View Full Version : Proposal; M9 Monk Intimidate Build
Inspire
10-02-2009, 03:52 PM
Prologue:
Ive been thinking lately on how to take advantage of the grazing blows system, and while discussing different types of healing amplification along with the reduced percentage(4% every 4 levels) of grazing blow damage that monks get, I thought I would design a new Intimitank build. I think this build speaks for itself in terms of; self healing, armor class, saves, intimidate, survivability and other perks so I will leave those alone for now. Please note that I have used very few +3 tomes on this build's stat layout and in the breakdowns, my thought is that these tomes will be easily aquired in M9 and this build will be viable to almost any player. Obviously, aquiring new +3/4 stats tomes will free up AP to be spent elsewhere.
The class split I chose was 12Monk/ 6Paladin/ 2Fighter.
Without further adieu, I present to you, Isolate;
Stats -
10Base +3Tome +6Item +1Fighter = 20
17Base +2Tome +4Level +7Item +1Exceptional +3Stance = 34
13Base +1Level +2Tome +6Item +1Human +1Exceptional +2Crafted -2 Stance = 24
12Base +2Tome = 14
11Base +2Tome +3Monk +7Item +1Exceptional = 24
13Base +6Item +2Tome +1Paladin = 22
Armor Class -
10 Base
12 Dexterity
07 Wisdom
08 Bracers
05 Protection
04 Outfit
01 Ritual
04 Insight
05 Combat Expertise
01 Dodge
03 Ring
02 Aura
04 Centered
----------
66
----------
03 Barkskin Potion
01 Haste
04 Shield Wand
----------
74
----------
02 Ranger
02 Recitation
04 Paladin Defender of Siberys III
04 Bard
----------
86
----------
02 Blocking
----------
88
Hit Points -
096 Monk
020 Fighter
060 Paladin
140 Constitution
020 Heroic
010 Draconic
066 Toughness Feats
020 Toughness
050 Enhancement
030 False Life
045 Crafted
----------
557
----------
040 Yugoloth
040 Madstone
----------
637
Healing Amplification - In Percentage;
30 Human
30 Monk
60 Crafted
10 Hunter of the Dead
10 Finger Necklace
25 Epic Jidz-Tet'ka
Saves -
Fortitude: + 3Fighter + 5Paladin + 8Monk + 6Constitution + 6Charisma + 2Aura + 5Resistance + 2Luck + 1Ritual = 38 = + 2Stance + 1Constitution + 4Greater Heroism = 47
Reflex: + 2Paladin + 8Monk + 13Dexterity + 6Charisma + 2Aura + 5Resistance + 2Luck + 1Ritual = 39 = + 2Stance - 1Reflex + 4Greater Heroism + 1Haste = 47
Will: + 2Paladin + 8Monk + 5Wisdom + 6Charisma + 1Bullheaded + 2Aura + 5Resistance + 2Luck + 1Ritual = 32 = + 2Stance + 1Wisdom + 4Greater Heroism = 41
Skills -
23 Rank
06 Charisma
15 Item
06 Crafted
03 Skill Focus
02 Bullheaded
02 Sentinel
02 Enhancement
02 Luck
03 Badger
----------
64
----------
04 Greater Heroism
02 Walk of the Sun
----------
71
----------
02 Bard
----------
72
11 Ranks
06 Charisma
05 Item
06 Crafted
02 Luck
03 Skill Focus
----------
33
----------
04 Greater Heroism
02 Walk of the Sun
----------
39
Spell Points -
22Paladin + 90Wisdom + 150Wizardy VI + 150Elemental = 412 Sp
Self Healing -
Fists of Light
Healing Ki
Wholeness of Body
Lay on Hands x2
Unyeilding Sovreignity
Heal Scrolls
Wands
DPS Options/Perks -
Greater Two Weapon Fighting
Master of Thunder attack speed
Full BAB via Kamas/Unarmed 2d6
Divine Might I x11
Divine Favor +2 Attack/Damage
Smite Evil
Ki Strikes
Fighter Haste Boost I
Other Mentionables -
Improved Evasion
Abundant Step
Monk Grazing Blow Reduction x3
Innate Disease, Fear, and Poison Immunity
Monk Fast Movement x4
Monk Finishing Move Buffs(Blur, Immunities, Skills/Saves, SP Reduction)
No fail UMD for 7th level Scrolls and lower; Heal, Raise, Fireshield, Teleport, Greater Heroism, Shadow Walk, Resist Wands(Paladin), etc.
Gear -
Goggles - Air2 (150/50/100, +6 Charisma Skills)
Helm - Epic Helm of the Mroranon (+6 Constitution)
Necklace - Finger Necklace/ Oremi's Necklace
Trinket - Epic Pouch of Jerky(+2 Luck)
Cloak - Smoke II (45 Hp/ Blur/ Displace)
Belt - Epic Belt of the Mroranon(Greater False Life)
Ring(Left) - Chattering Ring/ Ring of the Ravager*(Holy Burst)
Boots - Madstone/ Epic Golden Greaves
Gloves - Epic Spectral Gloves (+1 Dexterity)/ Epic Gloves of the Claw
Ring(Right) - Oremi's Ring(+2 Constitution)
Bracers - Epic Jidz-Tet'ka (+6 Charisma)
Outfit -
Icy Raiment
Weapons -
+5 Holy / 20% Healing Amplification / +4 Insight Ac Greensteel Kama
+5 10% Healing Amplification / Good Burst / +30% Healing Amplification Greensteel Kama
x2 Upgraded Dream Edges, prefer Vorpal/Metalline and 30% Healing Amplification.
Varity of DPS handwraps, bursting of weighted 5% prefered for burst effects on tower rings.
