View Full Version : Tempest Phoenix (self-healing monk / ranger)
unbongwah
05-25-2010, 12:05 PM
Here's my take on SolarDawning's Solar Phoenix (http://forums.ddo.com/showthread.php?t=248800), using ranger instead of paladin. The goal was to come up with something a bit more lowbie-friendly than the Solar Phoenix, while still tapping into a lot of its healing amp.
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Neutral Human Female
(9 Monk \ 11 Ranger)
Hit Points: 262
Spell Points: 180
BAB: 17\17\22\27\27
Fortitude: 15
Reflex: 15
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 22
Dexterity 14 14
Constitution 14 14
Intelligence 12 13
Wisdom 14 16
Charisma 8 8
Tomes Used
+1 Tome of Intelligence used at level 11
Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Toughness
Feat: (Human Bonus) Weapon Focus: Slashing Weapons
Level 2 (Monk)
Feat: (Monk Bonus) Dodge
Level 3 (Monk)
Feat: (Monk Bonus) Mobility
Feat: (Selected) Whirling Steel Strike
Level 4 (Monk)
Ability Raise: STR
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Lifting the Veil
Enhancement: Way of the Clever Monkey I
Enhancement: Monk Improved Recovery I
Enhancement: Void Strike
Enhancement: Racial Toughness I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Devotion I
Enhancement: Monk Wisdom I
Level 5 (Ranger)
Level 6 (Ranger)
Feat: (Selected) Spring Attack
Level 7 (Ranger)
Level 8 (Ranger)
Ability Raise: STR
Feat: (Favored Enemy) Favored Enemy: Giant
Level 9 (Ranger)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Human Adaptability Wisdom I
Enhancement: Human Improved Recovery II
Enhancement: Ranger Item Defense I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Attack I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Tempest I
Enhancement: Ranger Devotion II
Enhancement: Ranger Energy of the Wild I
Level 10 (Ranger)
Level 11 (Ranger)
Level 12 (Ranger)
Ability Raise: STR
Feat: (Selected) Combat Expertise
Level 13 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Level 14 (Ranger)
Level 15 (Monk)
Feat: (Selected) Power Attack
Level 16 (Monk)
Ability Raise: STR
Level 17 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 18 (Monk)
Feat: (Selected) Improved Trip
Level 19 (Monk)
Level 20 (Monk)
Ability Raise: STR
Enhancement: Human Greater Adaptability Strength I
Enhancement: Human Improved Recovery III
Enhancement: Human Versatility III
Enhancement: Way of the Clever Monkey II
Enhancement: Fists of Iron
Enhancement: The Receptive Earth
Enhancement: Restoring the Balance
Enhancement: Monk Improved Recovery II
Enhancement: Adept of Wind
Enhancement: Adept of Rock
Enhancement: Adept of Flame
Enhancement: Monk Concentration I
Enhancement: Monk Concentration II
Enhancement: Ranger Devotion III
Enhancement: Ranger Devotion IV
As with the Solar Phoenix, you would fight in Fire stance while dual-wielding longswords and wearing the Jidz-Tet'ka bracers for the 25% healing amp. Ranger 11 gets you Tempest, all TWF feats free, lvl 3 spells, and Ranger Devotion IV to boost healing ki. Monk 9 gets you Imp Recovery II, 2nd-tier stances, Wholeness of Body, Shintao Monk I PrE (note: left 4 APs free since I presume that's how much it costs), and Imp Evasion. I didn't pick skills yet, as this is still a work in progress.
