View Full Version : Monk The Metaru - Dark Path WF Fire DPS Monk
Hydro
07-24-2010, 08:00 PM
Intro:
**This is out of date as of Update 14, my new build is linked at: http://forums.ddo.com/showthread.php?t=387993 **
The Metaru build is a maximum strength, amazing dps, and amazing survivability build. Even with the upcoming changes to Touch of Death this build has been barely affected. With how hard and fast this build hits the TOD nerf simply brings this build in line with other melee and does nothing to hurt its viability. This build still has amazing dps, great hit points, great immunities, and still will be one of the top DPS and one of the best raid boss tanks in the game. I will update this post eventually after update 7 hits until then it is still 100% viable and nothing has changed.
I have main tanked every raid in the game with this character with ease and he has become so well known on my server I get requests to bring him to tank raids or run epics over my maximum geared barbarian.
This is going to be a guide for new and old player alike but just as a word of caution this is a very gear, tome (+2) and build stat (32/34) dependent build. It can still be done by a new or old player but it will require some dedication and time. Also any max DPS monk build is going to require a reincarnation so you have the past life monk feat available to you. Having 2d12 fists with an extra +1 to damage is too huge to pass up.
One final note this is a button mashing build; you will constantly be going rotating through 6 different strikes and abilities. If having to constantly be rotating 4 button combos, with Touch of Death and Stunning Blow doesn’t sound like fun then this is not the right build for you.
Race:
Warforged (WF)
+2 con, 4 Toughness enhancements, amazing immunities, arcane and divine healing, +3 Power Attack (PA) enhancements
Alignment:
Lawful Neutral or Lawful Good
The only reason to go Lawful good is if you don’t want to have to worry about UMD checks when using Vorpal of pure good Kama’s or you want to be able to use the named Delera's wraps for leveling. All other hand wraps besides the Delera's wraps do not have any alignment requirements to use pure good nor do they give you a negative level if you are using anarchic wraps as Lawful alignment. Lawful neutral is definitely the better choice, you will take less damage from mobs using unholy weapons and you can use taint of evil items with no penalty. It really is personal preference though and with the new alignment change it is not hard to swap at a later time.
Stats:
32 Point Build
STR: 18
DEX: 16
CON: 16
INT: 8
WIS: 6
CHA: 6
34 Point Build
STR: 18
DEX: 16
CON: 17
INT: 8
WIS: 6
CHA: 6
Stat Analysis:
Strength
18 + 5 level ups +6 item +2 tome +4 Fire Stance +3 exceptional =
38 Standing STR
+ 2 Rage Spell + 2 Yugloth Pots + 2 Madstone =
44 Self Buffed STR
+ 2 Madstone Proc =
46 Situational STR (Now who said monks weren’t a DPS class :) )
Dexterity
You need a 17 DEX to get Greater Two Weapon Fighting (GTWF), and being able to get to an 18 DEX allows you to take Wind Stance 4 (solo purposes only). Be ready to eat at least a +1 DEX tome early on so the Two Weapon Fighting (TWF) feats can be taken as early as possible.
Constitution
17 + 6 item +2 tome +2 WF CON +1 exceptional =
28 CON - 564 hp (basic gear)
+ 20 Rage Spell + 40 Yugloth Pots + 4 Madstone =
36 CON - 664 hp (basic gear)
+ 40 Double Madstone or Earth Stance 4
40 CON - 704 hp or both 44 CON - 744 hp
Intelligence
Monks get enough skill points so an 8 base INT is all you really need. I do recommend picking up a +2 INT tome at level 7 for extra skill points if you can but it is not required.
Wisdom
This build does not rely on WIS for anything besides Will saves and even with a 6 starting WIS you will still have a Will save that beats most fighters and barbarians. You’re Will save will be more than enough for any content in the game especially with all your immunities. I cannot stress this enough a 6 base WIS is fine for this build and there is no reason to start with it any higher if it requires taking points from STR or CON.
Charisma
Dump stat, only remotely useful for your Shining Star finisher DC. Eat a +2 tome if you want and call it a day.