Vorpal Kamas
Character Plan by DDO Character Planner Version 3.18
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Human Male
(2 Fighter \ 6 Paladin \ 12 Monk)
Hit Points: 372
Spell Points: 70
BAB: 17\17\22\27\27
Fortitude: 24
Reflex: 21
Will: 19
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 10 14
Dexterity 17 23
Constitution 13 17
Intelligence 12 14
Wisdom 11 16
Charisma 13 16
Tomes Used
+2 Tome of Intelligence used at level 7
+3 Tome of Strength used at level 20
+2 Tome of Dexterity used at level 20
+2 Tome of Constitution used at level 20
+2 Tome of Wisdom used at level 20
+2 Tome of Charisma used at level 20
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 29
Bluff 1 3
Concentration 5 26
Diplomacy 1 3
Disable Device n/a n/a
Haggle 1 3
Heal 0 3
Hide 3 6
Intimidate 3 38
Jump 4 23
Listen 0 3
Move Silently 3 6
Open Lock n/a n/a
Perform n/a n/a
Repair 1 2
Search 1 2
Spot 0 3
Swim 0 2
Tumble 7 10
Use Magic Device 3 17
Level 1 (Monk)
Skill: Balance (+4)
Skill: Concentration (+4)
Skill: Intimidate (+2)
Skill: Jump (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+2)
Feat: (Human Bonus) Skill Focus: Intimidate
Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting
Level 2 (Fighter)
Skill: Intimidate (+3)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Weapon Finesse
Level 3 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Dodge
Feat: (Selected) Least Dragonmark of Sentinel
Level 4 (Paladin)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Level 5 (Paladin)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Level 6 (Paladin)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Bullheaded
Level 7 (Paladin)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Level 8 (Paladin)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Level 9 (Paladin)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Skill: Balance (+4)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Monk Bonus) Combat Expertise
Level 11 (Monk)
Skill: Balance (+4)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Monk Path) Philosophy - Path of Harmonious Balance
Level 12 (Monk)
Skill: Balance (+2)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Two Weapon Fighting
Level 13 (Monk)
Skill: Balance (+2)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Level 14 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Feat: (Monk Bonus) Toughness
Level 15 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Skill Focus: Use Magic Device
Level 16 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Level 17 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Level 18 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Toughness
Level 19 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Level 20 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+3)
Enhancement: Fighter Haste Boost I
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Human Adaptability Constitution I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Deneith Intimidation I
Enhancement: Human Versatility I
Enhancement: Way of the Tenacious Badger I
Enhancement: Way of the Tenacious Badger II
Enhancement: Way of the Tenacious Badger III
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Improved Recovery III
Enhancement: Disciple of Breezes
Enhancement: Master of Thunder
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Hunter of the Dead I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Fighter Intimidate I
Enhancement: Paladin Charisma I
Enhancement: Fighter Strength I
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Enhancement: Monk Wisdom III
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Divine Might I
Enhancement: Paladin Extra Turning I
Enhancement: Paladin Improved Turning I
Ive played around with the enhancements on this build more times than I care to count and have come up with my personal favorite selection. I will post those at a later date and remove this text when I do.
shinmade
10-02-2009, 03:57 PM
It looks like a wicked build. 12/6/2 multiclassed characters seem to be the natural progression of the meta-game atm.
bigjenkie
10-03-2009, 08:03 AM
I love this build. Only problems are I haven't unlocked 32 pt. builds, and I only have access to 1 point tomes. I have unlocked Drow, but I suspect that this build works much better as a human. I was thinking I could drop Dex to 15 and pray for a +2 dex tome by level 9. Any suggestions?
Thanks.
Inspire
03-21-2010, 09:52 PM
Updated, Character Planner v. 3.14 to come.
Inspire
03-22-2010, 09:26 PM
Character Planner v. 3.18 added.
Quijonsith
03-27-2010, 02:35 AM
I think this is exactly the build I was looking for. I love my monk but wish he could intimidate. I want to tank but don't want to sacrifice all of my DPS to do it. I've been looking at mixing monk with paladin or fighter but can't decide which way to go. This is a very nice mix between. Thanks for putting this together!
Quijonsith
04-04-2010, 01:32 AM
Here's my take on this build (also note that your latest post has an action point error in having disciple of wind and master of wind, instead of adept and master, which is another action point spent).
Difference in my take:
I am taking spot instead of jump. On my 20 monk I never have a problem jumping out of the fray of combat when needed and I absolutely hate not seeing sneaking enemies. Also putting points into tumble instead of balance both for fun (want to try out those cool flips with tumble) and because my 20 monk never put points into balance and has no problems with staying on his feet or getting up fast because his dex just a little higher than this character will be.
I fit in both combat expertise and power attack to go along with my action point split to have more of a dual purpose tank with an offensive side and a defensive side.
Dropped way of the badger 3 and deneith intimidate 1 to take extra smite 1 and 2 for divine sacrifice.
Also my version is 32point build with only +2 tomes and +6 stat items, no +3 tomes or exceptional stat items taken into account (your split has a +3 strength tome). I did this as +2 tomes and +6 stat items are far more reasonably accessible to me.