Compared to Solar Phoenix:
PROS:
- only tome req'd is +1 INT for CE & Imp Trip
- less stat-intensive than the Solar Phoenix, as CHA is now a dump stat and TWF is free (no need for DEX 17); could even be done w/28 pts if you dump-stat INT (and give up CE & Imp Trip)
- Tempest provides 10% attack speed boost at lvl 9, which is especially nice since you'll be in Fire stance most of the time
- since rangers get Diehard for free which fills Shintao pre-req, that's one less feat you need (although I took CE which fills the same pre-req)
- Imp Evasion provides better survivability at lvl 20
- With CE, Barkskin, & higher base WIS, this build will be able to hit higher AC
- lots more skill points to spend (though I haven't figured out on what to spend them)
CONS:
- no rogue splash means no trap skills and only 11 ranks in UMD; adding rogue gives up Imp Evasion
- no HotD II means no extra 20% healing amp, which I think means it will only have 334% amp when all geared up
- significantly less HPs without paladin Toughness enhs
Were I to do a rogue-splashed version, I think I would do rogue 1 / ranger 12 / monk 7: monk 8 gets you nothing worthwhile; and ranger 12 gets you Tempest II and a second lvl 3 spell slot. Alternatively, could do ranger 8 / monk 12: give up free GTWF (need to boost DEX to take it), lvl 3 spells, and Devotion IV for 3rd-tier stances, Imp Recovery III, Diamond Body, Abundant Step, and Shintao II.
donotdirect1
05-25-2010, 12:21 PM
I think a 12 ranger/8 monk could come out a bit ahead? Or 12 ranger/7 monk/1 fighter.
I have to admit one of my problems with the proposed build is his hit points. Maybe you could make his dex lower, and make his constitution odd, take the human adaptability for a bit more toughness. If you took a fighter splash that'd be another 10 hp available. I know it sounds rough to completely devour dex in favor of other stats, but a start of 11 with a +2 tome is all you'd actually need to fulfill build objectives(except for nice saves). Another option is to devour his intelligence, he isn't a rogue. I guess you are thinking of the possible AC from monk and ranger? Well when AC will incredibly matter, the toon may lose aggro enough that it's a waste.
If you really don't care about lv 12 ranger, and still need 7 monk, you could even go 2 paladin for crazy saves. But I see that you aren't aiming for that. The paladin would net you the same HP as a fighter, and is probably a better option if you reduce his dexterity as it will help cover his reflex save.
I've been playing around with similar ideas.
unbongwah
05-25-2010, 01:16 PM
Monk 8 gets you nothing: either go for monk 9 for Imp Evasion or stop at monk 6 or 7 (depending on how important you think Wholeness of Body is).
And I agree his HPs are low-ish; I said as much already. Paladin 12 vs ranger 12 would have +24 HPs right off the bat and up to +40 HPs from paladin Toughness enhs. My hope is the better AC - and of course good aggro management - will help make up for the lower HPs and lesser healing amp compared to the Solar Phoenix. Trouble is "better AC" != "good enough AC;" I'm not sure how high I'd have to get its AC to be viable.
The INT 12 + 1 tome is for CE & Imp Trip; like I said, you could dump-stat INT and put those points elsewhere if you don't want those feats.
I could of course rejigger this build based on more tomes etc., but like I said right off the bat, I was trying to make this a more lowbie-friendly build than the twice-TRed Solar Phoenix.
