Skill usefulness

Which skills will actually be useful in DDO, and which are just "roleplaying flavor"? Here are brief comments on how often you can actually use each skill, and how important it is to succeed. Some of these tips are based on only a short playtest of the class, so improvements are needed.

In general, Rogues need skills in this order of importance: Disable Device, Search, Open Lock, Hide, Move Silently, UMD, Spot, and Listen. Bards need Perform and Use Magic Device, spellcasters need Concentration, light-warriors need Jump, Warforged need Repair, and nobody needs Swim.

=Passive skills=


 * Balance (Dex): Being knocked down is a common threat for melee fighters. Hobgoblin warriors like to trip, a giant's stomp is a damaging AoE knockdown, and all dogs and wolves have good trip skills (augmented by grease-shooters, on Iron Defenders).  In theory, Balance would be a useful counter to these threats.  But in-game testing has shown little benefit so far, either towards avoiding the knockdown, or recovering faster.


 * Concentration (Con): Naturally pretty important for primary spellcasters, who will often need to cast with a monster in their face. Rangers and Paladins, however, have few good spells compared to their fighting skills, and will mainly use magic for pre-fight buffs or post-combat recovery.  During battle, they have other things to do.


 * Haggle (Cha): Allows you to negotiate better prices with vendors. This seems to give a benefit of less than 10%- sometimes that's enough to make it worthwhile to assign the best Haggler to pick up consumables for everyone, but usually not. Clerics, wizards, and paladins can habitually cast Eagle's Splendor before shopping, for a 2 point Haggle boost.  Note that there is a rogue enhancement called "Price Warfare" which temporarily boosts the Haggle of an ally.  It does not seem popular, compared to the other important enhancements.  One player reported with 16 in haggle, he noted only a 60 gold increase on a 1000 gold item.  Does not sound like much but factor a 6% increase across everything you sell and it quickly adds up.  Worth losing something else like Jump?  Not really.


 * Hide (Dex): A rogue skill of medium importance. It only works well when combined with Move Silently, so you probably want to advance them together and consider it as a "Stealth Skill" which costs double points.  Stealth allows you to avoid the attention of some monsters.  It is useful for surviving fights (so long as your party doesn't mind a minimal contribution from you... which they might not, if your damage contribution isn't worth the healing you might need).  It can be useful in the occasional "SoulStone" run, when a Major Party Wipe has left dead players guarded by vicious monsters- a risky way for a rogue to preserve the XP of his fellows, by retrieving them to a shrine.
 * Hypothetically, stealth would be important for scouting ahead, but scouting is relatively unimportant in DDO, as detailed under the Spot skill.
 * Note that common monsters such as spiders and undead are immune to stealth. Some enemy casters have Detect Invisibilty or Glitterdust magic.  DDO (like most games) makes Hide more powerful than PnP, because you can do it with virtually no cover of any kind.  Instead there is a quite forgiving "brightness meter" drawn next to your character, displaying more eyeballs if he is easier to see.


 * Jump (Str): As expected from a video game, Jump is more helpful than in PnP. Simple tools to help a clumsy character move through a dungeon are not present in DDO.  You cannot bring ropes, you can't cast Spider Climb or Levitate, and you can't even stand on the dwarf's shoulders.  There is also no climbing of walls higher than your outstretched fingertips, so Jump is your primary way to move upward.  There are Jump boosting temporary spells, but they seem to have minor effect.  Melee characters may also enjoy a high Jump.  Since (unlike many other fantasy MMORPGs) a player cannot walk through a monster, Jump can be an important escape for someone who gets surrounded.  A light-armored barbarian or rogue with high jump can leap right over monsters, getting behind them for a +4 rear-facing bonus.
 * When it comes time for a weak, clumsy spellcaster to make an important jump over bubbling lava, consider Bull's Strength and Jump magic to help, and remove any armor or shield (particularly important for clerics). Also remember to continue pushing the move foward key ("W"), as even if you don't make the jump with your feet, you may catch the wall with your hands.  (First, of course, consider if you even need to jump, as it might turn out to be a dead-end that one or two strong characters can explore on their own)


 * Listen (Wis): A very low priority skill, for the reasons mentioned in Spot. It seems even less useful than spot.  You occasionally get a narrated warning that monsters lurk behind some doorway, which is hardly a surprise given the game style.