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Krigen Skaptero
Level 20 Lawful Good Human Male
(2 Fighter \ 6 Paladin \ 12 Monk)
Hit Points: 362
Spell Points: 70
BAB: 17\17\22\27\27
Fortitude: 24
Reflex: 21
Will: 19
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 11 14
Dexterity 17 23
Constitution 12 16
Intelligence 12 14
Wisdom 11 16
Charisma 13 16
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 6
Bluff 1 3
Concentration 5 26
Diplomacy 1 3
Disable Device n/a n/a
Haggle 1 3
Heal 0 3
Hide 3 6
Intimidate 3 36
Jump 4 6
Listen 0 3
Move Silently 3 6
Open Lock n/a n/a
Perform n/a n/a
Repair 1 2
Search 1 2
Spot 4 26
Swim 0 2
Tumble 7 26
Use Magic Device 3 14
Level 1 (Monk)
Skill: Concentration (+4)
Skill: Intimidate (+2)
Skill: Jump (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+2)
Feat: (Selected) Skill Focus: Intimidate
Feat: (Monk Bonus) Toughness
Feat: (Human Bonus) Two Weapon Fighting
Level 2 (Fighter)
Skill: Intimidate (+3)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Weapon Finesse
Level 3 (Fighter)
Skill: Intimidate (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Dodge
Feat: (Selected) Least Dragonmark of Sentinel
Level 4 (Paladin)
Ability Raise: CON
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Level 5 (Paladin)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Level 6 (Paladin)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Bullheaded
Level 7 (Paladin)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Level 8 (Paladin)
Ability Raise: DEX
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Level 9 (Paladin)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Skill: Intimidate (+1)
Skill: Spot (+4)
Skill: Use Magic Device (+0.5)
Feat: (Monk Bonus) Combat Expertise
Level 11 (Monk)
Skill: Intimidate (+1)
Skill: Spot (+4)
Skill: Use Magic Device (+0.5)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 12 (Monk)
Ability Raise: DEX
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Two Weapon Fighting
Level 13 (Monk)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+0.5)
Level 14 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Tumble (+2)
Skill: Use Magic Device (+0.5)
Feat: (Monk Bonus) Toughness
Level 15 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Tumble (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Power Attack
Level 16 (Monk)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Tumble (+2)
Skill: Use Magic Device (+0.5)
Level 17 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Tumble (+2)
Skill: Use Magic Device (+0.5)
Level 18 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Tumble (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Toughness
Level 19 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Tumble (+2)
Skill: Use Magic Device (+0.5)
Level 20 (Monk)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Spot (+1)
Skill: Tumble (+3)
Enhancement: Fighter Haste Boost I
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Human Adaptability Constitution I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Human Versatility I
Enhancement: Way of the Tenacious Badger I
Enhancement: Way of the Tenacious Badger II
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Improved Recovery III
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Hunter of the Dead I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Fighter Intimidate I
Enhancement: Paladin Charisma I
Enhancement: Fighter Strength I
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Enhancement: Monk Wisdom III
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Divine Might I
Enhancement: Paladin Extra Turning I
Enhancement: Paladin Improved Turning I
So far I'm at level 7 and having a blast with it. I like being able to throw on my shield and breastplate when i need to full on tank or put on robes when things are easier on the group and I can dps.
Inspire
04-06-2010, 01:15 AM
Here's my take on this build (also note that your latest post has an action point error in having disciple of wind and master of wind, instead of adept and master, which is another action point spent).
That is just an error in the code I suspect. You do not need to qualify for the first tier(Disciple) stances anymore, you are granted them at level 1 monk.
I fit in both combat expertise and power attack to go along with my action point split to have more of a dual purpose tank with an offensive side and a defensive side.
I originally had Power Attack on this build as one of the current toughness feats. I found I wasnt using it as much as I would have liked(mindless portal beating mostly), especially in epic content where I mainly just stun mobs, and didnt want to incur -5 to-hit.
I see you didnt take SF; UMD on your build but Power Attack in its place. Its just hard to keep those half ranks in UMD up to par with Heal Scrolls etc, without that feat.
Dropped way of the badger 3 and deneith intimidate 1 to take extra smite 1 and 2 for divine sacrifice.
I had this originally aswell on this build, but with the amount of elemental strikes that I could use for free as opposed to the -SP/HP cost of DS worked better for the build. The elemental strikes can be used faster than DS aswell. I found that the intimidate score(+4 in this case) was of greater use than a DS attack I hardly ever had time to spam.
In any case, glad youre enjoying the build as much as I am! :D
Quijonsith
04-06-2010, 12:47 PM
That is just an error in the code I suspect. You do not need to qualify for the first tier(Disciple) stances anymore, you are granted them at level 1 monk.
In your original build you didn't have adept of wind, which caused me a difference in AP in the latest char planner.
I originally had Power Attack on this build as one of the current toughness feats. I found I wasnt using it as much as I would have liked(mindless portal beating mostly), especially in epic content where I mainly just stun mobs, and didnt want to incur -5 to-hit.
I have no experience in epic content. I won't be taking power attack until late game so I can change my mind if need be. Thanks for the advice.
I see you didnt take SF; UMD on your build but Power Attack in its place. Its just hard to keep those half ranks in UMD up to par with Heal Scrolls etc, without that feat.
My 20 monk has the same UMD layout without skill focus. Between a +6 cha skills GS, golden cartouche, walk of the sun, and greater heroism he has plenty of UMD for what he needs. Mainly just has it for teleport scrolls and race restricted items. I might switch out power attack for either SF: UMD or another toughness.
I had this originally aswell on this build, but with the amount of elemental strikes that I could use for free as opposed to the -SP/HP cost of DS worked better for the build. The elemental strikes can be used faster than DS aswell. I found that the intimidate score(+4 in this case) was of greater use than a DS attack I hardly ever had time to spam.
I was under the impression that way of the badger IV itself only gave 1 to intimidate, so I was sacrificing 2 intimidate for DS and extra smites. So far I'm not really finding a need for my spell points with nothing but first level spells, which I only use for the temporary HP spell so far. At the very least for leveling right now I see a huge difference in damage with the extra smites and DS. With it being AP based I can always change it out later, but it's definitely a keeper for now. I haven't failed any intimidates on at level elite content up to this point. I also use DS and smites when in tank mode when I can't use my Ki.
In any case, glad youre enjoying the build as much as I am! :D
I can't wait till I hit 11 and have my next 2 monk levels. I really miss Fists of Light. I can't solo quite aswell as my monk always could. Also my AC is behind where my monk was at this level unless I put on my +5 studded leather and +5 heavy shield, which I use for soloing and tanking. In groups I'm in robes and full dps unless the healer starts having to burn mana. I had a group take on Necro 1 on elite and I had to switch to "tank mode" in bloody crypt. The cleric called me "the ultimate utility tank". The barbarian thanked me cause intimidate lined up the enemies for his glancing blows. All in all, great build and can't wait for it to really flourish!
In red. If you're on Sarlona look me up. Krigen is the guy taking this build.
Inspire
04-06-2010, 04:17 PM
In your original build you didn't have adept of wind, which caused me a difference in AP in the latest char planner.
Disciple = Adept, Adept has the same AP cost as Disciple used to have.