Level 20 Final Stats in Fire Stance:
38 STR: 18 + 5 level + 2 Tome + 6 item + 3 exceptional + 4 Fire Stance
22 DEX: 16 + 2 Tome + 4 Item
28 Con 17 + 2 Tome + 6 Item + 1 Exceptional + 2 Enhancements
10 INT 8 +2 Tome
12 WIS 6 + 2 Tome + 6 Item - 2 Fire Stance
8 CHA 6 + 2 Tome
Feats:
1: Power Attack (PA)
1: (Monk) Two Weapon Fighting
2: (Monk) Dodge
3: (TR Build) Past Life: Disciple of the Fist, (No TR) Toughness
3: (Path) Path of Inevitable Dominion
6: Stunning Blow
6: (Monk) Toughness
9: Improved Two Weapon Fighting
12: Improved Critical Bludgeoning Weapons
15: Greater Two Weapon Fighting
18: Toughness
Feat Analysis:
Power Attack:
+5 to damage -5 to hit base and +8/-8 with max WF Power Attack enhancements. The large penalty to hit does hurt but the increase in damage more than makes up for it. You will need to get some gear to be able to use Power Attack in epics but since this build uses fire stance and since ship buffs have been introduced the gear requirement is much lower then what it was. I also recommend saving WF PA enhancements for level 20.
Two Weapon Fighting Chain
Maxxed out allows you to have an 80% chance to proc an offhand attack. Obviously a huge DPS increase for any character. Monks are also the only class that receives full STR bonus in their off hand.
Dodge
Requirement for Ninja Spy PRE, useless otherwise.
Past Life: Disciple of the Fist
This is the main reason to do a TR on a monk. This feat increases the dice size of you fists from 2d10 to 2d12 at level 20 and it increases your fist dice progression while leveling. That is a nice damage increase and I feel it is required for any monk going for maximum DPS. Also on a related note the passive feat that you get at level one for TR'ing also give you a base +1 increase to your damage which goes nicely with your extra fist damage.
Path of Inevitable Dominion
Your turn to the dark side. This is the sole choice that allows your monk access to Touch of Death and the Ninja Spy PRE. For leveling purposes I usually will recommend leveling to level 9 as Light Path then switching to Dark path when Touch of Death is available to you. It is an absolute blast running through the leveling quests being able to one shot beholders, golems, elemental, orange names, undead and of course the trash.
Stunning Blow
Monks and Stuns go hand in hand. When a mob is stunned you generate a large amount of extra ki each time you hit them. The more ki you have the more Strikes and Touches of Death you can use. Monks also have the luxury of loosing very little when using Weighted +10 wraps since there is a better selection of weighted wraps versus any other type of weighted weapon. At end game any time you are fighting stunnable mobs you should be wearing weighted +10 wraps with the exception of Vorpals in Amrath or Elite IQ. This is especially true in epics, being able to help stun mobs that got missed by the mass hold or the ones that have high SR is a very valuable asset to your party.
(Note on Stunning Fist: Stunning Fist is not a viable option for this build. He would have to give up way to much DPS and way too many hit points to try to come close to the 38 DC Stunning Blow this build will have)
Toughness x2
40 (20 each) more hit points at level 20 and it unlocks Warforged Toughness enhancements, just wish I could take more then 2 (3 for non TR).
Improved Critical Bludgeoning Weapons
Makes your fists crit on a 19-20/x2 vs. a 20/x2. Required feat for any DPS character, it's great for Raid Bosses and when a mob is not stunned.
Skill Points:
Level 1:
4 in Concentration, 1 in Tumble, 3 in Jump, 4 in Balance
Levels 2-20 No +2 INT Tome
+ Concentration, + Jump, + Balance
8-20 With +2 INT Tome
+ Concentration, + Jump, + Balance + Spot
Skill Analysis:
Concentration
Affects the amount of ki you can hold on to before you start losing ki and it affects the amount of ki you start and instance with. Ki is your stored energy that allows you to use your elemental strikes, touch of death and all of your other cool monk abilities. I recommend using a Concentration item when you hit level 9 so you can store more ki for TOD's.
