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snakethejake
10-08-2009, 12:06 AM
Looking for some comments and suggestions for this build. I'm basically looking to build a cockroach . . . . high saves, high AC, respectable HPs . . . . just flat out hard to kill. He will mainly use Kama's and Handwrap's, and stay centered at all times . . . . I'm not real good at calculating damage and what not so I'm looking for some input on this. I realize it's not going to be the highest DPS but I'd like it to be respectable.

Let me know what you think!


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

Level 20 Lawful Good Drow Male
(7 Paladin \ 12 Monk \ 1 Rogue)
Hit Points: 336
Spell Points: 104
BAB: 16\16\21\26\26
Fortitude: 22
Reflex: 22
Will: 20

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

Tomes Used
+1 Tome of Wisdom used at level 20

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 7 16 16
Bluff 6 7 7
Concentration 3 17 23
Diplomacy 2 3 3
Disable Device n/a n/a n/a
Haggle 6 7 10
Heal 2 4 4
Hide 3 4 4
Intimidate 6 28 28
Jump 6 6 6
Listen 2 4 6
Move Silently 3 4 4
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 2
Spot 6 8 10
Swim 2 2 2
Tumble 7 8 8
Use Magic Device n/a n/a n/a

Level 1 (Rogue)
Feat: (Selected) Dodge


Level 2 (Monk)
Feat: (Monk Bonus) Mobility


Level 3 (Monk)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting


Level 4 (Paladin)
Ability Raise: CON


Level 5 (Paladin)


Level 6 (Paladin)
Feat: (Selected) Spring Attack


Level 7 (Monk)
Feat: (Monk Path) Philosophy - Path of Harmonious Balance


Level 8 (Paladin)
Ability Raise: DEX


Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting


Level 10 (Paladin)


Level 11 (Paladin)


Level 12 (Paladin)
Ability Raise: CON
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 13 (Monk)


Level 14 (Monk)
Feat: (Monk Bonus) Power Attack


Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting


Level 16 (Monk)
Ability Raise: CON


Level 17 (Monk)


Level 18 (Monk)
Feat: (Selected) Toughness


Level 19 (Monk)


Level 20 (Monk)
Ability Raise: CON
Enhancement: Improved Spell Resistance I
Enhancement: Improved Spell Resistance II
Enhancement: Improved Spell Resistance III
Enhancement: Improved Spell Resistance IV
Enhancement: Elven Dexterity I
Enhancement: Elven Enchantment Resistance I
Enhancement: Way of the Clever Monkey I
Enhancement: Way of the Clever Monkey II
Enhancement: Way of the Clever Monkey III
Enhancement: Fists of Light
Enhancement: Void Strike
Enhancement: Unbalancing Strike
Enhancement: Adept of Rain
Enhancement: Disciple of Puddles
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Bulwark of Good II
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Focus of Good II
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Resistance of Good II
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Hunter of the Dead I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Paladin Charisma I
Enhancement: Paladin Charisma II
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Enhancement: Monk Wisdom III
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Divine Light I
Enhancement: Paladin Divine Might I
Enhancement: Paladin Extra Turning I
Enhancement: Paladin Improved Turning I

W4T3RDr0pz
10-08-2009, 12:42 AM
nm what i was going to say.

snakethejake
10-08-2009, 07:46 PM
Guess I stumped everyone haha . . . .

W4T3RDr0pz
10-09-2009, 07:32 AM
Reason I edited my post is there so many things that need to be changed that the short post I was going give would just lead to allot more post that id have to follow up on and im lazy.

moonprophet
10-09-2009, 07:52 AM
...this is just from a quick glance...'