My 20 monk has the same UMD layout without skill focus. Between a +6 cha skills GS, golden cartouche, walk of the sun, and greater heroism he has plenty of UMD for what he needs. Mainly just has it for teleport scrolls and race restricted items. I might switch out power attack for either SF: UMD or another toughness.
Ok, well you should be able to keep a mid-low 30s self buffed UMD with those. Enough for what you want.
I was under the impression that way of the badger IV itself only gave 1 to intimidate, so I was sacrificing 2 intimidate for DS and extra smites.
It does, but these builds cannot quailify for Badger IV, I assume you mean III? I also misread your statement before, you dropped Badger III and Deneith Intimidate I for your smites. Which is a -2 intimidate score, not -4(I thought you had dropped the Badger line altogether to net -4 intimidate).
So far I'm not really finding a need for my spell points with nothing but first level spells, which I only use for the temporary HP spell so far. At the very least for leveling right now I see a huge difference in damage with the extra smites and DS. With it being AP based I can always change it out later, but it's definitely a keeper for now. I haven't failed any intimidates on at level elite content up to this point. I also use DS and smites when in tank mode when I can't use my Ki.
When you hit level 6 paladin you should be using Divine Favor which gives you a +2 attack/damage. And since it only lasts for one minute it eats up a lot of spellpoints when youre fighting. And my Cure Light Wounds heal me for around 90 with a devotion potion ticking, so that is a good investment aswell.
I personally only have two smites on my build currently, and only use them when something is stunned. As for divine sacrifice, I still find the cooldown is too long for my taste even though the light damage is very nice. But if it works for you kudos to you.
The cleric called me "the ultimate utility tank".
Thats basically what it is. ;)
PS; Im on Thelanis.
Inspire
04-07-2010, 02:32 AM
Number of tests done with my current healing amplification in percentile -
30 Human
30 Monk
10 Hunter of the Dead
60 Crafted
25 Insight
Curse of Healing (http://i493.photobucket.com/albums/rr295/InspireJonathan/ScreenShot00200.jpg)
Healing Ki (http://i493.photobucket.com/albums/rr295/InspireJonathan/ScreenShot00206-1.jpg)
Cure Serious Wounds Potion (http://i493.photobucket.com/albums/rr295/InspireJonathan/ScreenShot00207-1.jpg
)
Unyeilding Sovereignty (http://i493.photobucket.com/albums/rr295/InspireJonathan/ScreenShot00213-1.jpg)
Lay on Hands (http://i493.photobucket.com/albums/rr295/InspireJonathan/ScreenShot00212-1.jpg)
Regrowth (http://i493.photobucket.com/albums/rr295/InspireJonathan/ScreenShot00214-1.jpg)
Cure Light Wounds Spell (http://i493.photobucket.com/albums/rr295/InspireJonathan/ScreenShot00215-1.jpg)
Empower Healing, Heal(Superior Potency VI, Full Devotion Lines):
(Combat): You were healed by _____ heal for 1,796 points.
Empower Healing, Heal Critical(Superior Potency VI, Full Devotion Lines, Rahkir's Set):
(Combat): You were healed by _____ heal for 4,943 points.
Heal Scroll(Bard Wand and Scroll Mastery IV, 75%):
(Combat): You were healed by _____ heal for 806 points.
Quijonsith
04-07-2010, 11:43 AM
I was just pondering how the healing amp would be with the new bracers. Already got one for my monk and my utilitank. Now I just need 2 lion and dragon sigils. Very nice screen shots.
Quijonsith
04-13-2010, 03:05 AM
Any thoughts on replacing HotD with DoS for this build?
Inspire
04-13-2010, 01:56 PM
Any thoughts on replacing HotD with DoS for this build?
I originally had DoS on this build, but the movement rate was very hard to use even with tumble, I found myself not wanting to go into stance except for the final fight of most quests... and even then I didnt always need the stance bonuses. I just couldnt justify the stance bonuses of DoS versus permenant bonuses of HotD.
Hunter:
10% Healing Amplification
Ghost Touch Weapons
-10% Negative Energy Absorption
Defender:
Stance x5/ Rest - +2 Con/Str, +2 Ac, +1 Saves, 50% Hate Generation, -75% Run Speed
Rudedawg14
04-17-2010, 12:19 PM
I've built one and have him at lvl 4 so far.
3 questions:
1) How is the dps with only 2d6 of monk for damage at higher levels?
2) I notice you take pali to 6 quite quickly - again isn't the dps going to suffer a lot?
3) I can't seem to get my intimidate to stick
Any suggestions?
I'm maxxing intimidate at every level - anything else I can do?
Thanks all.
It's the build I'm looking for - I just want to make sure he's not gimp in the dps department.
REALb0r3d
04-17-2010, 12:52 PM
I originally had DoS on this build, but the movement rate was very hard to use even with tumble, I found myself not wanting to go into stance except for the final fight of most quests... and even then I didnt always need the stance bonuses. I just couldnt justify the stance bonuses of DoS versus permenant bonuses of HotD.
Hunter:
10% Healing Amplification
Ghost Touch Weapons
-10% Negative Energy Absorption
Defender:
Stance x5/ Rest - +2 Con/Str, +2 Ac, +1 Saves, 50% Hate Generation, -75% Run Speed
The abundant step should be enough to get from one mob to the next in close quarters. If I can use it when chained I don't see how you couldn't in stance. I don't know much about paladin boosts and what you sacrifice by boosting into stance but if those are going to waste otherwise...
I've made an intimimonk build thats similar and I refrenced your equipment a few times.
http://forums.ddo.com/showthread.php?t=240120
The HotD is probably better for this build and my amp isn't on par with this build either,
* 30 Human vs 20 human
* 30 Monk vs 20 monk
* 10 Hunter of the Dead vs 0
* 60 Crafted vs 60-30 (Different equipment sets)
* 25 Insight vs 25 (this is for the bracers right?)
Difference of 30-60.
