Asketes
05-11-2009, 11:40 PM
trying to outweigh the pro's and cons of two possible builds.
this is my attempt at creating a Handwrap using intimidps monk.
Just looking for input on what you think will be more beneficial to the party. You all know I get a bit testy with useless comments, so please limit them to helpful advice. I have all kinds of experience with intimidate toons w/ little or no AC so the intimidate aspect of the build is already set in stone.
I thought about taking the 5 lvls and putting them into str instead of Dex, but idk if that will put my reflex saves in the crapper. anyone know if having 24/26 dex is ok for late lvl reflex saves over a 30/32? If so then ill pop those 5 pts into str for a 30 str and lose weapon finesse. (sry if that got a little confusing)
Weapon finesse for a higher "to hit" but Str for breaking DR (idk if it's enough
going from 14 to 16 str just seemed to costly for the start build.
13 monk / 1 rogue / 6 ranger
lvl 20 stats:
Strength 26 14 start + 6 item + 4 tome= 24 + 2 ram's might
Dexterity 32 15 start + 5 levels + 2 Ranger + 6 item + 4 tome
Constitution 24 15 start + 6 item + 4 tome
Intelligence 12 12 start
Wisdom 26 13 start + 3 Monk + 6 item + 4 tome
Charisma 16 8 start + 6 item + 2 tome
This build will:
have tempest 10%
the feats for tempest are "free" as monk martial arts feats
switch between wind/sun stance III (wind stance will only give 7.5% speed increase over haste)
cure wand usage
+6 FE (evil outsider and undead/construct/elemental/mod9 dependent)
1d10 damage per hit w/ handwraps
2d6 elemental damage from monk stance
61-63 AC (negligible and not the point of the build so im ok with this number)
Skills:
Concentration: 35 (23 points + 8 Con + 4 GH)
Balance: 26 (11 points + 11 Dex + 4 GH)
Intimidate: 57 (23 points + 3 Cha + 6 GS + 15 item + 3 Monk + 3 skill focus + 4 GH)
UMD: 30 (23 points + 3 Cha + 6 GS + 4 GH)
Jump: 16 (4 points +8 Str + 4 GH)
Tumble: 19 (4 points + 11 Dex + 4 GH
OR
19 monk / 1 rogue
i lose out on dr 10/epic but i gain my umd/intimidate that I so gimply love.
lvl 20 stats:
Strength 24 14 start + 6 item + 4 tome
Dexterity 30 15 start + 5 levels + 6 item + 4 tome
Constitution 24 15 start + 6 item + 4 tome
Intelligence 12 12 start
Wisdom 26 13 start + 3 Monk + 6 item + 4 tome
Charisma 16 8 start + 6 item + 2 tome
This build will:
Sun stance/wind stance III (10% increase over haste)
3d6 elemental damage via monk stance
2d8 daamge per handwrap hit (if ddo stays true to previous design lvl 20 gets 2d10, but idk)
Quivering palm (DC of 28 sucks even at lvl 20 monk (10 +10 (half monk lvl) + 8(wis modifier) is a 28.. lots of stuff end game will make that fort save
adamantine strike (not really sure if this will be of any use end game, idk though)
the PrE's (that i'm not interested in anyway)
To me, it sounds like the 1 rogue 6 ranger 13 monk looks like a lot of fun, and at least semi-solid dps capability..
Does anyone have any experience on the differences of the two? idk if an extra 7.5% speed boost (wind stance at lvl 18 should be 10% stackable with haste, if i did the math correctly) and +6 damage to Favored enemy is worth losing 2d8 damage per hit and 1d6 extra elemental damage per hit. (that's what is seems to boil down to, i guess)
i have no experience with monks, so feel free to add to this, correct me if im wrong somewhere.
thanks guys (hopefully this thread maintains a clean outlook this time)
-Rob
this is my attempt at creating a Handwrap using intimidps monk.
Just looking for input on what you think will be more beneficial to the party. You all know I get a bit testy with useless comments, so please limit them to helpful advice. I have all kinds of experience with intimidate toons w/ little or no AC so the intimidate aspect of the build is already set in stone.
I thought about taking the 5 lvls and putting them into str instead of Dex, but idk if that will put my reflex saves in the crapper. anyone know if having 24/26 dex is ok for late lvl reflex saves over a 30/32? If so then ill pop those 5 pts into str for a 30 str and lose weapon finesse. (sry if that got a little confusing)
Weapon finesse for a higher "to hit" but Str for breaking DR (idk if it's enough
going from 14 to 16 str just seemed to costly for the start build.
13 monk / 1 rogue / 6 ranger
lvl 20 stats:
Strength 26 14 start + 6 item + 4 tome= 24 + 2 ram's might
Dexterity 32 15 start + 5 levels + 2 Ranger + 6 item + 4 tome
Constitution 24 15 start + 6 item + 4 tome
Intelligence 12 12 start
Wisdom 26 13 start + 3 Monk + 6 item + 4 tome
Charisma 16 8 start + 6 item + 2 tome
This build will:
have tempest 10%
the feats for tempest are "free" as monk martial arts feats
switch between wind/sun stance III (wind stance will only give 7.5% speed increase over haste)
cure wand usage
+6 FE (evil outsider and undead/construct/elemental/mod9 dependent)
1d10 damage per hit w/ handwraps
2d6 elemental damage from monk stance
61-63 AC (negligible and not the point of the build so im ok with this number)
Skills:
Concentration: 35 (23 points + 8 Con + 4 GH)
Balance: 26 (11 points + 11 Dex + 4 GH)
Intimidate: 57 (23 points + 3 Cha + 6 GS + 15 item + 3 Monk + 3 skill focus + 4 GH)
UMD: 30 (23 points + 3 Cha + 6 GS + 4 GH)
Jump: 16 (4 points +8 Str + 4 GH)
Tumble: 19 (4 points + 11 Dex + 4 GH
OR
19 monk / 1 rogue
i lose out on dr 10/epic but i gain my umd/intimidate that I so gimply love.
lvl 20 stats:
Strength 24 14 start + 6 item + 4 tome
Dexterity 30 15 start + 5 levels + 6 item + 4 tome
Constitution 24 15 start + 6 item + 4 tome
Intelligence 12 12 start
Wisdom 26 13 start + 3 Monk + 6 item + 4 tome
Charisma 16 8 start + 6 item + 2 tome
This build will:
Sun stance/wind stance III (10% increase over haste)
3d6 elemental damage via monk stance
2d8 daamge per handwrap hit (if ddo stays true to previous design lvl 20 gets 2d10, but idk)
Quivering palm (DC of 28 sucks even at lvl 20 monk (10 +10 (half monk lvl) + 8(wis modifier) is a 28.. lots of stuff end game will make that fort save
adamantine strike (not really sure if this will be of any use end game, idk though)
the PrE's (that i'm not interested in anyway)
To me, it sounds like the 1 rogue 6 ranger 13 monk looks like a lot of fun, and at least semi-solid dps capability..
Does anyone have any experience on the differences of the two? idk if an extra 7.5% speed boost (wind stance at lvl 18 should be 10% stackable with haste, if i did the math correctly) and +6 damage to Favored enemy is worth losing 2d8 damage per hit and 1d6 extra elemental damage per hit. (that's what is seems to boil down to, i guess)
i have no experience with monks, so feel free to add to this, correct me if im wrong somewhere.
thanks guys (hopefully this thread maintains a clean outlook this time)
-Rob