Kali's Barbarian Ravager THF CON Melee DPS build

I dont Like gimps

Well-known member
Thanks again for your input. I do feel quite passionate about this, so I hope you will forgive my last attempt to clarify/expound on my perspective:

What I am progressively getting from the side of the argument that intimidate is the best, is that...

... which creates a convenience for gearing, sure, but doesn't make Intimidate synergistic neither useful beyond Visage.

Further to the above:
- it's very likely values are higher for intimidate to support tanks holding agro, but also possible that it was just not yet balanced, for reasons only the Devs know. They might be well aware of this 'special' benefit Intimidate is granting Visage, but there is as much a possibility that the values for this skill could be brought in line with the rest in the near future, at which point this 'blind' support being displayed for a useless skill to barbs might perhaps suddenly start lessening?
- squeezing all those bonuses in is not easy, nor synergistical (intimidate is normally found on tank items) and it comes at a price: DPS loss
- intimidate draws agro, which is the opposite of what a melee DPS character wants: to be clear, pressing that button and using the ability is not a good idea unless you are a tank
- intimidate is based on Charisma, which is not a Barbarian trait, and nothing in the class nor the destinies Barbarians are likely to utilise benefits from Charisma nor intimidate
- trying extra hard to find a use for intimidate to try to justify why it's nice for barbs is likely to create a further disadvantage: on top of all the waste raising CHA and intimi, then there's a further waste increasing something else e.g. a massive threat reduction investment.


I'm afraid we'll have to agree to disagree on this, as I am still unconvinced: to me, intimidate is awful for barbs, pretty much anything else would have more utility and synergy:

- tactical DCs (e.g. trip, stun, sunder) would have an obvious utility (apart from supporting Visage DCs): crowd control, support the melee playstyle, and have strong synergies with melee EDs barbarians could choose to use.
Trip: FotW,
Stun: LD, SD, GMoF
Sunder: Divine Crusader

- assassinate would be fully thematic (it's an insta-kill ability), and though not present in the barbarian trees, there are other specific places (e.g Falconry, Shadowdancer) that could support DC numbers, while granting further abilities that would benefit from assassinate (e.g. bird attacks causing helplessness). The same is not true for intimidate.

Both of the above work for a ton of other attacks/abilities, so it's difficult to see the argument that something unrealistic would need to be put in place for them to be workbale for barbs.

- even jump (STR-based) or concentrate (CON-based) would have more obvious synergy with barbarians, since they are ability scores barbarians naturally invest in, and would have secondary utilities, which intimidate doesn't





Very happy to agree to disagree :) being a terrible option or not, I've had to get on and re-do my barb anyway.
I'd argue that if u run a Con based Ravager you are sort of expected to Be the budget tank if no proper one is in the party hence u would want to go Intimidate anyway no? and even on full deeps Barbs u sorta take Intim with you because its rather the Barb with Uncanny dodge than some of the squishier lads in the party. Outside of raid groups I rarely run with a beefy boy so these scenarios are more than ubiquitous

Also Intimidate makes sense thematically both spell and class wise.
 

Kalibano

Build Designer. Having fun since 2006!
I'd argue that if u run a Con based Ravager you are sort of expected to Be the budget tank if no proper one is in the party hence u would want to go Intimidate anyway no? and even on full deeps Barbs u sorta take Intim with you because its rather the Barb with Uncanny dodge than some of the squishier lads in the party. Outside of raid groups I rarely run with a beefy boy so these scenarios are more than ubiquitous

Also Intimidate makes sense thematically both spell and class wise.
Thanks for your input too.

I see your point, and what you describe is easily visible in day-to-day gaming: people often wait a long time for a tank to join (speaking of raids, where tanks are most desirable), and that doesn't always materialise, so they end up with the 'budget tanks'.