No sentinel marks, went 8 in fighter for intimidate, badger animal path, no intimidate feats, but otherwise the intimidate is identical (-5 for no feats). I didn't feel I'd be survivable in a situation where I NEEDED that extra 5 intimidate. I'm going to run a test to see where I'm survivable and where I'm not as a turtle and adjust my emphasis on the intimidate skill accordingly.
I can see you being more survivable as I'm trying to find DR for my build and you've got it covered with HA.
AP is so tight that I had to make difficult decisions as I wanted to go dark path. (Wondering how that will affect the inability to use FoD with kamas)
Like I said I looked your build over more than a few times when designing mine, maybe you'll find some inspiration in mine as well :D
Inspire
04-17-2010, 04:49 PM
1) How is the dps with only 2d6 of monk for damage at higher levels?
Its fine, escpecially since everything I fight is stunned via weighted 5% handwraps.
2) I notice you take pali to 6 quite quickly - again isn't the dps going to suffer a lot?
Actually, DPS at low levels doesn't really matter much since S&B is still viable up till about Gianthold. The Paladin levels are taken earlier because the monk levels make up the skill points later, also it allows better use of Armor and other non-Monk weapons.
3) I can't seem to get my intimidate to stick
Are you wearing an Intimidate item? What level and which quests are you doing?
It's the build I'm looking for - I just want to make sure he's not gimp in the dps department.
He's no barbarian but he dishes out decent DPS with monk rings and weighted handwraps.
Tanks
04-21-2010, 04:44 AM
This looks like a really fun and useful build, thanks for taking the time to share it!
I do have a few questions:
Are there any drawbacks/weaknesses to the final build or during the lvl'ing up?
Is all that healing amp necessary?
Can you detail a bit more about the gear you used during the earlier levels?
Anything you would do differently?
That's a LOT of end-game gear...is there an issue with pre-Epic viability prior to obtaining all that equipment?
Thanks again!
Inspire
04-21-2010, 01:49 PM
Are there any drawbacks/weaknesses to the final build or during the lvl'ing up?
Lack of DR when intimidating at endgame, but thats about it.
Is all that healing amp necessary?
Maybe not, but it sure makes self healing a breeze; 4 or 8 hitpoints back per swing with Curse of Healing and 100+ cure potions. Also, healers can keep you up with wands in Tower of Despair.
Can you detail a bit more about the gear you used during the earlier levels?
Before my WIS and DEX scores were high enough, I used Mithral Fullplate and Chainshirts. I used S&B when I needed Ac and Rapier/Shortsword combinations for DPS.
Anything you would do differently?
Not really.
That's a LOT of end-game gear...is there an issue with pre-Epic viability prior to obtaining all that equipment?
The build isn't quite geared out yet, I dont even have GS items on him yet. You can check out his current gear on MyDDO - Isolate, Thelanis.
gott_ist_tot
04-21-2010, 01:56 PM
Starting str 10 on a monk...*grumbles*.. *grumble* *grumble* gimp! Gimp I say!
But seriously, a nice build bro. I keep wondering (in a positive sense), and it makes my heart warm,
that people produce quality monk builds in spite of difficulty to play at endgame (no easily obtainable weapons).
Tanks
04-21-2010, 06:16 PM
Thanks for the responses, I appreciate it!
Would you think it a problem if I took a second Monk level at lvl5 (and the second level of Fighter at lvl10) to get the Evasion early? I looked the build over and can't find a reason not to and the idea of evading all those early traps seems compelling...what do you think?
Don't forget Divine Sacrifice I for added dps. I pretty much constantly spam divine sacrifice on my twf 6pal intimitank. Not as good as a smite, but at 1sp per ds you got an unlimited pool of sp for sacrifice; you'll never run out of them.
Inspire
04-21-2010, 09:21 PM
Would you think it a problem if I took a second Monk level at lvl5 (and the second level of Fighter at lvl10) to get the Evasion early? I looked the build over and can't find a reason not to and the idea of evading all those early traps seems compelling...what do you think?
No problems that I can see, I just wanted to continue to wear mithral full plate at lower levels to keep an untouchable armor class.
Inspire
04-21-2010, 09:28 PM
Don't forget Divine Sacrifice I for added dps. I pretty much constantly spam divine sacrifice on my twf 6pal intimitank. Not as good as a smite, but at 1sp per ds you got an unlimited pool of sp for sacrifice; you'll never run out of them.
I used to have that enhancement, but I found myself using elemental strikes more than divine sacrifice, since they have a faster cooldown. It also freed up a few action points to be spent elsewhere since I didn't need the prereqs.
Quijonsith
05-14-2010, 05:17 PM
So far my monk intimitank Krigen is level 13 and tanked the end bosses of running with the devils on normal lastnight no problem. I was a little afraid of getting squished because of just being level 13, but it went smooth. The healing amp really made up for the lack of being able to mitigate the light based damage spells I was taking.
I'm starting to ponder my GS weapon options and I'm leaning towards a Lit II weapon for the 20% healing amp and 4AC instead of 3x pos. It'll take more ingredients, but that big burst of lighting can be nice. Not fully decided, just pondering.
Here's question for you: what would you change on this build if you were to take the new whirling steal strike feat for longswords? It'll require weapon focus: slashing along with longsword proficiency (the latter of which we get from the fighter levels). The only real problem I would see with the possibility of longswords is that they are not finesse weapons, which would be a big problem. Given that I'm thinking it might not be worth trying for longswords for this build.
Inspire
05-15-2010, 04:05 AM
I'm starting to ponder my GS weapon options and I'm leaning towards a Lit II weapon for the 20% healing amp and 4AC instead of 3x pos. It'll take more ingredients, but that big burst of lighting can be nice. Not fully decided, just pondering.
That is definately an option, the problem though, is that you would have to put Shock on the first tier and Healing Amplification on the second. This means that you cannot bypass DR/Good that almost all devils and orthons have.
Here's question for you: what would you change on this build if you were to take the new whirling steal strike feat for longswords? It'll require weapon focus: slashing along with longsword proficiency (the latter of which we get from the fighter levels). The only real problem I would see with the possibility of longswords is that they are not finesse weapons, which would be a big problem. Given that I'm thinking it might not be worth trying for longswords for this build.
