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Orlanth
09-14-2009, 02:06 PM
Hi all, I'd like to play and monk and after reading quite a bit here decided to go with a Dwarf. I'd like to try a Warforge but I think I'll wait till I open up the 32 point build, I don't think I can look at a Halfling or a Drow for 20 levels, but something about a Dwarf grabbed me.

This is my 1st time trying a build, I've noticed most don't increase Hide/Move Silently I guess there just for solo fluff. But I was wondering why not Tumble, I thought from PnP it was quite a usful one to have. Anyway this is my build for a Dwarf, any feedback or obvious sillyness being pointed out would be much appreciated. I also assumed that I can buy the +1 Tomes on the DDO store as I won't have access to them till level 12 so I'm told.


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Shoolon Drf
Level 20 Lawful Neutral Dwarf Male
(20 Monk)
Hit Points: 282
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 14
Reflex: 16
Will: 16

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 15 20
Dexterity 16 18
Constitution 12 14
Intelligence 10 10
Wisdom 14 18
Charisma 6 6

Tomes Used
+1 Tome of Strength used at level 2
+1 Tome of Dexterity used at level 2
+1 Tome of Wisdom used at level 2

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 31
Bluff -2 -2
Concentration 5 35
Diplomacy -2 2
Disable Device n/a n/a
Haggle -2 -2
Heal 2 4
Hide 4 12
Intimidate -2 -2
Jump 3 13
Listen 2 4
Move Silently 4 12
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 3 12
Swim 2 5
Tumble 7 18
Use Magic Device n/a n/a

Level 1 (Monk)
Feat: (Monk Bonus) Dodge
Feat: (Selected) Two Weapon Fighting
Enhancement: Dwarven Poison Resistance I
Enhancement: Disciple of Breezes


Level 2 (Monk)
Feat: (Monk Bonus) Mobility
Enhancement: Dwarven Tactics I
Enhancement: Way of the Elegant Crane I
Enhancement: Monk Wisdom I


Level 3 (Monk)
Feat: (Monk Path) Philosophy - Path of Harmonious Balance
Feat: (Selected) Power Attack
Enhancement: Lifting the Veil
Enhancement: Fists of Light
Enhancement: Void Strike


Level 4 (Monk)
Enhancement: Dwarven Constitution I


Level 5 (Monk)
Enhancement: Monk Improved Recovery I


Level 6 (Monk)
Feat: (Selected) Spring Attack
Feat: (Monk Bonus) Stunning Fist
Enhancement: Way of the Elegant Crane II
Enhancement: Monk Wisdom II


Level 7 (Monk)
Enhancement: Dwarven Tactics II
Enhancement: Adept of Wind


Level 8 (Monk)
Enhancement: Ten Thousand Stars


Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Poison Resistance II


Level 10 (Monk)
Enhancement: Way of the Elegant Crane III


Level 11 (Monk)
Enhancement: Monk Wisdom III


Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Master of Thunder


Level 13 (Monk)
Enhancement: Dwarven Tactics III


Level 14 (Monk)
Enhancement: Monk Improved Recovery II


Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Way of the Elegant Crane IV


Level 16 (Monk)
Enhancement: Dwarven Poison Resistance III


Level 17 (Monk)


Level 18 (Monk)
Feat: (Selected) Toughness
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III


Level 19 (Monk)
Enhancement: Racial Toughness IV


Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Grandmaster of Storms




Shoolon, Dwarf Monk of Kyber (maybe!)

soubal
09-14-2009, 02:37 PM
Hmm.. a few issues in here..

Dwarven poison resistance:
Forget it. Monks get poison immunity at level 11, so any enhancements to it are completely wasted from there on.. you COULD grab it earlier and redo your enhancements at a later date, though. (but it's probably simpler just to grab a poison immunity item from a vendor somewhere)

Tumble: Not really that useful. Only time you could really make any use of actively rolling about is in one-on-one with something very slow, like a hill giant. Feather falling is basically a default these days, and the monk slow fall backs it up anyway, so falling damage isn't really something you need to worry about mitigating, either. "Drop one point into it and forget about it" is the standard advice.

Hide/Move Silently:
Useful, but not at the levels you've got in that build. Even mid-level (ok, maybe upper mid level) trash mobs will see you through that.

Spot is also a bit of a waste.. you're not disabling any traps, and your search is too low to find them if you do come across a warning, so the best you're going to do is be alerted to the fact that you are about to have a bad day. That said.. unless you're soloing brand new quests, you'll probably find people letting you know where the traps are and where to be careful.

I've tried ten thousand stars, and been severely underwhelmed by it. Barely noticeable difference.

Spring Attack and Mobility are also of rather limited usefulness.



Sad, but that's just the way the game goes.. they've really managed to erode bits and pieces of the balance of D&D in the implementation of DDO, so a lot of that flavour and variety really drops away.