Some counter-points, if I may:
- budget tanks are mere Band-Aids, which on a handful of occasions where DPS is VERY strong (and everyone has a Hood of Unrest to cast on the 'tank' while their uncanny dodge is on timer) they might work. More often than not, they just end up dying and the raid fails and goes back to lfm for a tank when a few people drop in frustration
- one of the main reasons is because what makes a tank is not just a bag of hit points and intimidate: that's why I don't fully agree with your scenario above
- I have a tank (though not in my repository yet), and have played it for many years. Without proper investment in defenses to reduce/avoid damage for long periods of time (i.e. lots of stackable PRR, MRR, elemental absorption, dodge, AC, etc), any bags of HP will go down quickly and not get the job done properly
- without heavy investment in consistent threat generation and agro maintenance (e.g. Unyielding Sentinel tree, and abilities like Celestial Mandate and Throw the Boom) tanking (even with intimidate) is rarely fully viable on many raids

So, I can see your argument, and the 'use' and 'value' of 'budget tanks' for day-to-day gaming, but my build in particular does not and will not fulfil this role, even with investment in intimidate. It's a DPS build, with higher durability (both because of the HPs and barbarian DR), and that's likely why it's popular with players, as this durability creates a forgiving scenario when learning the game and its mechanics. For the more experienced players, this potentially translates in being able to absorb a couple more slaps while fighting before dying, as well as a higher chance for the healer to top you up in combat.

For those following this build: I do NOT recommend using it as a 'budget tank', but play the way you like, as I myself preach all the time :)
 
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I dont Like gimps

Well-known member
Thanks for your input too.

I see your point, and what you describe is easily visible in day-to-day gaming: people often wait a long time for a tank to join (speaking of raids, where tanks are most desirable), and that doesn't always materialise, so they end up with the 'budget tanks'.

Some counter-points, if I may:
- budget tanks are mere Band-Aids, which on a handful of occasions where DPS is VERY strong (and everyone has a Hood of Unrest to cast on the 'tank' while their uncanny dodge is on timer) they might work. More often than not, they just end up dying and the raid fails and goes back to lfm for a tank when a few people drop in frustration
- one of the main reasons is because what makes a tank is not just a bag of hit points and intimidate: that's why I don't fully agree with your scenario above
- I have a tank (though not in my repository yet), and have played it for many years. Without proper investment in defenses to reduce/avoid damage for long periods of time (i.e. lots of stackable PRR, MRR, dodge, elemental absorption, etc), any bags of HP will go down quickly and not get the job done properly
- without heavy investment in threat generation and agro grabbing (e.g. Unyielding Sentinel tree, and abilities like Celestial Mandate and Throw the Boom) tanking (even with intimidate) is rarely fully viable on many raids

So, I can see your argument, and the 'use' and 'value' of 'budget tanks' for day-to-day gaming, but my build in particular does not and will not fulfil this role, even with investment in intimidate. It's a DPS build, with higher durability (both because of the HPs and barbarian DR), and that's likely why it's popular with players, as this durability creates a forgiving scenario when learning the game and its mechanics. For the more experienced players, this potentially translates in being able to absorb a couple more slaps while fighting before dying, as well as a higher chance for the healer to top you up in combat.

For those following this build: I do NOT recommend using it as a 'budget tank', but play the way you like, as I myself preach all the time :)
I think u sort off avoided my Point I was specifying that u rarely find tanks Outside of raids hence I was focussing on budget tanking in questing.

I didnt even think of raid tanking since your builds are often based on Low PL chars and because It highly depends on the raid wether u can budget tank comfortably for say Lvod r1 is a piece of cake , Dino LH is annoying but okayish and PN is No bueno *looking at you Gish Armor shred*
 

Kalibano

Build Designer. Having fun since 2006!
I think u sort off avoided my Point I was specifying that u rarely find tanks Outside of raids hence I was focussing on budget tanking in questing.

I didnt even think of raid tanking since your builds are often based on Low PL chars and because It highly depends on the raid wether u can budget tank comfortably for say Lvod r1 is a piece of cake , Dino LH is annoying but okayish and PN is No bueno *looking at you Gish Armor shred*
I see what you mean. Though I mentioned raiding (where many consider tanks to be most valuable), I was also referring to general questing.