Turning Undead is a waste of Time
Hunter of the dead is not the right enhancement line for this build. Choose either id the other two...
The amount of points you put into umd make it worthless.
Consider dropping pally levels 4-7 and taking 4 levels of favor soul, 4 levels of rogue, or 4 more levels of monk. The extra 4 pally levels just dont seem to do anything for ya.
If you go rogue, do it at level one so that you get intimidate and umd as class skills early on and the extra skill points. Rogue would also give you a little extra dps.
Not a terrible idea, just needs a little more planning. Have you been playing the game long? It is good that you see the synergy between monk and pally, but some things (like turning) that work well in PnP don't translate well here in DDO

snakethejake
10-10-2009, 02:03 AM
Yep your right, turning undead is a complete waste of time in this game . . . thats not why I took Improved Turning and Extra Turning . . . . they are required for Hunter of the Dead and Divine Light/Divine Might both consume your turn undead uses. I would have 6 uses of both of these, more with charisma items. I would basically be spamming smites, divine lights, divine mights, and all the monk combat moves while fighting with either Kama's or Wraps.

I liked the Ghost Touch, better healing, resistances to negative energy that Hunter of the dead gives, more than any of the other PrE. I also found that the extra levels to 7 Paladin gave me quite a boost to AC, Saves and hit points from the second tier Aura and toughness enhancements, this is my main reason for that, along with more smites, DL, DV uses. The boost was more than taking Rogue levels . . . .

I do see that the skills definately should be adjusted . . . . since I can't get UMD any higher should I drop it completely and just focus on balance, concentration and intimidate . . .

I have been playing a while, but I'm usually a rogue so I wanted to stay away from that. How do you think this would do as an intimitank with changing the skills to max intimitade, concentration and balance?

Thanks for the feedback.

Jake


...this is just from a quick glance...'

Turning Undead is a waste of Time
Hunter of the dead is not the right enhancement line for this build. Choose either id the other two...
The amount of points you put into umd make it worthless.
Consider dropping pally levels 4-7 and taking 4 levels of favor soul, 4 levels of rogue, or 4 more levels of monk. The extra 4 pally levels just dont seem to do anything for ya.
If you go rogue, do it at level one so that you get intimidate and umd as class skills early on and the extra skill points. Rogue would also give you a little extra dps.
Not a terrible idea, just needs a little more planning. Have you been playing the game long? It is good that you see the synergy between monk and pally, but some things (like turning) that work well in PnP don't translate well here in DDO

QuantumFX
10-10-2009, 02:06 AM
IMO: I wouldn’t roll this up until we see if Mod10/EU: Update 1/Whatever Turbine calls the next mod has a completed Shintao Monk PrE. In the Oriental Adventures but Shintao monk mixes all the fun aspects (in DDO) of a paladin (smiting) with a monk.

TreknaQudane
10-10-2009, 02:25 AM
Looking for some comments and suggestions for this build. I'm basically looking to build a cockroach . . . . high saves, high AC, respectable HPs . . . . just flat out hard to kill. He will mainly use Kama's and Handwrap's, and stay centered at all times . . . . I'm not real good at calculating damage and what not so I'm looking for some input on this. I realize it's not going to be the highest DPS but I'd like it to be respectable.

Let me know what you think!

SNIPPED


Alright, were you to want to make a, relatively, deep multiclass Monk/Paladin I'd go for a 12 Monk/8 Paladin split. Why? You end up comparing Diamon Soul (SR 23 max with a 13/7) versus access to Second Level paladin spells (self cast 20 pt resists) and increased fortitude save. I'd go with the self resists since your saves will be good enough to withstand the lack of SR. At the minimum I'd go 5 levels paladin for Divine Sacrifice*. Being said, Knight of the Chalice would be more useful in current high levels compared to Hunter of the Dead. Monk 12 nabs you access to Tier 3 Stances if you meet the prerequisites.

Are you using Drow because you prefer the race or because of the lack of 32 point builds?

Assuming you're sticking with Drow because its only what you have, I would start with the following.

STR 15
DEX 16
CON 14
INT 10
WIS 14
CHA 10

Putting all build points from leveling into Strength and using a +1 Dex Tome to qualify for ITWF and GTWF
The other option is using your first build point at 4 into dexterity and the rest into strength.

Feat wise, make sure you have TWF, ITWF, GTWF, IC: Bludgeoning if you use Handwraps mostly, Toughness and Power Attack. It's worth noting this wont have you getting Divine Might... but going with the Harmonious Balance Philosphy will make your Fist of Light and Divine Sacrifice (http://compendium.ddo.com/wiki/Enhancement:Paladin_Divine_Sacrifice_I) work well together (and you don't need to fear Vicious). Oh yes, don't forget Exalted Smite.

