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Poll: Least Useful Class

Updated Fri, Feb 13, 2009 by Ralsu

Least Useful DDO Class?


By Ralsu


All of the classes in Dungeons & Dragons Online (DDO) are fun for the first few levels, but which ones retain their value in the end game?

It's fun picking locks and deactivating traps as rogue early on, but how many traps are in the end game dungeons? And how much easier is it for the party to just run through the traps and heal up with potions after the fact?

A barbarian is frenzied fun with Rage and 12 hit points per level in the early levels. What happens at higher levels when low armor class makes all of those extra hit points disappear in one swing from a giant or rust monster?

A sorcerer makes for great fun for blasting through the Harbor quests, but players soon find that the direct damage spells do not do enough damage to efficiently kill monsters. What happens when the sorcerer runs out of spell points and can no longer practice the Art of Boom?

The Case against Rogues

Three letters: B-A-B. Rogues in DDO are great in that they can do rogue-like things such as Pick Locks and Disable Devices (traps). Those Skills are based on Dexterity and Intelligence, respectively. The damage a rogue puts out is largely based off of Sneak Attack. To get more Sneak Attacks, most rogues focus on Charisma to boost the Bluff skill.

Since to-hit rolls are calculated based on Base Attack Bonus (BAB) and the Strength Modifier, rogues miss more than all other melee warriors besides the bard. Barbarians, fighters, paladins, and rangers all get higher BAB than rogues. Additionally, since rogues are spreading Ability scores to cover DEX, INT, and CHA, they seldom have the points left to make STR high enough to hit consistently. While the BAB score of a rogue may be only 3 lower than a fighter's at Level 12, that rogue's STR Modifier is also likely 1 or 3 less as well. This adds up to be a discrepancy most rogues can't overcome.

To top it all off, some of the hardest dungeons in the games have no traps or traps that are easily solved without a rogue. Elemental immunity spells get around some traps. Simply running through the traps and healing afterward works most of the time, too. It's as if Turbine was afraid to get complaints that DDO requires a rogue for every party.

The Case against Barbarians

A DDO barbarian is like a fighter without the Feats. Or like a rogue without the ability to disarm traps. In the tabletop version of Dungeons & Dragons (D&D), a barbarian rage could push a player character to new heights of combat prowess. The inflated numbers of DDO reduce the most meaningful trait of being a barbarian to almost nothing.

However good your barbarian build, you can find a fighter who can do the same thing with better armor. Potions of buffs (Bull's Strength, etc.) are so easy to come by in DDO, that the benefits of Rage are hardly exclusive to the barbarian.

And if Uncanny Dodge is your reason to be a barbarian, play a rogue (but see above first). Uncanny Dodge in DDO is not passive as it was in D&D. DDO makes it an active Feat with a short timer. It' hardly compensates for the low AC a barbarian brings to the table.

Trap Sense doesn't really make up for that low AC either. Damage from traps is too easily mitigated (again, see above) for this perk to make rolling a barbarian worthwhile. Plus, it's much better to detect and disarm traps than to avoid them. That's what rogues are for!

The Case against Sorcerers

Three more letters: O-O-M. OOM is what some people say when they are "out of mana," or out of spell points as far as DDO is concerned. And sorcerers may find themselves OOM more than wizards even though they get more spell points.

See. the concept behind the sorcerer class is that it is a raw talent, capable of dealing damage in short bursts. that's why the D&D version of a sorcerer is stuck with fewer spells from which to choose; sorcerers learn very spells, but they use them well and do not have to prepare them. DDO's inflated hit point totals for monsters renders the idea of direct damage spells mostly useless. Most wizards learn that early and switch to the role of crowd control specialist.

With fewer spells in their arsenal, sorcerers a left without a true role in a party. They cannot successfully blast through enemies, and they lack the full repertoire of support spells that a wizards possesses. In the end, sorcerers are like watered down wizards.

I think I've made my point. Time for you to share your opinion!
VOTE IN OUR POLL!
Which DDO class is least useful in the end game?
  • Rogues! Who needs them?
  • Barbarians! They bring nothing to the party and sponge spell points through Cures.
  • Sorcerers! They can't do what a wizard can.
  • Other (make your case in our forums).



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