Speaking mostly from my personal experience with my low PL tank running reaper 6-10 endgame quests for many years:
Though some don't consider tanks useful in regular quests, I find them very valuable in the sense they make everyone else more efficient at what they do, and make quests go like a breeze:
- tanks can round mobs up in a nice bunch, which makes landing CC and/or AoE dmg spells easier (AoE melee attacks too)
- they can 'Throw the Boom' onto archers and casters that don't get bunched up to grab their agro from a distance (or easily enough run/jump around a bit to grab agro via intimidate, using hate-boosted attack like Celestial Mandate, I personally like using PA's Shard Storm, etc.)
- absorb dmg, leaving DPS and casters free to dish out the dmg without worrying much about drawing agro and/or dying
- facilitate healing, since it can be mostly focused on the tank, giving healers the chance to play more actively (either casting those annoying extremally short-length 'Hope' buffs to increase DPS and the tanks defense), or like my healer, to free up time for some CC, insta-kills and/or dmg dealing spellcasting
- increase dmg output e.g. by granting everyone who invests in it, extra sneak attack damage, or by removing the need to kite tings around to stay alive while others do dmg
- deal with agro from mini and main bosses (as well as anything that can't be CCed), which in itself, is a valuable role, since every single quest has them

I know some level their tanks as DPS, do all the endgame content as DPS for reaper xp, and then TR+20 into a tank just to hop onto raids for their guilds. Some only do a tank build in their very final life. That's unlikely to be the behaviour of the majority of the players who dab into tanking, though.
My experience is different: I do level a more DPS focused build (since I pretty much solo everything in low-mid reaper until mid-late epics), but then I enjoy the enntire (ever-growing) endgame as a tank (since I'm not interested in the TR hamster wheel, despite tanks possibly being the role that benefit the most from PL bonuses).


So pretty much the same I said in my previous post: my CON-based DPS barb is not suitable for doing all the above in the difficulties I normally run, because he is not built for tanking. I don't do 'budget-tanking' ever: if a tank is needed, I simply log mine and do it proper (as it takes a LOT of very heavy investment). Sorry, not a fan of budget tanking, as you can tell :) Kudos to those who do it, as long as it's fun for them!

Happy to agree to disagree ref CON Ravagers being 'expected' to be budget tanks. Personally, I feel it would likely be simpler and more productive for some people to manage their own expectations of what others can/should do, or just go and do it themselves, if they want/can/have fun with it :)

Again, I do see the 'need' for budget tanks for day-to-day play, just not a build people will find in my repository, since tanking is a lot more complex than just having a lot of HP, equipping a shield and pressing intimidate (or just smashing things real hard with incredible DPS to try to hold agro).
 
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Kalibano

Build Designer. Having fun since 2006!
U66 changes: Visage of Terror

LTR of my character completed in the live game, so I've been able to update the following images:
- Feats (1 change @ level 27)
> 'Epic Reputation' added /// 'Greater Cleave' removed​
- Heroic enhancements (2 changes: 1 in Ravager T1, and 1 in Frenzied Berserker [T1])
> Ravager: 'Ritual Scarring [T1]' x3 ranks added /// 'Hardy Rage [T1]' x3 ranks removed​
> Frenzied Berzerker: 'Cracking Attack [T1]' x2 ranks added /// 'Extra Rage [T1]' x2 ranks removed​
- Epic Destinies (1 change in FotW)
> 'Sense Weakness [T3]' x1 rank added /// 'I'm Always Angry [T2]' x1 rank removed​
- DPS gear spreadsheet (screenshot)
> several augment changes/additions​

I've also updated the downloadable files for
- DDOBuilder file for this build
- Barbarian Ravager DPS gear planner spreadsheet


The following will be updated in the near future (once I finish the final details of the LTR):
- image for Key abilities toolbar (Main rotation)
- Visage DCs to reflect the in-game values

Enjoy!
 
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Kalibano

Build Designer. Having fun since 2006!
20k+ views!