To be blunt; longswords are terrible DPS. If you want DPS use handwraps, this build has 2d6 base damage with them and can increase their effectiveness with tower rings. You don't have to waste any feats on them and they do full damage on off-hand attacks, they also attack faster than regular 2wF. Isolate has a variety of DPS handwraps to use when he isn't intimidating.
If you are set on using weapons instead of handwraps, get your hands on a couple of Dream Edge kama's from The Mindsunder. They are 1d6 / 19-20 / x3 and will do more damage than longswords, they will even heal you with Lesser Vampirism when you upgrade them in the Plane of Nightmares. Dream Edge can also bypass Aligned DR so they are quite useful if you want to stay away from handwraps. I even have a couple of these on Isolate with the Metalline quaility so they can break Silver and Good DR while healing myself with Fists of Light and Lesser Vamprirism.
Quijonsith
05-15-2010, 04:21 AM
I was thinking of longswords in place of kamas but still using wraps for main damage. Given that they aren't finesse weapons and require two feats I agree they wouldn't not even close to be worth it.
As for the greensteal, I hadn't considered orthon/bearded devil DR. That's a good point. I think in that case I'll keep with the 3x pos, which is cheaper to make anyway. Later on I might make a Lightning II to try out, but my GS accessories will come first before I do that.
I already find myself primarily using wraps and only getting out my current kamas when I need to turtle up as it were. For now I have a greater parrying kama and a wounding kama of maiming. I gather all kinds of wraps on Baaldon (my 20 monk) that I pass down to Krigen. Krigen's equipment isn't all that different than what baaldon had at 13 except intimidate items and cha items.
Jamma
05-25-2010, 02:07 PM
Why does your AC list two weapon defense, but your build doesn't list that as a feat?
Inspire
05-26-2010, 11:44 PM
Why does your AC list two weapon defense, but your build doesn't list that as a feat?
Nice catch, the build went through 2 revisions; 1) to change the feats, and 2) to change the enhancements(which I am currently still playing with). I must have forgot to change that part of the post.
Thanks.
Quijonsith
05-27-2010, 11:12 AM
Update on my progress: At level 13 I had no problem tanking all the shroud flagging quests except coalescence chamber, which I simply haven't done yet. My buddy playing a FVS was like 'oh that's nice' when I told him my incoming healing was 196%. Then he about poo'd a brick when he hit a group heal and mine was almost double everyone else. Now I'm 14 and running Icy Raiment runs to try to get mine and get it for some guildies.
Running around the vale at first I was relying on my old +1 paralyzing Icy Burst of Giant bane as I thought I'd take too much damage if they could hit back. Then I started missing and/or not getting through DR so I pulled out the +5 holy and the +4 Frost of weighted 2% and tested my defenses. As long as I'm careful about how many bad guys I pull I have no problem running solo vale slayers.
All in all I'm very happy with my monk intimitank so far and can't wait to start tanking raids. Without Icy Raiment I can self buff my AC to 51 blocking and I have >300 in wind stance. I've crafted my first greensteel kama blank and just need 2 chipmunk funk and a run through coalescence chamber to craft my second and also be flagged for shroud.
I'll say this, when it's needed the combination of ki strikes, divine favor, divine righteousness, human versatility damage, and fighter haste boost is some serious burst damage. Tack in my smites and divine sacrifice and I can use fists of light to heal myself without breaking the finisher sequence. Next level I get power attack for more DPS when I'm not tanking.
Inspire
05-27-2010, 06:50 PM
I'll say this, when it's needed the combination of ki strikes, divine favor, divine righteousness, human versatility damage, and fighter haste boost is some serious burst damage. Tack in my smites and divine sacrifice and I can use fists of light to heal myself without breaking the finisher sequence. Next level I get power attack for more DPS when I'm not tanking.
I've been playing around with the enhancements myself recently, and while I still dont use Divine Sacrifice or Exhalted Smites because of the cooldown timers I have picked up Human Vesitility IV boosts(ditched Unyeliding Soverignty to pick it up). In combination with Haste Boost I and Damage Boost IV its is a fantastic DPS boost when using tier II and III Ki Strikes. The other boosts like Skills, Attack(Epic) and Ac are nice situationally aswell.
Remember that once you get a spellpoint item on your build you can use Cure Light Wounds to its max potential. Just drink a Devotion I potion and you should be hitting yourself for around 75-85 per cast with your healing amplification set equipt.
Ps: The gear set-up is going to change from the OP a bit, and I will update that when I figure out which Epics I want to complete the build.
Quijonsith
05-27-2010, 07:06 PM
I look forward to your updates. I already carry a superior potency I ring that I switch in and out the same as I do on my monk. It's 25% less than the potions, but still nice to have and doesn't have recurring costs. My cure light right now hits me usually in the mid 30s with just my 96% healing amp.
So far I haven't had a need/reason to take unyielding sovereignty either so I might look at upping my human versatility aswell. I also use the AC and skill boosts situationally. I haven't used the saves boost even though it's on my hotbar. i have left off the attack boost, but might put it on my hotbar in place of my saves boost.
Quijonsith
05-30-2010, 01:15 PM
Just hit 15 and power attack is a dps increase I definitely missed from my monk. I also got monk improved recovery 2 now so I'm at 115% amp, seeing 2s and 4s in fire stance from healing curse (and from my cure minor wand, lol). Also finally got wholeness of body which I've really missed for soloing. I'm planning to try out quick draw at 18 to allow me to attack faster after intimidating aswell as attacking faster after using clickies. I've had the forums aswell as friends who tried it tell me it's a noticeable, but not huge, difference. If I like it well enough I'm probably gonna switch out dodge for my 3rd toughness. If I don't like it I'll switch it back out for my 3rd toughness.
I've been looking over my enhancements since you mentioned getting rid of the uber heal. Dumping that in my plan will allow me to take to fit in human versatility 3 with one AP left over so I'm gonna use that for exalted smite 1. That reduces the smite cooldown and ups the crit multiplier by 1. With weighted wraps that is gonna be nice. It's like fists of iron with a longer cooldown but higher base damage.