 * Move Silently (Dex): Medium-low priority, as described under Hide.


 * Spot (Wis): A low-priority skill, given the game design which has no random threat placement. Spot is slightly useful for detecting Sneaking or Invisible enemies more quickly, but the primary usage of detecting traps, ambushes, and secret doors is not needed.  First, all such threats are always in exactly the same position each time you run a quest, regardless of difficulty settings.  Generally, at least one member of the party will have either played that mission before (or downloaded a map from the web).  He will be pointing out traps before the rogue ever gets to spot them.  It seems likely that future DDO changes will partially randomize trap placement, to make Spot more valuable.  Also, on lower level missions the DDO maps show the positions of secret rooms before you discover them, further obviating Spot.


 * Swim (Str): Probably the single-most useless skill in the game, considering that as early as level 3 you may find a magic item enabling infinite water-breathing. Also, anyone who buys DDO at Target gets limited Water Breathing for free at character creation.  Only if those items are nerfed (in availability or power) would Swim become at all needed.  Poor swimmers who lack the item may prep for tough swims by removing armor and shield and boosting strength.  Also, sending a good swimmer through first to find the exact pathway will help too.  Warforged recieve double time spent underwater before taking drowning damage, which cancels out the non-removability of their armor (but does not make them feel like an actual magical Construct).


 * Tumble (Dex): Tumbling is fun, and all high-dexerity characters will probably put a few points in for testing, but it often seems of little importance. Strangely, a high-dexterity barbarian in light armor is more likely to avoid a thrown boulder by shield-blocking or strafe-running out of the way, rather than going into a tumble.  In PnP, tumble checks would allow you to pass over an enemy's head, which in DDO is accomplished just by the Jump skill.  It is also unknown whether Tumble ranks increase the AC bonus of Defensive Fighting stance, as they do in PnP. A tumble of 31 increases the distance you can tumble, and you do "backflips" away from the enemy instead of a roll. See the Rogue video on the DDO website, that rogue backflipping away from the spider has a 31 tumble.


 * Use Magic Device (Cha): For a time, this was the most valuable skill in DDO, as it acted as a minimum threshold to use an item, rather than a per-activation skill roll. In combination with the hilariously high availability of wands (among other magic items), it was nearly a must-have skill.  But more recent updates have added a failure chance to UMD for wands and scrolls, weakening it some. However it still allows you to bypass restrictions on armor, weapons, and equipment. This is extremely helpful for a rogue or bard as this is a class skill and it allows them to use all alignment restricted weapons, race restricted items no one else would consider keeping. Additionally, race restrictions reduce the level an item can be used by 2 levels. This allows a player to use a +5 weapon at 6th level instead of 8th. Perhaps not an absolutely necessary skill, but definitely an extremely helpful one. As a rogue doesn't get the healing spells a bard does, this is more essential for them to be able to use healing wands on themselves.

=Active skills=
 * Bluff (Cha): Bluffable peaceful NPCs are very rare, and the ability to open an enemy up to a sneak attack is little needed, considering that the rogue's sneak attacks bonus is already very easy use. Unlike PnP, there is no requirement that the enemy be flat-footed, unaware of the attacker, or even not looking directly at the attacker.  As long as the enemy is not targetting you personally to attack, you get a sneak bonus on every swing.  While a rogue is best suited to helping another attacker, in situations where he is fighting an opponent unaided, bluff can prove useful.  However, it delays your next attack - so one might consider the feat Improved Feint if you find yourself in that situation often. (Alternatively, in a group situation it makes more sense to use diplomacy. If you are being attacked by multiple targets, using bluff would allow you to sneak attack one while they beat on you. Using diplomacy will make them all stop attacking you, and you can sneak attack each of them in turn.)
 * Diplomacy (Cha): Diplomacy, in battle, is used to reduce your threat. The effect is subtle and many types of monsters are completely immune to charisma skills.  This makes Diplomacy a mediocre choice.  Virtually every player uses the skill at quest turn in to improve the quality of rewards, however.  While Diplomacy does not increase the quality of the rewards, it is rumored to increase the number of rewards.
 * Disable Device (Int): This is the single most valued skill on a rogue. Disarming traps is the #1 reason rogues are invited to parties.  To disarm a trap you need good levels of both Search and Disable. It is debatable as to which is the most important, since without search you can't find the box in the first place, but should you fail your Disable by more than 5 the trap box explodes, injuring you and making that trap permanently un-disarmable. Such a failure might even force the whole team to give up on a mission- or to jump through an active trap to their bloody deaths.
 * The designers are tweaking around the difficulty settings of traps. For a while, it seemed like only a rogue who had placed max points in Disable could beat a trap in a dungeon matching his level, but they may have easied up a bit now. Though this still holds true for missions run on elite. It appears that each level of difficulty increases the Difficulty Checks of Disable by 10 (Example: The force trap at the last part of the Vampire quest has a 25 DC on normal, 35 on Hard, 45 on Elite.)  Nonetheless, Disable skill is important, as it is the best way for a rogue to help the party. If you are concerned that a Disable check might fail, consider buffs.  Fox' Cunning, Song of Competence or Good Hope, Prayer, and Rogue-Action-Boost: Skills can all help prevent that critical critical failure. (Additionally, always bring a Disable Device item with you. It doesn't matter what slot it takes, as you will only wear it to disarm with, then you can switch back to standard gear.)