My first build to reach this many views. Still seems to be the most popular out of all the builds in my repository:

2024-04-Kali-s-Top-5-builds-based-on-views.jpg


Enjoy! :)
 

Kalibano

Build Designer. Having fun since 2006!
U66 changes: Visage of Terror

Main post updated to reflect the live game build (breakdown also included), posted below for ease of access:


Secondary aim(s):
2. AoE Insta Kills:
> Ravager​
> 'Visage of Terror [C6]' {every 30s}
106+1d20 {Intimidate skill + 1d20}
Intimidate breakdown:​
Trained skill ranks
> +23: Intimidate skill points from levelling up​
Ability Scores
> +14: Charisma Modifier (starting CHA = 12, inc +2 tome, and +2 Yugoloth potion)​
Tome: skill
> +4: inherent bonus to Intimidate skill​
Favor
> +2: 'House Deneith: skill bonus' [75 favor]​
Feats
> +10: 'Epic skills' (auto-granted @ each epic level)​
> +5: 'Epic Reputation'​
Heroic
> +6: Ravager's 'Cores 4-6' (+2 per core)​
> +3: Ravager 'Ritual Scarring [T1]'​
Epic Destinies
> +3: Grandmaster of Flowers 'Disciple's Studies [T1]'​
Gear bonuses (inc Set bonuses)
> +20 competence bonus​
Augments
> +7: 'Legendary Brightbane Emerald [green]' {replacing 'Emerald of Greater Rage' = -3 Rage charges}
> +2: luck bonus 'Good Luck +2 [blue]'​
Spells/scrolls/buffs
> +4: morale bonus [Greater Heroism scroll]
Airship buffs
> +3: 'Throne Room'

Planned to be acquired/added:
Favor
> +2: 'Coin Lords: skill bonus' [400 favor]​
New projected values: 108+1d20
 
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Kalibano

Build Designer. Having fun since 2006!
Coin Lords 400 favor achieved. Visage of Terror DCs in the main post adjusted accordingly.
 

Kalibano

Build Designer. Having fun since 2006!
Update: Magic of Myth Drannor Ultimate Bundle
An additional racial tome has been added to the build, bringing the total number of heroic action points to 84.
Images updated: Heroic trees + My preferred Quickbar layout
  • Frenzied Berzerker (+1 point spent, new total 14):
    • T3: 1 rank of Supreme Cleave

This seems the perfect opportunity to migrate my DDOBuilder files from version 1 to the new version 2, because:
  • I will have to update every single build in my repository to include 1 extra racial action point
  • Maetrim has indicated in this thread he is planning to discontinue support for V1 in the near future.
Links for this build updated in the original post (also below for ease of access).

*DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
* I've found some errors with v2, so keeping the v1 file ? for a bit longer, even though it seems to be lagging behind the live game.
DDOBuilder (v1) file for this build. You can find and download Maetrim's DDOBuilder (v1) here.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Update: Magic of Myth Drannor level cap raise to 34
The newest level cap increase has brought a series of changes, including:
  • +8 Destiny Points to spend in Epic Destinies
  • +1 Epic feat (@ lvl 33)
  • +1 Epic Destiny feat (@ lvl 34)
  • New gear options
  • The new Sun/Moon augments, granting artefact/profane bonuses (they do not count as a 'set bonus', and therefore, 3-piece augment sets can be slotted in items that have Sun/Moon augment slots too)
I'm working towards updating all my builds. As people will hopefully appreciate, this is quite time-consuming, so it will take a while.
I'm aiming to make small changes, and post them bit by bit, rather than wait until all changes are ready to share.


Planning new gear for all builds is a much larger project, for the much longer-term, as gear tetris is always tricky, especially the way I do it (to be shared and used by several alts).