Quijonsith
05-30-2010, 10:16 PM
I just had a realization. In the original enhancement plan there is only one human adaptability, but 3 levels of monk wisdom. If we take back monk wisdom 3 and take human greater adaptability - wisdom we save 2 action points. If I also drop divine righteousness I get back another action point (haven't taken that one yet anyway) for 3 AP I could use elsewhere.
The question is do you actually use divine righteousness? I'm not sure if I could hold aggro with DPS even with that ability, instead relying on intimidate. Or do you use that in raids in between intimidates as an added insurance to hold aggro?
Jamma
06-02-2010, 04:34 PM
oops! please disregard this post.
Steveohio
06-03-2010, 09:19 AM
This is similiar to a build I've been working on for abit now.
I've been thinking 1rog/12monk/7paladin
going with ninja spy2, dos1, human for the healing amps, ala the solar phoenix. However with crane, and mountain stance, I am looking at actively unleashing not only dps abilities while centered, but also for the ninja spy 25% stackable concealment. I know that I will have to go dark path instead of light, so I drastically cut back on self healing, but with a better UMD i have better access to things, 30% healing from paladin, and 30% + 30% amps from monk and human, plus the 60% from healing amp items and 25% from bracers, Im pretty sure I should have no issues on incoming heals, great threat via dos/touch of death/divine righteousness, intimidate.
How would you compare taking that last level as rogue instead of ftr as well as the choice for dark path(ninja spy) as opposed to light path. I'm looking at it, as I would have the highest possible chance of miss with blur/displace/ninja spy concealment, when I do get hit, I regenerate ki and have dr6.
What are your plans in regards to shintao monk/ninja spy in the upcoming update?
I see shintao having better synergy with your build, as your a light monk, and more smiting. But I can't help but think the additional concealment that stacks would be oh-so-much better for a intimonk, plus slightly better threat, for the sacrifice of healing aura. I've yet to play a higher monk, so I'm not really sure what all the differences are between dark/light moves.
Jamma
06-04-2010, 03:14 PM
This is similiar to a build I've been working on for abit now.
I've been thinking 1rog/12monk/7paladin
going with ninja spy2, dos1, human for the healing amps, ala the solar phoenix. However with crane, and mountain stance, I am looking at actively unleashing not only dps abilities while centered, but also for the ninja spy 25% stackable concealment. I know that I will have to go dark path instead of light, so I drastically cut back on self healing, but with a better UMD i have better access to things, 30% healing from paladin, and 30% + 30% amps from monk and human, plus the 60% from healing amp items and 25% from bracers, Im pretty sure I should have no issues on incoming heals, great threat via dos/touch of death/divine righteousness, intimidate.
Paladin Devotion 3 will do you no good on incoming heals, it will only help the heals you cast. Not sure its worth the 6 AP to boost that horrifically small CLW up 10 heal points.
Jamma
06-04-2010, 03:32 PM
What are your plans in regards to shintao monk/ninja spy in the upcoming update?
I see shintao having better synergy with your build, as your a light monk, and more smiting. But I can't help but think the additional concealment that stacks would be oh-so-much better for a intimonk, plus slightly better threat, for the sacrifice of healing aura. I've yet to play a higher monk, so I'm not really sure what all the differences are between dark/light moves.
You're swapping a VAST amount of self healing for an occasional miss from a monster. Would kind of defeat the point of the whole build. You're looking at this as other people healing you, and I think the build is really modelled around self healing for the most part. By using a readily renewable fuel supply (ki) in combination with massive healing amp, you heal yourself faster than the monster can damage you. Going light path this inimitank will be self healing 4 to 12 points on every hit, over a 100 times a minute. Thats a lot of virtual HP. 100~150 HP healing ki finishers every 9 seconds is just icing on the cake. Its also why so many resources are invested in intimidate skills (feats and enhancements). The damage is meh, he won't be holding agro through damage, so Intimidate is vital. Of course, it means he won't be a very effective tank against undead or other non-intelligent critters, but can't have everything.
So you have the right idea, of the two pre's, shintao monk is the way to go for this build. All it costs is a feat, and 7 AP, easily weaned from the Unyielding soveriengty line.
Steveohio
06-04-2010, 10:48 PM
will the paladin devotion enhancements not effect healing ki/curse?
Quijonsith
06-04-2010, 11:37 PM
will the paladin devotion enhancements not effect healing ki/curse?
It would affect the healing ki finisher (group heal), but not the incoming healing from the healing curse (the natively 1-2 points per hit).
Jamma
06-05-2010, 06:29 AM
will the paladin devotion enhancements not effect healing ki/curse?
In the context of my post, it was in response to a proposal to go dark path instead of light, hence the Healing Ki finisher would not be available. So the only remaining effect of devotion III on the alternate build would be the level 1 cure light wounds the paladin splash would get.
Quijonsith
06-11-2010, 01:10 PM
During a shroud run the other night a cleric asked in party "who did I heal for 2k?". When I said it was me he asked if he could try for another crit heal on me to put in his bio because he'd never seen it go that high. I've managed to tank part 4 shroud with no problems and I orthon tanked VoD on hard easily. I did accidentally pull sully from the main tank once and got my face handed to me. I was in the middle of holding orthons and he teleported right on me. Not sure if I was level 18 yet or not in that instance. Also tanked HoX on normal with solid fog clickies as my intimidate was failing on an 8 (only had a +11 intim item). Once those bees hit you they are no joke, but the healers had no problems keeping me up and still had mana to spare.
Finally got my first supreme shard and finished my holy/20% amp/4 AC kama last night. Now I am at 100% amp in wind stance and 150% in fire stance. Once I get a tier 1 and supreme shard, 2 large stones, and 2 large scales I'll have my second kama finished and can start working on cha skills and hp item. I also need to run VoN and try to get the helm of the mronron, which from what I'm seeing (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Helmets/HelmoftheMroranon.jpg) has +6 wis but you have it listed as +6 cha in your gear.