dkyle
05-25-2010, 01:35 PM
Maybe an alternate that dumps AC in favor of DPS and HP:
STR 18
DEX 12
CON 15
INT 8
WIS 10
CHA 8
Replace CE and Improved Trip with two extra toughness
HP w/ CON 15 + 1 human + 2 tome + 6 item = 24
20 HD
160 Class levels
140 CON
30 GFL
10 Draconic
20 Minos
66 toughness
30 racial toughness
= 476
+45 Shroud
+20 +2 exceptional con item (on a MinII or ToD ring)
=541
+20 rage
+40 yugo pot
=601
With improved evasion, and such major self heals, that should be more than enough HP
unbongwah
05-25-2010, 04:38 PM
Here's a hastily constructed rogue 1 / ranger 12 / monk 7 build:
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Neutral Human Female
(7 Monk \ 1 Rogue \ 12 Ranger)
Hit Points: 260
Spell Points: 157
BAB: 17\17\22\27\27
Fortitude: 15
Reflex: 18
Will: 11
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 22
Dexterity 14 16
Constitution 14 14
Intelligence 12 13
Wisdom 14 14
Charisma 8 8
Tomes Used
+1 Tome of Intelligence used at level 4
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 7
Bluff -1 -1
Concentration 4 27
Diplomacy -1 -1
Disable Device 5 23
Haggle -1 1
Heal 2 2
Hide 2 3
Intimidate -1 -1
Jump 7 17
Listen 2 2
Move Silently 2 3
Open Lock 6 7
Perform n/a n/a
Repair 1 1
Search 5 23
Spot 6 21
Swim 3 6
Tumble 6 7
Use Magic Device 3 22
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Dodge
Feat: (Human Bonus) Toughness
Level 2 (Ranger)
Skill: Concentration (+3)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Level 3 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Feat: (Selected) Weapon Focus: Slashing Weapons
Level 4 (Monk)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Bonus) Whirling Steel Strike
Level 5 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Bonus) Combat Expertise
Level 6 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Feat: (Selected) Mobility
Level 7 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+3)
Skill: Use Magic Device (+1)
Level 8 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 9 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Feat: (Selected) Spring Attack
Feat: (Favored Enemy) Favored Enemy: Giant
Level 10 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 11 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 12 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 13 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 14 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Level 15 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Trip
Level 16 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Level 17 (Monk)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Level 18 (Monk)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Power Attack
Level 19 (Monk)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Bonus) Stunning Fist
Level 20 (Monk)
Ability Raise: STR
Skill: Concentration (+4)
Skill: Use Magic Device (+1)
Enhancement: Rogue Haste Boost I
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Ranger Item Defense I
Enhancement: Lifting the Veil
Enhancement: Way of the Clever Monkey I
Enhancement: Way of the Clever Monkey II
Enhancement: Fists of Iron
Enhancement: The Receptive Earth
Enhancement: Restoring the Balance
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Void Strike
Enhancement: Difficulty at the Beginning
Enhancement: Adept of Wind
Enhancement: Adept of Rock
Enhancement: Adept of Flame
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Tempest I
Enhancement: Ranger Tempest II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Monk Concentration I
Enhancement: Monk Concentration II
Enhancement: Ranger Devotion I
Enhancement: Ranger Devotion II
Enhancement: Ranger Devotion III
Enhancement: Ranger Devotion IV
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Compared to my first build, this gives up Improved Evasion for rogue skills: max ranks in UMD & Concentration, 22 ranks in Search & Disable, 19 ranks in Spot (could put into Open Locks instead). Also has slightly better AC - max Barkskin & Tempest II from ranger 12 means +2 AC - putting it close to Exploiter. But Imp Crit Slash gets pushed out 3 levels (BAB is too low to take at lvl 9), which hurts DPS between lvls 9 - 12. Note that I'm presuming Whirling Steel Strike will be a monk bonus feat; if it's not, I'll have to rearrange things a bit.
EDIT: switched CE, Mobility, & Spring Attack around to make this more AC-focused at lower lvls.
sigtrent
05-25-2010, 05:31 PM
I like that most recent one above over the original. Leveraging the greater number of skill points seems like a good way to work this class combination.
unbongwah
05-25-2010, 09:22 PM
Yeah, I miss the extra survivability offered by Imp Evasion, but that second build does a better job of getting a lot of mileage out of all its skill points. This build will have higher AC (+1 Dodge +5 CE +3 Tempest II +5 Barkskin), Solar Phoenix has higher saves (thanks largely to Divine Grace) - can't decide which is more useful.
donotdirect1
05-26-2010, 01:30 AM
I like the rogue in there!
I can't help wondering if he could intimidate instead though. Some traps this guy would be able to tank, and while healing amp for fun is great, it's even more worthwhile if you are the one getting hit. And he does have combat expertise... Heck with a +2 int tome he might get closer to doing all of the above. You might have to give up some spot, and you could easily give up some jump. Even with a dump stat charisma of 6 dwarves intimidate mobs with max ranks. If... you could get some +incite on him through gear it's possible he could make quite a good tank, being that with paired longswords he'll be swinging really fast.