Sun and Moon Augments / Set Bonuses:
In Update 69, there are no traditional Set Bonuses. Instead, items in this pack (both Heroic and Legendary) have Sun and Moon Augment Slots!
  • One Sun Augment Slot appears on Armor, Helm, Cloak, Goggle, and Trinket slot items.
  • One Moon Augment Slot appears on Glove, Bracer, Belt, Necklace, and Boot slot items.
    • Sun and Moon Augment Slots do not appear on Ring, Rune Arm, Quiver, Ammunition, or Weapon/Shield slot items, and we intend to keep it that way in future updates.
Sun and Moon Augments work exactly like Chromatic (Red, Blue, Colorless, etc) Augments. They are slotted the same way, removed with Jeweler's Toolkits, and can be replaced by slotting a new Sun or Moon Augment in an existing one's place. Sun Augment Slots only accept Sun Augments, and Moon Augment Slots only accept Moon Augments. The Sun and Moon Augments in this pack are currently intended to be unbound, though this may change before release. Sun and Moon Augment Slots can (and do!) appear on items in addition to the expected number/type of Chromatic Augment Slots (so an item may have Yellow, Green and Sun slots simultaneously).
  • Sun Augments replace Primary sets in this pack, meaning their Effect Bonus Type is usually Artifact.
  • Moon Augments replace Secondary sets in this pack, meaning their Effect Bonus Type is usually Profane.

Considering most values granted by the artifact and profane types of bonus have not increased, the current gear sets will make do just fine in the meantime. At the moment, I foresee my alts potentially wearing:
  • a 3-piece artifact 'set bonus' from one of the previous packs
    • possibly Sharn's Part of the Family, since it uses necklace and gloves, as a way to 'stretch' my gain of artifact bonuses to two slots that would otherwise have Moon slots (profane bonuses), and get extra options of Sun artifact bonuses on the helm and cloak?
  • a 5-piece profane 'set bonus' from one of the previous packs
    • very likely to use weapon, off-hand and one ring slot, since those slots will not be getting any Sun/Moon augments
    • possibly Dread, since the Dino weapons are very strong
  • maybe a Minor Artefact from Myth Drannor (I heard they have 5 filigree slots, not fully sure at this point)
    • most likely a ring, since rings don't get Sun/Moon augments
  • all other gear slots hopefully from Myth Drannor, so they can each have a Sun/Moon augment in them
    • 3+5+1 above = 9 gear slots used, out of a possible 13/14 (w off-hand)
    • so 4/5 extra Myth Drannor slots would mean the option of slotting one 3-piece augment set in 3 of those items, since they won't supress the Sun/Moon augments (as confirmed by Steelstar, they don't count as a 'set bonus', just an augment that gives the bonus)
Once I get started on the gear tetris this plan could change completely: these are just some general plans based on what I've had a chance to read/learn about the new loot.
.
 
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Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
Epic Destiny points (+8)


The following additions/changes were made to Epic Destinies:
  • -1 Fury of the Wild (new total spent in this tree = 42)
    • -1 Sense Weakness [T3]
      • -2% Fortification bypass
      • -3% Damage vs helpless while Fury Mantle is active
    • -3 Mantle of Fury [T1]
      • -9% Damage vs helpless while Fury Mantle is active = total -12%
      • -6d10 positive healing every 15s, scales 200% Melee Power
    • +3 Savage Takedown [T1]
      • +6 Trip DCs while wearing Medium armor

  • +9 Legendary Dreadnought (total spent on this tree = 23)
    • [T1] Terror de-buff {-1 Melee and Ranged Power, -3 Spell Power, -1 AC}, on weapon attacks (0.1 second cooldown), stacks up to 15 times
    • [T2] +1[W] while Dread Mantle is active
    • [T3] +6 Max DEX bonus & AC / -3 Armor check penalty to skills
    • [C4] +5% Dodge Bypass for 20s, while any Action Boost is active, bringing the total to 10%
    • [C4] +5 Melee Power
    • [C4] +25 Hit Points
    • [T4] +10% Damage vs helpless while Dread Mantle is active, bringing the total to 110%

The images below were updated in the main post (also here for ease of access):
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Barbarian-Ravager-Epic-Destinies-Myth-Drannor.jpg


Prior to Myth Drannor's level cap raise (total 65 Destiny Points) ?
Barbarian-Ravager-Epic-Destinies.jpg



The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
New Epic feat + Epic Destiny feat

I have not yet levelled every alt to 34, so this is what I am aiming to try-and-test.
  • Eerie Aim (lvl 33)
    • +5% Dodge bypass, bringing the total to 15% {5% of which for 20s while and Action Boost is active}
    • +5% Deflection bypass
    • +10 Attack
  • Guarded Actions (level 34)
    • whenever you use an Action Boost, you take 20% less damage for 6 seconds
      • this will go nicely together with all the other 'while an Action Boost is active' recently acquired in Legendary Dreadnought
      • to me, DDO is not a DPS race and neither a DPS competition: this choice reflects my approach to investing in both DPS and some survivability/defensiveness, as per what I shared in this thread.