I took quick draw as my level 18 feat and it is a very noticeable difference in how long it takes to start attacking again after I use my boosts or intimidate. I attack almost instantly now when I boost.
I'm actually finding this guy to be as much fun if not more so than my pure monk. Can't wait for abundant step and tier 3 wind stance.
EDIT: about the epic helm of the mroranon, I'll venture a guess that where you put +6 cha you were saying that your augment slot has +6 cha.
Quijonsith
06-23-2010, 12:34 PM
Finally made 20. Man I sure missed abundant step. I'm at 145% amp in wind stance and 206% in fire. I'm at 472hp in wind stance and if I need the extra HP I hit 512 in earth. All I need to finish 30% healing amp on my second kama is 1 large scale and 1 large stone. After that I'll start working on my mineral II cloak since I have 61 intimidate with GH, which is plenty for VoD on hard and Horoth on normal.
I managed to get the helm of the mroranon on my first successful VoN 6 (elite not epic). Friend of mine gave me the scroll. Now I need some epic completions to try for the shard and seal.
I'm thinking about trying out DoS once I finish my kama and see how I like it. Doing the math that 10% loss in healing amp will be noticeable from my end (not to mention losing ghost touch), but I'll see if the stance is enough of a trade off for my taste. I can always switch back. Thing about it is that DoS is obviously meant for hate tanking with divine righteousness and since I'm not bypassing DR with my kamas it wouldn't do me alot of good.
All in all I love this character. Loads of fun and versatility.
Quijonsith
07-09-2010, 11:55 PM
Finally finished both of my kamas. I had a FVS friend of mine try out his capstone on me in fire stance and he crit for 455!
Before I got that last 30% all of my healers were already astounded at my healing amp. I went by the trainer and respec'd my enhancements to get DoS to see if:
A. the blocking with shield bonus would apply with kamas instead of an actual shield (it does)
B. to see if my full tumbling still works in the defensive stance since I read on lammania that it might not. I'm very glad to report that tumbling works just fine in defensive stance. It doesn't get you as far per tumble as outside of stance, but the distance covered is still very good and much faster than having your movement reduced to 25% and trying to run.
Based on my initial testing of DoS with tumble I am very glad I took it. My healing amp in wind stance now is 190% and in fire stance 262%, which is more than I had before I finished my kama. If I were still HotD I'd have 219% in wind stance and 298% in fire stance, but I think the extra 3 AC and 20 HP will be worth the trade off since alot consider my healing amp overkill as it is, lol.
With just 68 buffed blocking AC at the time i had no problem tanking VoD on normal without ever getting cursed.
Inspire
08-01-2010, 12:08 AM
*snip*
Glad to hear you've been enjoying the build, Im still sticking with Hunter of the Dead vs Defender because I hate the clickies for the stance and prefer the constant 10% healing amplification to situational armor class and hitpoints.
I believe Isolate peaked(currently) at 420.7% healing amplification with the 10% guild buff(tested with Unyeilding Soverignty healing for 4207.
Edit: Actually thats an old number, it should be higher with the airship buff, screenshot to come.
Quijonsith
08-01-2010, 12:27 AM
Oh yes Krigen is my go-to raid tank now. I regularly tank sully on VoD hard and ToD. Only time I ever get cursed is if I let down my shield blocking. I like having the DoS stance and tumble makes it very manageable. I'm already so used to the clicky play of both my pure monk and Krigen's pali/monk abilities that one more isn't an issue.
All I need for my epic helm of the mroranon is the shard. So far in all my epic VoN 6 runs I've only seen maybe 3 shards of any kind, none of which are my helm. I can't wait to get it, and get my 20th shroud to get a cleansing stone aswell as finish my goggles and cloak.
All in all I love the build.
Inspire
08-01-2010, 12:51 AM
Oh yes Krigen is my go-to raid tank now. I regularly tank sully on VoD hard and ToD. Only time I ever get cursed is if I let down my shield blocking. I like having the DoS stance and tumble makes it very manageable. I'm already so used to the clicky play of both my pure monk and Krigen's pali/monk abilities that one more isn't an issue.
Ah, I should have stated that you only get five clickies of the stance... and it makes me sad.
All I need for my epic helm of the mroranon is the shard. So far in all my epic VoN 6 runs I've only seen maybe 3 shards of any kind, none of which are my helm. I can't wait to get it, and get my 20th shroud to get a cleansing stone aswell as finish my goggles and cloak.
I actually updated the gear I use before my previous post if you want to take a look for reference. Also, if you havent tried the upgraded Dream Edge's with vampirism and Fists of Light with the healing amplification you should definately give it a whirl.
All in all I love the build.
:D
Quijonsith
08-01-2010, 03:04 AM
Ah, I should have stated that you only get five clickies of the stance... and it makes me sad.
I tend to not need more than 1 clicky of the stance, but I really only raid with Krigen. I do regular questing on my monk. If I do a regular quest on krigen I tend not to use the stance unless I really need it.
Quijonsith
08-01-2010, 04:47 AM
I took a look at your new gear layout, where did you slot +6 charisma? Before it said you had it on your helm of the mroranon.
Inspire
08-01-2010, 03:03 PM
I took a look at your new gear layout, where did you slot +6 charisma? Before it said you had it on your helm of the mroranon.
I intended to put it on my Helm of the Mroranon but since I swapped the belt out I needed CON in a place I wouldnt swap out. So as soon as my SmokeII cloak can be equipt Ill be putting CHA on my Epic Jidz-Tet'ka.
Quijonsith
08-01-2010, 03:14 PM
Ah, gotcha. I still need shard and scroll for my jidz-tet'ka. Thankfully I've got some friends that are eager to run epic bargain of blood with me.
Dragonaiser
10-20-2010, 10:23 PM
Hi, I'm also building an healing amp monk with very little deviation from your build.
Just wondering if you would advise sticking with the intimidation enhancements now that paladins get intimidation as a class skill?
http://compendium.ddo.com/wiki/Release_Notes_Update_7_Official
Thanks!
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