Skill wise, so long as you can keep your concentration skill decent you're ok. You'll be hurting in unarmed combat unless we (finally) get transmuting wraps since unlike a pure monk, your attacks will not be adamantine.

snakethejake
10-10-2009, 02:43 AM
Ok, so I've changed it up a little bit. I have added the rogue level and decided to drop UMD for maxing out Intimidate. With the high AC, Saves, and decent hit points plus resistance to spells I hope it will make a decent intimitank.

Let me know what you think about the changes . . . and the Turn Undead is still strictly to be used for Divine Light and Divine Might. :)

snakethejake
10-10-2009, 02:58 AM
Yep, don't have access to 32 point builds yet . . . so Drow was the best choice I thought. I added a rogue level to get my skills in line and shifted my enhancements to allow SR 20 since I had to drop a monk level and lost Diamond Soul. Currently with this build my resistances are 6 across the board (not much I know but it helps), but I do like the idea of being able to cast 20's when needed. Hmmm . . .

Which stance do you think I should focus on . . . . since you would switch to higher str should I use the Fire based stance, to get more strength out of it?

I think I might drop some charisma for more strength and con . . . .

Thanks.

Jake


Alright, were you to want to make a, relatively, deep multiclass Monk/Paladin I'd go for a 12 Monk/8 Paladin split. Why? You end up comparing Diamon Soul (SR 23 max with a 13/7) versus access to Second Level paladin spells (self cast 20 pt resists) and increased fortitude save. I'd go with the self resists since your saves will be good enough to withstand the lack of SR. At the minimum I'd go 5 levels paladin for Divine Sacrifice*. Being said, Knight of the Chalice would be more useful in current high levels compared to Hunter of the Dead. Monk 12 nabs you access to Tier 3 Stances if you meet the prerequisites.

Are you using Drow because you prefer the race or because of the lack of 32 point builds?

Assuming you're sticking with Drow because its only what you have, I would start with the following.

STR 15
DEX 16
CON 14
INT 10
WIS 14
CHA 10

Putting all build points from leveling into Strength and using a +1 Dex Tome to qualify for ITWF and GTWF
The other option is using your first build point at 4 into dexterity and the rest into strength.

Feat wise, make sure you have TWF, ITWF, GTWF, IC: Bludgeoning if you use Handwraps mostly, Toughness and Power Attack. It's worth noting this wont have you getting Divine Might... but going with the Harmonious Balance Philosphy will make your Fist of Light and Divine Sacrifice (http://compendium.ddo.com/wiki/Enhancement:Paladin_Divine_Sacrifice_I) work well together (and you don't need to fear Vicious). Oh yes, don't forget Exalted Smite.

Skill wise, so long as you can keep your concentration skill decent you're ok. You'll be hurting in unarmed combat unless we (finally) get transmuting wraps since unlike a pure monk, your attacks will not be adamantine.

TreknaQudane
10-10-2009, 03:05 AM
You will want to keep Monk 12. That is a big level for your multiclass. You gain access to the 3rd Tier stances, a speed increase (movement) an unarmed attack die increase (2d6 instead of 1d10) and.... abundant step :)

Personally just make sure you have Master Wind Stance . The speed increase from it stacks partially with haste making the greater number of attacks over time more of a boon than an extra point of damage. Water stance is useful if you want to be able to boost your saves up.. without relying on a boost. The boon for having the stances isn't always using them. They also grant access to special ki strikes. The more you have access to the more you can change what kind of damage you're doing based on the enemy you're fighting.

Keep in mind, if you're going with the Monkey animal path.. that elemental resistance you get stacks with the buff/items for elemental resistance. I would honestly skip the Drow SR path, it's just not that efficient in terms of AP cost/to benefit.

If you're able to go 12 Monk/7 Paladin/1 Rogue I'd go Tenacious Badger to get a bonus to Intimidate.