 * Heal (Wis): A rather unimportant skill. More valuable to fighters who wish to solo missions and yet conserve money on healing potions.  Carrying around a healing kit on the off chance of reviving someone is rarely worth the inventory slot.  A single cure-light wounds spell (from a cleric, paladin, ranger, bard, or rogue with wand) is better than Heal.  Heal also increases the amount of hitpoints regained by resting.  After passing level 3, you rarely need to rest for hitpoints unless the mission has already gone badly wrong. Clerics will simply heal everyone before resting to refill spellpoints, and fighters may find themselves resting only to refill "daily" usages of some powers.
 * However, if things have gone badly and you need to rest for hitpoints, then try to gather the whole party around you first, or at least clerics and anyone else with high wisdom, as nearby Heal skills add to your recovery.
 * It is traditional for a person who has been raised at a shrine to also rest there, before clerics or potions restore the rest of his hitpoints.


 * Intimidate (Cha): Intimidate has not been particularly useful so far, but recent changes have buffed it into an AoE taunt, so that might change.  Also note that barbarians can get an enhancement so successful intimidate debuffs enemies with a Shaken effect.  Generally, it seems good players can manage aggro well enough by making attacks, without needing to use taunting.  Also, monsters cannot walk through PCs like they can in other MMORPGs, so tanks have the option to protect casters with phyiscal blocking, not just aggro management.
 * It is worth noting that a fighter with a high intimidate can generate much more hate with this skill than they can through doing damage. Using a high intimidate will usually allow rogues to sneak attack the entire combat and keep even fireball spamming sorcerers safe.


 * Open Lock (Dex): A medium-importance rogue skill. Only rarely is lockpicking needed to complete a mission.  More often, it opens up more monsters, an inexpensive bonus treasure, or (best of all) an extra rest shrine.  Sometimes it provides a great treasure, however (as in the Duality mission).  Lockpicking is easier than disabling traps, because there is no explosion risk, and most rogues have higher dexerity than intelligence.  It is plausible for a person with only 1 or 2 levels of rogue to focus on Open Lock and defeat most locks you'll find, because unlike Disable Device, it doesn't require a Search check first to even start.


 * Perform (Cha): This skill opens up to the Bard new songs. Assuming it is implemented in DDO as in PnP, this skill sets the DC for resisting the Bard's songs (much like Intelligence sets the DC for resisting Wizard spells). In-game experience indicates this should be the case, since the Fascination song seems to be very difficult to resist (which would be expected since one can get their Perform skill much higher than an ability score modifier).


 * Repair (Int): Identical to Heal, but applying only to Warforged.  But, Warforged have less healing available from clerics, so it is more important for them to recover hitpoints at rest shrines.  A Warforged going to rest should ask high-Repair or high-intelligence characters to stand next to him, for a moderate hp boost.


 * Search (Int): For a rogue, high importance. For others, not in the least.  The two uses of Search are to find traps and to find secret doors.  Non-rogues can not detect a trap with a difficulty rating over 20 anyway and secret doors are rarely mandatory for mission success.  This makes Search a highly unnecessary skill, except for rogues, who must find a trap to disable it.