A Soldier's Field Manual: Fighter
Tactics in DDO

By Gol of Argonnessen



Ah, to be a fighter. Your job is perhaps the most straightforward of
any of the classe:. do damage, and soak up
damage. But how is this best accomplished? This job, though very simple
at first glance, is harder than it seems. Monsters come in all
shapes in sizes, and with every different skill in the book. However,
you have to be able to combat them all.
And even harder, you have to keep their attention.



Your Role

As a fighter, your primary expected role in DDO is to be up front in
the fray of combat. Keep the monsters
occupied, and keep them dead. However, the monsters don't like for you
to do this. They're out to get you. Most
of the time, you're going to be the monsters' primary target. High AC
and high saves are crucial to your survival,
and dishing out damage is essential to your party's survival.



Typically, you have two types of targets to be
concerned with in combat.First is the closest monster to your party.
Usually the closest monster represents the greatest threat.
However, as any player would tell you, this isn't always true. You
might be better served to ignore the puny kobold nibbling at your heels
if there's a second type of target to be concerned with, perhaps an
Ogre archer or
spellcaster raining fire down on you from afar. More on the how to
handle this later.



The Basics

Fighters come in several different varieties. 95% of them will fall
into one of four categories, based on how
they do their damage in combat:

  • Two-Handed Fighting (THF): a fighter who uses the Two-Handed
    Fighting Feat as his centerpiece
  • Sword and Board (S&B): a fighter who wields a one-handed weapon
    and a shield
  • Dual Wielding or Two Weapon Fighting (TWF): a fighter whose Two
    Weapon Fighting Feat is her focus
  • Ranged Shooter: a fighter who selects Feats that benefit ranged
    combat




  • Now, I listed Ranged Shooter here because the fighter class is one of
    the best ways to build an archer. However,
    it doesn't fulfill the basic role of a traditional fighter. So, I'll
    leave the archer discussion to another time.
    As for the other 3 categories, that's were I will be focusing for the
    purposes of this Field Manual. The other 5% of fighters are some mix of
    those 4, shining equally in 2 or more categories.



    Picking the Right Build

    So, you might be thinking, "Gee, all fighters are really just the
    same!" Well, you couldn't be further from the
    truth. What separates fighters from any other class is the number of
    Feats they have. Fighters have Feats, and
    lots of them. They're how you make your character fit into one category
    or another. However, again, for the
    purpose of this Field Manual, I'm not going to get into character
    building--I'll devote an entire article (or several,
    maybe) to discussing this sometime later.



    With that said, the discussion of fighting style is still up for
    debate. At lower levels (say, 3 and below), it doesn't matter
    much. My only recommendation is don't try to go with TWF without the
    appropriate feats. After level 4 or so, however, S&B is
    the clear winner. The protection of a shield is absolutely crucial.
    It's just too much AC to give up for a very modest
    amount of damage. I won't digress into the math just yet; I'll try to
    save that for another article. Suffice it to say
    for now that S&B is the best way to go for long term. Don't get me
    wrong: that doesn't mean you have to use a sword. Any one-handed weapon
    will do the trick.



    How to Fight

    Let me start with something that might not be so obvious. Map a key to
    your attack skill. The default is to right
    click your mouse. Well, you're a fighter. My suggestion to you is this:
    you shouldn't use a mouse to be all that
    you can be. Map a key to attacking. Map 2 more keys to monster
    selection (default is tab). Learn to use these keys to
    select monsters and to attack. Ever since doing this, I've never not
    led my party in kills. Allow me to further
    suggest that you map these keys all in reach of your right hand,
    leaving your left hand free for movement control.
    I personally map the Insert and home keys to monster selection,
    the delete key to attack, the '\' and ']' keys to object selection, and
    PgUp / PgDn to scrolling my shortcut bars up and down.
    Doing this gives you super fast access to just about anything you need.



    Flanking is Not Just for Rogues

    Flanking lets rogues get their sneak attack damage, sure, but you don't
    have any of
    that. But that's completely not the point! It's +2 to your attack.
    Under normal circumstances, that's an extra
    10% chance of hitting your target. If there are any other "tanks" in
    your party, you should always try to position
    yourself in a flanking position. One correlary is to not let yourself
    get flanked. You're already going to end up
    taking most of the monster attacks; it won't help you any if they get
    flanking bonuses on you. Keep yourself
    positioned safely.



    Pin the Jumpers in a Corner

    Many enemy spellcasters or throwers love to jump around and play hard
    to get.
    It makes for a longer fight, and allows other monsters to beat on you
    while you chase them around. If the enemy is
    moving around, it's a lose-lose situation for you. If you position
    yourself properly, you can pin an enemy into
    the corner in such a way that it just cannot get out. Once pinned, go
    to town with you weapon of choice.



    Draw the Monsters to You

    This will frequently be done by others in the group, but you can (and
    should) do it, too. Any
    party member with a bow can help make the encounter a lot easier by
    splitting up the enemy forces. Have a bow
    hotkeyed and use it to draw monsters to you. Keep plucking at them
    until they're in melee range, then switch to
    your melee/primary damage. It's important that you not let the Rogue or
    Wizard draw the monsters, too. The monster
    is going for whomever attacks him. What did I say a fighter's role is?
    Yeah, keep the monsters on you and off the others.



    Keep the Monsters on You

    Like I just mentioned before, you should be drawing the monsters to
    yourself. You should have the highest AC, and you have one of the
    highest health totals, too. You should also be leading the charge
    into battle when drawing monsters out is not an option. Another key
    method to keeping monsters on you (sometimes
    called "keeping the aggro") is the use of your Intimidate skill.
    Fighters are tied for the fewest skill points of
    any class, and aren't exactly known for being all that intelligent.
    However, Intimidate is one of your skills. Make
    use of it. A successful Intimidate ensures the monster will stay on you
    for at least 6 seconds.



    Stay with Your Party

    A Fighter by himself is a dead one. Running out ahead of your party
    is a good way to
    do two things. The first is to die. You might take out a few cheese
    monsters, but you'll get hit by traps, surrounded
    with no way out, and possibly lost. The second is that if you do
    survive, you're going to waste spell points of your
    party healer. Remember, DDO is a team game. You need your
    party, and your party needs you.



    Final Thoughts

    That should be enough
    information to help get you started playing a fighter. I'm only Level 4
    myself right now, so
    as I level up I'll be able to speak more directly to higher level
    content. However, people tend to learn the ropes for
    themselves as they progress. I just hope this Field Manual is able to
    get you started playing a fighter and give you enough
    information to survive in Stormreach.



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    Last Updated: Mar 29, 2016

    About The Author

    Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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