play normal in which traps are no danger. Traps were super nerfed compared to old times in which even water works acid tunel on normal was deadly.
Finally someone gets it.

New players won't be going in on R1.
They are going to be running normal.
A Rogue/bard is a perfect build to explore multiple aspects of this game.

Start with a Half Orc Barbarian to get a feel for how the game works.
Then roll a Rogue/Bard to learn how traps and spells work.
To claim that a new player can't learn the game with a Rogue/Bard is just silly.
 

Jhml

Well-known member
I remember when i was first learning this game thinking one day i will be able to read posts in the forums without having to decipher all the game terminology and acronyms then i will really be getting somewhere lol.
I remember when I started playing World of Warcraft back in the day, entering a city and seeing the general chat. "Is that even english?!", I wondered. As to the thread, a paladin is probably a good choice for a first toon.
 

Solarpower

Well-known member
Traps on normal are no danger to anyone.
They are a nuisance at best, not a danger.
I had to level up a new bank character just a month ago doing N/H/E... It's a pity I didn't know your "Traps on normal are no danger to anyone" mantra that time and have died in the traps...
When the times come to do it again, I surely will tell your "Traps on normal are no danger to anyone" mantra to my soulstone lying inside the trap... The trap that I know it's exist but couldn't avoid. In my good geared character.
Hope, the game will listen and ressurect me by itself.
But, just for the record, whe I die in traps next time, should I fill the bug-report saying that "Praun stated that traps are no danger, fix it" or shouldn't I ?
 

Arch-Necromancer

Well-known member
Acid (Great old one) warlock because they gave Knock spell only to that one so you can open most chests and doors with that. And most enemies are not immune to acid so another plus for that one.

And if you want to be able to disarm traps then take 2 levels of rogue or dark hunter and put some points in intelligence stat so you have enough skill points to somewhat raise trapping skills every level. You want the rogue to be the first level in that case (if possible - if not an iconic race) because you get much more skill points to distribute on character creation that way. And you want to take the other rogue/dark hunter level much later (maybe at level 10, not before) so you can fill up spot, search and disable device on that level.
 
Paladen survives. If you want traps and locks two levels of Rogue. 1st level Rogue, 2nd and 3rd level Paladen then at 4th Rogue. First level you get many skill points so you need Rogue 1st level. Very fun.
 

Sol

Active member
For a new to newish player, assuming absolutely no expansions or purchased things (Arti, FVS and Alchemist are not F2P) I would play the following.

For spellcasting, Wizard 18 / Rogue 2 - Palemaster for self healing, rogue for trapping and evasion. My go to 'I don't know what I wanna do but I wanna experience a bit of everything' build that's been tried and true for years now. Easy to understand, competent up through low or maybe even mid reapers if you build them right. Important: Take a level of Rogue as early as possible. If you're playing with friends, or are willing to put up with it, start level 1 rogue... you can't put points into Open Lock/Disable Device until you do that.

Feats (in vague order of importance): Maximize, Empower, Quicken, Insightful Reflexes, Single Weapon Fighting (just to get Heroic Durability improvements aka HP), Spell Focus: Necromancy (or Evocation).
Stats: Max Int, rest into con.
Skills: Open Lock (important, Disable Device (important), Balance (for Single Weapon Fighting), Spellcraft, Heal, Jump

If you have Warforged unlocked, you can go Warforged and self heal through Repair spells and drop Palemaster stuff, make sure to take the enhancement on Warforged that reduce to the chance for you to fail spells (warforged have a base 5% chance to fail spellcasts, but the enhancement to negate that is 2 enhancement points into the Warforged tree).

For melee, a pure 2h/Sword and Shield War Domain Cleric or Paladin - Both have self healing, enough support to get you through the game, and practically build themselves. The important thing to note is to choose a god that has a weapon you wanna use if you pick Cleric. I liked cleric, it was my first life ever and when I felt like I was having a hard time in a dungeon I could always fall back and play as a healer instead.

Feats (universal): Two Handed Fighting feats (or Shield Mastery), improved critical (weapon type you like using)
Feats (cleric): Quicken (always), Maximize, Empower (if you find yourself with extra feats after the above).
Feats (paladin): Improved Shield Bash (on sword and shield)

Stats: As high STR as possible, 14 INT, Rest into CON. You can opt to put some points out of STR for CON if you want, or some points into Wisdom for spellcasting on cleric (try to start with 16 STR, 16 CON and 14~ WIS and INT on a cleric).
Skills: Balance, Heal, Jump

For ranged, Arcane Archer is sick - Honestly has amazing AoE blasts from what I can tell, but I have less experience with this class so I can't comment too much. Almost plays like a warlock honestly, though. You have strong magical auto attacks and buttons you can push to make big explosions around an enemy you're targeting... and honestly, it might just be the way my brain is wired but DOTs make my brain happy and Elemental Inferno is sorta sick with it.
 
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