Either way a big selling point is the fact that he gets self haste (not all of which is stackable unfortunately) and self heals. Looks like fun.
unbongwah
05-26-2010, 09:08 AM
While it should have pretty good AC, the main drawback to this build trying to tank - as you pointed out earlier - is its low HPs. Even fully buffed, it's just not gonna compare to a real tanking build. Also Intimidate is a cross-class skill. I could take those points of Spot & Jump and put it into Intim; but honestly I'd rather dump them into Open Lock if I do that.
And in case it isn't obvious, this isn't a max-DPS build, either; if it was, I would hardly have gone with longswords, would I? :) As with the Solar Phoenix, the goal was to provide decent DPS while being a continuous font of free healing. Its HPs, self-heals, & saves will be lower than the Solar Phoenix; but its AC will be higher, it's got good trap skills, and it makes a decent archer to boot. Plus it's a bit less stat-intensive than SP, making it a little easier to pull off. Like I said, you could even try doing it with 28 pts if you dump-stated INT and dropped CE & Imp Trip (and a bunch of skill points of course); all a F2Per needs unlocked is monk.
Aerendil
05-26-2010, 01:28 PM
Also keep in mind that all you need for WSS (Whirling Steel Strike) is 1 level of Monk.
Feats permitting, you could easily build this character Exploiter-style as an 18/1/1, allowing you to get Tempest III; or swap out the Rogue level for 1 Fighter if you need another feat.
Either way, you'll end up in robes, and with the epic jidz-tet'ka, you still get the +25% self-healing mod.
If you're going to mostly ignore Wind stance, and sit in Sun stance instead for the most part, you're not going to notice a difference between /1monk and /6+ monk.
18 Ranger / 1 Monk / 1 Fighter IMO.
Dodge, Mobility, S.A., Toughness, I:Crit, OTWF, PA, WF:slashing, WSS.
Wind stance until Tempest I, then Sun stance after that for a free +2 STR.
donotdirect1
05-26-2010, 05:59 PM
After thinking more about it... I'm actually liking the 11/9 split on it. I really like that it gets in improved evasion, and the lv 9 monk elemental ability. Rise of the phoenix sounds handy, if that is what you were planning. I like the class features, and I understand what you mean about tanking. But I wanted to mention that it's not a complete cross class with the rogue in it.
If I made a similar build I would still slot in as much constitution as I could. A 15 with the human enhancement for 16, then slot in the full racial toughness as neither class gives you a line. My thinking is that, with healing amp from both monk and human, if you don't have a whopping HP total you'll still be losing lots of possible healing.
At least you get improved trip out of combat expertise, but don't some of your class features break out of the stance? I know it'll be used situationally, and I've got some problems with the feat, so I may just be biased. And I know *this* sounds a bit crazy, but what about whirlwind attack? I've heard some terrible things about TWF with Cleave etc, but you already have most of the line, and I found cleave to be situationally quite good on a TWF who knows how to stick and move. I like it best with an imp curse spewer in the main hand, and a paralyzer in off.
The min/maxer in me would still be forced to use tomes on such a character, as the more points I could save for more hit points the longer my character would live in the face of absolute disaster.
Just kicking around ideas, thanks for reading.
unbongwah
05-27-2010, 09:48 AM
Also keep in mind that all you need for WSS (Whirling Steel Strike) is 1 level of Monk.
According to this (http://forums.ddo.com/showthread.php?t=248658), WSS requires "Weapon Focus : Slashing; Proficiency in Longswords, Monk Level 1," which is why I took WF Slash. We'll know for sure when U5 finally rolls out.
Feats permitting, you could easily build this character Exploiter-style as an 18/1/1, allowing you to get Tempest III; or swap out the Rogue level for 1 Fighter if you need another feat.
