Classes

=Introduction to DDO classes=

In DDO you can pick on class or you can mix 2-3 classes. The name of the classes is: Barbarian, Bard, Cleric, Fighter, Paladin, Ranger, Rogue, Sorcerer, and Wizard. Later Monk and Druid (and some more) most likely will be added.

Armor
Any class can use any armor. But but if you use a armor that you don't have proficiency with you will get a lot of penalty when using them. There is 3 types of armor: light, medium an heavy armor. All classes can learn to use all types of armor. To learn them you use feats (you have a limit of available feats). But some skills/spell will not work as good if you try to use them while wearing armor.

Shield
Any class can use any shield. But but if you use a armor that you don't have proficiency with you will get a lot of penalty when using them. there is bucklers, light shields, heavy shields and tower shields. To learn them, you use your available feats. Some skills/spells will not work as well if you try to use them if you have armor on.

Range and Melee weapons
All classes can use all range weapons and all melee weapons. But but if you use a weapons that you don't have proficiency with you will get a severe penalty when using them. There are Simple weapons, Martial weapons and Exotic weapons. To learn them you use your available feats.

Divine spells
Divine spells can be casted even when using heavy armor without reductions in casting effect or chance of failure.

Arcane spell
Arcane spells will take penalty (chance to fail) if you try to cast them when using armor or shields (only exception is bard that can use light armor). Resource management is important for a caster.

Skills
Each character get a specific number of skillpoints that he can put out in diffent skills. If he has proficiency with the skill, he get 100% for the skill point if not he will only get 50% of the point. And if he has proficiency he can max the skill. Putting one skill point each time he levels up. If not he can only get it halfway to maximum.

Healing
All classes in DDO can increase healing. The reason for that is there is a healing skill that everyone can put skillpoints into. But the "Long-Term Care" that recovers hitpoints will not take effect untill you reach a Rest Shrine. There you will recover more hitpoints than usually. Divine spell casters gets heal-spells that heal non-warforged races and can heal warforged but with a 50% reduced efficiency. Arcane spell casters gets repair-spells that heals warforged. Repair spells have no effect on non-warforged.

Rest In DDO none of the classes benefit from just staying still. You don't recover you hit points etc. But there in some dungeons there are rest-places. When you reach these places you gain "rest" that recovers hitpoints and spellpoints and allow you to memorize spells.

Figher
A warrior with extra feats, allowing him to specialize in melee. There are a lot of different ways to bend the fighter. You examine thoroughly what feats you would like to pick before you create a figher, as you need different stats for different feats. For example if you specialize in dual weapons you need to have good reflexes (= high dexterity). But if you are going to specialize in 2-hand weapon, strength is the most important stat. Some tactical feats also require an intelligence above average. Because you are a fighter and don't cast any spells you are free to put your stats where you like them, to maximize your choice of feats.

Paladin
A warrior that trades some of his melee power for the ability to cast divine spells. He also has a higher abillity to avoid getting hit, better saves against poison and he can do crowdcontrol as his charisma rises.

Barbarian
A warrior that has special powers when angry and specializes in damage dealing.

Ranger
Has the possibillity to become an archer or a dual-wielding melee. He also have stealth options and can cast divine spells. The proverbial jack-of-all-trades.

Rogue
Has the most skills in the game. He can find and disarm traps. His abillity to disarm trap is a key skill, preventing the party from being hit with nasty traps. Rogues can also open locks and find hidden doors.

Bard
Has a lot of skills and is a weak arcane spellcaster. The closest you come to a hybrid without multiclassing. He also has the ablity to "sing", making his party stronger. A big part of his arcane spells are crowdcontrol spells.

Wizard and Sorcerer
Are strong arcane spellcasters. A Wizard is an adaptive caster. He/She can switch the spells he wishes to use at resting points or in taverns. A Sorcerer is a focused caster. He/She only knows a small subset of all available Wizard/Sorcerer spells. But he casts that subset faster, and has more spellpoints. For an introduction see: DDO Class Guide: Wizard/Sorceror.

Cleric
The Cleric domains are gone in DDO. In DDO there is no evil Cleric so all Cleric will be great Undead killers (no one will be controlling Undeads). He is a strong divine spell caster that use all armor without penalties.

Multiclass
On of the really fun things in DDO is the option to Multiclass. In DDO is there no experience point penalty (as opposite to 3.5 rules).

When multiclassing the hitpoints of the different classes are added. The base attack bonus of the diffrent classes are added. The saving throws of the diffent classes are added. So you could say that a 5/5 Cleric/Figher are getting the hitpoints of 5 lvl Cleric and a 5 lvl Figher. All his stats will be an average of the 2 classes

What's the biggest gain of multiclassing (except that is fun)? :

Skills
By only taking 1 level in a class that has proficiency with a skill you get the possibility to max out that skill. So if you are a Ranger that would like to max out a Rogue-only skill or a Rogue that want to max out a Ranger-only skill just take a level in the other class.

Feats
If you take a class that has a feat you gain that feat. Don't have proficiency with all martial weapons. Then you can take one level as a Figher and you will gain it (+ the ordinary level 1 figher feat).

Drawbacks of multiclasting
The power of spells does not scale liniarly. What is meant by that is, that the spell a Wizard/Sourcer/Cleric can use at lvl 20 is more than 4 times a powerful a the spell that a Wizard/Sourcer/Cleric can use at lvl 5.

Classes and feats.
At level 10 this is how many feats a non-human of a class will have: Figher 10 feats. Wizard 6 feats. Ranger 6 feats Rogue 5 feats (or 4 feats and 1 special ablity) Paladin/Barbarian/Cleric/Sorcerer/Bard 4 feats

Classes and skills.
This is how many skillpoint they will gain per level + bonus spell if high intelligence (non-human). Rogue 8 skillpoints Ranger/Bard 6 skillpoints Barbarian 4 skillpoints Figher/Paladin/Cleric/Sorcerer/Wizard 2 skill points

Classes and highest spell
At level 10 this is the highest spell level that character will have key ability in [], spell level at class level 20 in :
 * Sorcerer[cha]/Wizard[int]/Cleric[wis] level 5 (9)
 * Bard[Cha] level 3(6)
 * Ranger[wis]/Paladin[wis] level 2(4)

Which class should I choose?
For comparing classes look at: I would like to create an Archer. Should I pick a Ranger or a Fighter? I would like to create a Mage. Should I pick a Wizard or a Sorcerer? Ranger or Sorcerer as range damagedealer?