The image below was updated in the main post (also here for ease of access):
Barbarian-Ravager-Feats.jpg



The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 

Kalibano

Build Designer. Having fun since 2006!
Extra info and breakdowns added to this 👇 section of the main post (also added below for ease of access):

K. Survivability & Defenses (after all, soul stones do zero dps):
Barbarian-Ravager-HP-1.jpg
> Both images above ? include:​
> +8 CON Tome​
> Temporary HPs: Dino weapon Brighthorn 'Affirmation'​
> Raged + Primal Scream​
> Values @ lvl 32, out of reaper mode​
> Additionally, the bottom image above ? includes:​
> extra temporary HPs: Frenzied Berzerker's 'Blood Tribute'​
> Toughness feats: Heroic + Epic​
> % Hit Point bonus = +40%
Competence bonus
> +25%: Ravager's 'Uncanny Balance [T5]'​
Primal bonus
> +10%: Fury of the Wild's 'Lore of the Wilds [T5]'​
Quality bonus
> +5%: Dwarf's 'Child of the Mountain [T2]'​
> Damage Avoidance
> Medium armor (vs light) for no MRR cap + higher PRR​
> Max DEX bonus to armor = 20
Armor
> +10: Medium armor (Legendary Enforcer's Coat)​
Epic Destinies
> +6: Legendary Dreadnought's 'Armor of Dusk [T3]'​
Augments (inc Set bonuses)
> +2: 'Sapphire of Armored Agility'​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge cap = 27%
Base bonus
> 25​
Airship Buffs
> +2: 'Fencing Master'​
> Dodge chance = 20% {capped @20}
Feats
> +6: 'Improved Uncanny Dodge' (passive bonus)​
Gear bonuses (inc Set bonuses)
> +14% enhancement bonus​

> Improved Uncanny Dodge
> +50% dodge (ignores cap) {for 20s, 120s cooldown}
> +6 Reflex saves​

> Incorporeality = 10%
Augments (inc Set bonuses)
> +10: 'Legendary Wraithborn Emerald'​

Some info on how incorporeality (e.g. Ghostly) and concealment (e.g. Blur and Displacement) are reduced in reaper mode.
My understanding is that this info is based on player testing, not officially from the Devs. Info below (inc link) from the DDO Wiki:

Defenses-in-reaper-mode.jpg

> Damage Reduction
> PRR = 201 {66.78% less dmg from slashing, bludgeoning and piercing attacks}
Breakdown:​
Armor
> +37: Heavy armor PRR (BAB*1.5)​
Feats
> +5: 'Epic Barbarian Damage Reduction' (taken @ lvl 30)​
> +10: 'Greater Rage' (auto-granted @ Barbarian lvl 11)​
Heroic Enhancements
Barbarian - Ravager
> +3: 'Ritual Scarring [T1]'​
Vistani Knife Fighter
> +3: 'Mist Stalker I [T1]'​
Epic Destinies
Fury of the Wild
> +20: 'Scarred by Chaos [T5]' (+10 was doubled by taking the Harbinger of Chaos feat)​
Legendary Dreadnought
> +15: 'Thick Skinned [C3]'​
Grandmaster of Flowers
> +5: 'Disciple of Material: Silver [C2]'​
Gear bonuses (inc Set bonuses)
> +30 artifact bonus (set bonus)​
> +30 profane bonus (set bonus)​
> +33 enhancement bonus​
> +0 insightful bonus​
> +0 quality bonus​
Filigrees (inc Set bonuses)
> +2: 'Shattered Device: Attack & Dmg' (rare)​
> +2: 'Shattered Device: Armor Piercing' (rare)​
Sub-total 1 = 195
Gear: Mythic bonuses
> +1 helm​
> +1 boots​
> +2 armor​
Sub-total 2 = 199
Unknown source
> +2: ???​
Sub-total 3 = 201 (as per current live game)