True, but remember the goal of this build is to have pretty mondo free healing from FoL / healing ki finisher + Devotion + self-healing amp (human 30% * monk 20% * Jidz-Tet'ka 25%). Without at least monk 3, you can't use FoL / healing ki; you're left with an Exploiter with weaker DPS (pretty willing to bet longswords + Wind I still lose out to khopeshes) and the 25% healing amp from Jidz-Tet'ka. And if you can't get Tempest III, is there much point in taking extra ranger (or rogue) levels instead of monk? [E.g., rogue 1 / monk 3 / ranger 16 or rogue 5 / monk 3 / ranger 12]
If you're going to mostly ignore Wind stance, and sit in Sun stance instead for the most part, you're not going to notice a difference between /1monk and /6+ monk.
With JT equipped, I'll toggle between Wind & Sun stance depending on whether I need DPS & AC (Wind) or self-healing boost (Sun). [Wind does stack with Tempest, it's just before now it only worked with kamas; with U5, short & longswords will now be options.] The extra monk levels are also for FoL, 20% healing amp, and 2 extra feats; Wholeness of Body is just a bonus.
After thinking more about it... I'm actually liking the 11/9 split on it. I really like that it gets in improved evasion, and the lv 9 monk elemental ability. Rise of the phoenix sounds handy, if that is what you were planning.
The biggest problems with my first idea are (A) I don't know what the heck to spend all those skill points on and (B) I didn't have enough enh pts to get RotP along with everything else I wanted. All those Devotion & healing amp enhs chew up a lot of pts. I really like the idea of having Imp Evasion, tho.
My thinking is that, with healing amp from both monk and human, if you don't have a whopping HP total you'll still be losing lots of possible healing.
Naturally I presume by endgame you'd have +6 CON item, +2 CON tome, blah blah blah. I'm hoping this build could be buffed to 400 HPs or so, but I haven't really crunched the numbers to see if that's the case.
At least you get improved trip out of combat expertise, but don't some of your class features break out of the stance?
I don't think monk abilities break out of CE (or PA), though UMDing items might and I know spellcasting does; but if they do, I'd certainly want to know about it before I made this build!
And I know *this* sounds a bit crazy, but what about whirlwind attack?
I've never used WA, but everyone says it actually lowers your overall DPS: too slow and breaks your TWF attack chain. Apart from flavor, the only reason I can think to take it is if you're trying to hate-aggro everyone around you.
The min/maxer in me would still be forced to use tomes on such a character, as the more points I could save for more hit points the longer my character would live in the face of absolute disaster.
That's fine - any build can be improved with tomes, after all - I was just trying to make a build which minimized the requirements to be doable so as to be a bit more accessible. I think a lot of old-timers forget what it's like not to have a ton of plat to throw at the AH or know how to grind quests blindfolded. ;)
Just kicking around ideas, thanks for reading.
Thanks for the feedback - this is still a work in progress, after all! :)
unbongwah
06-29-2010, 04:43 PM
After discovering Whirling Steel Strike is not a monk feat, I had to rejigger my feat progression. I also decided to change my leveling order and some skills. Behold!