*** Still to be acquired (not enough sentient xp yet):
Filigrees (inc Set bonuses)
> +5: 'Dreadbringer: PRR' (rare)​
Grant total = 206
> 10% Barbarian Damage reduction
> 9%: Barbarian auto-granted feat​
> 1%: 'Epic Barbarian Damage Reduction' (Epic feat)​
> 15% reduction all dmg (except untyped) for 5s after using Rage/Primal scream​
> FotW’s ‘Unquenchable Rage [T4]’​
> 20% less damage (for 6s while any Action Boost is active}​
> 'Guarded Actions (feat)'​

> Energy Absorption
Heroic Enhancements
> +25% {Negative}: Vistani's 'Mist Stalker I [T1]' {permanent}
Airship buffs
> +15% {Fire}: 'Sign of the Silver Flame' {permanent}
> +15% {Acid & Cold}: 'Shrine to the Devourer' {permanent}
> +15% {Electric & Sonic}: 'Stormreaver Memorial' {permanent}

> Immunities/protections
> Slippery Surfaces & most forms of knockdown: Ravager's 'Uncanny Balance [T5]'​
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!
 
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Kalibano

Build Designer. Having fun since 2006!
Just reached 30k+ views!

This has always been the first build to reach the highest number of views, and still the most popular out of all the builds in my repository:

2024-10-Kali-s-most-viewed-builds.jpg


Enjoy, and thanks for everyone who has taken the time to send compliments and support :love:
 

Col Kurtz

Well-known member
a lot of good work here..i have barely skimmed through most so far;)

curious ?you use dwarf axes at all? I have a ton of dwarf axes and at least in heroic I have dax/large shield options on das hottenbarr:)
 

Kalibano

Build Designer. Having fun since 2006!
a lot of good work here..i have barely skimmed through most so far;)

curious ?you use dwarf axes at all? I have a ton of dwarf axes and at least in heroic I have dax/large shield options on das hottenbarr:)
I have a Paladin Vanguard build in the 'to-do' pile, and the plan is to go Dwarf and use Dwarven Axes + Large Shields. It will be a while until I get to him, though, but I have an awesome collection of DAxes waiting.

I suppose a Dwarven Axe variation of this build Barbarian build might potentially work, since they also get CON to damage via the Dwarven racial tree.

Hope you enjoy the builds: a lot of work goes into my threads to add breakdowns and other useful info.
 

Kalibano

Build Designer. Having fun since 2006!
Build update

In the recent Black Friday Sales, I got an excellent deal upgrading from Standard edition to the Vecna Ultimate Fan bundle ...
Black-Friday-Sales-Vecna-Ultimate-edition.jpg

... so I now have a Universal tome (Morgrave) for all my characters. Well worth the wait for this price, and I got to enjoy the content/gear all long!


The following changes/additions 👇 were made to this build:
  • +1 Occult Slayer (new total = 1 AP):
    • [C1] Weapon Bond:
      • (Passive) Each attack adds 1 to your weapon bond, up to a maximum of 200. Dying resets your weapon bond to zero.
      • (Active) +5 to attack for 20s. Cost: 1 weapon bond. Cooldown: 20s.
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Barbarian-Ravager-Heroic-enhancs.jpg



The sections/effect values/images that were affected have been updated accordingly in the original post.
The DDOBuilder (v2) file has also been updated with these changes.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Just reached 40k+ views!

This remains the most popular out of all the builds in my repository:

2025-05-Kali-s-most-viewed-builds.jpg



I have not yet started working on a new gear set for this build, but with what is currently available, I think it would be quite possible to use a very similar gear set to the one I recently put together for my Paladin build.
Posting below for ease of access, but this has NOT been fine-tuned for this specific build: it was put together for my paladin!
Paladin-Ko-TC-DPS-1-gear-planner.jpg

Paladin-Ko-TC-New-set-bonuses-overview.jpg



Enjoy, and thanks to everyone who has taken the time to post comments and send compliments and support :love:
 
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