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Neutral Human Female
(7 Monk \ 1 Rogue \ 12 Ranger)
Hit Points: 260
Spell Points: 178
BAB: 17\17\22\27\27
Fortitude: 15
Reflex: 18
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 22
Dexterity 14 16
Constitution 14 14
Intelligence 12 13
Wisdom 14 16
Charisma 8 8
Tomes Used
+1 Tome of Intelligence used at level 14
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 7
Bluff -1 -1
Concentration 4 27
Diplomacy -1 -1
Disable Device 5 23
Haggle 3 3
Heal 2 3
Hide 2 3
Intimidate -1 -1
Jump 7 10
Listen 2 5
Move Silently 2 3
Open Lock 6 17
Perform n/a n/a
Repair 1 1
Search 5 23
Spot 6 9
Swim 3 6
Tumble 6 7
Use Magic Device 3 22
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Human Bonus) Dodge
Feat: (Selected) Toughness
Level 2 (Monk)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Bonus) Power Attack
Level 3 (Monk)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Bonus) Mobility
Feat: (Selected) Weapon Focus: Slashing Weapons
Level 4 (Monk)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 5 (Ranger)
Skill: Disable Device (+1)
Skill: Search (+4)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead
Level 6 (Ranger)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Whirling Steel Strike
Level 7 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Level 8 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Level 9 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Selected) Spring Attack
Level 10 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Level 11 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Level 12 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 13 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Level 14 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Level 15 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Combat Expertise
Level 16 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Level 17 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Level 18 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Trip
Level 19 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Bonus) Stunning Fist
Level 20 (Monk)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Enhancement: Rogue Haste Boost I
Enhancement: Human Adaptability Strength I
Enhancement: Human Greater Adaptability Wisdom I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Ranger Item Defense I
Enhancement: Way of the Faithful Hound I
Enhancement: Way of the Faithful Hound II
Enhancement: Fists of Iron
Enhancement: The Receptive Earth
Enhancement: Restoring the Balance
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Shintao I
Enhancement: Void Strike
Enhancement: Adept of Wind
Enhancement: Adept of Rock
Enhancement: Adept of Flame
Enhancement: Adept of Rain
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Tempest I
Enhancement: Ranger Tempest II
Enhancement: Monk Concentration I
Enhancement: Monk Concentration II
Enhancement: Ranger Devotion I
Enhancement: Ranger Devotion II
Enhancement: Ranger Devotion III
Enhancement: Ranger Devotion IV
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Monk Wisdom I
Builder hasn't been updated yet, so had to insert WSS & Shintao manually. Hopefully I got the pre-reqs etc. right. Put more points into Open Lock instead of Spot, until I change my mind again... :p
At low levels, this build uses quarterstaffs; with PA on, you should do enough DPS to get thru the early quests OK. Once you get ranger 2 and WSS at lvl 6, you'll switch to TWF w/longswords (or longsword + kama if you need the extra to-hit).
Magictones
04-12-2011, 02:57 PM
Anybody looked at this build lately. Trying it with a half-elf. Not much on planning so if you got input please share.
unbongwah
04-12-2011, 03:40 PM
FYI, Update 9 will tie healing ki finisher to monk levels, not char levels; this will severely reduce the healing output of Tempest Phoenix (and all other multiclassed light-monk builds). :( As such, I'm wondering if this nerfs FoL enough that I should either shelf the build or respec it into dark monk instead.
The silver lining: Stunning Fist DC will be based on char lvls not monk lvls, so it gets a big boost on MCed monks. So I'll have to mull it over to see how I should remix the Tempest Phoenix.
krisz93
04-12-2011, 03:52 PM
I've made up a similar 9/11 build a couple days ago, but on dark path. It has Touch of Death, GTWF for free so you can concentrate on STR and WIS. Tempest means more hits and more ki.
nolaureltree000
04-12-2011, 04:12 PM
id dump some WIS and INT to sure up your STR and CON. if you go with the path of the patient tortoise, it will help to up your HP a bit. i guess its preference, but ive never been a fan of the other paths.
id recommend taking stunning blow instead of stunning fist. with only 9 levels of monk im not sure fist will be that effective.
i dont have any personal experience with spring attack, but from what ive read here on the forums, its not near as useful as youd think.
EDIT:
actually they are changing stunning fist to be based on character level instead of monk level come the next update, so nevermind about that.
krisz93
04-12-2011, 04:18 PM
Stunning Fist uses Character level in U9.
Spring attack is the prereq of Tempest
unbongwah
04-12-2011, 04:38 PM
id dump some WIS and INT to sure up your STR and CON.
INT is for skill pts & Combat Expertise; WIS is for AC and Stunning Fist DC (if I keep it). Bear in mind the build is almost a year old; I'll have to revise it in light of U9's changes. I may actually respec into handwraps, now that Tempest works with them, and postpone WSS until much later.
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