Tumble
The one point in tumble unlocks the ability to roll. You can put more points into it if you like and have the ability to do but flips but with the recent nerf to tumble and slowing effects I can’t recommend putting more then 1 point in it.
Jump
Makes you jump higher, caps at 40 skill. (You can stop putting points in this around 14 if you want to put them elsewhere. You should still have a 40 jump with little to no buffs but it is not really important.)
Balance
Helps you get up when you get knocked down. Great for any character and as a monk you will have a very high skill.
Spot
Allows you to see stealthed enemies, pair this skill up with a Spot item like Tharnes goggles and you should be able to see almost any stealthed enemy at 20.
Level 20 Enhancements:
Enhancement: Monk Serenity
Enhancement: Static Charge
Enhancement: Way of the Patient Tortoise 1-3
Enhancement: Touch of Death
Enhancement: Fists of Iron
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery 1
Enhancement: Monk Ninja Spy 1-2
Enhancement: Winter's Touch
Enhancement: Adept of Rock
Enhancement: Grandmaster of Mountains
Enhancement: Master of Stone
Enhancement: Adept of Flame
Enhancement: Grandmaster of the Sun
Enhancement: Master of Bonfire
Enhancement: Racial Toughness 1-4
Enhancement: Monk Jump 1-2
Enhancement: Monk Tumble 1-2
Enhancement: Warforged Brute Fighting 1
Enhancement: Warforged Constitution 1-2
Enhancement: Warforged Healer's Friend 1
Enhancement: Warforged Power Attack 1-3
Enhancement: Warforged Tactics 1
Why Fire and Earth Stances:
Why Fire Stance
Fire stance is the new STR DPS Monk stance since Update 5. With Wind Stance now only giving a 10% double strike proc chances the base DPS increase between the two of them are much lower. For this build though the DPS difference between Fire and Air stance is null. If you are running an epic the extra +2 to hit (and damage) from fire stance will make the difference between hitting on a 2 or 3 vs. missing. Almost any character in the game will miss at least 10-15% of the time in epics if not way more so the extra +2 to hit more than makes up for the loss of 10% double strike procs. If you are running a regular dungeon the extra benefits of fire stance make it more than worthwhile. Also fire stance gives a dramatic increase in ki generation which means you can keep up with constant strikes and TOD's.
With the right gear Fire stance gets the following benefits over Wind stance:
+ 20 hp
+ 1 Fortitude Save
+ 25% Healing Amp that stacks with all other sources (Jidz-Tet'ka Bracer's)
+ 2 Stunning Blow Dc's
+ 2 Overrun Saves
+ 2 to hit
+ 2 to damage
+ Extra Ki Generation
+ 15 more hp from tortoise path (over Crane path with Wind stance)
Why Earth Stance
The Elemental Strikes provided by Earth stances are the highest DPS strikes in the game. Instead of adding a base elemental damage to your strike they add to the base physical damage of the attack itself with additional acid damage on a critical hit. This means that earth strikes damage get multiplied from X2 to X4 on a crit, in addition to the extra acid damage.
Earth Stance itself is very useful for tanking when you will be reconstructed since not only is it an extra 40 hit points from the +4 CON bonus it also increases your fist damage to 2d14 with the Jidz-Tet'ka bracer's and the monk past life feat.
Combos and Strikes (crash course)
Here is a sample of one of my Monk's many bars. I will be using this to illustrate how basic earth combo’s work, how to use shining star, and what normal strike progression should be.
http://i19.photobucket.com/albums/b191/irobertus/MonkBar.png
1: Stunning Blow
2: Touch of Death
3: Earth Strike 3
4: Earth Strike 4
5: Fists of Iron (attack with X3 crit)
6: Finishing Moves
7: Earth Strike 2
8: Wind Strike 1
9: Fire Strike 1
Triple Earth Combo
3, 4, 5, 6
This attack cycles through my best three earth strikes which opens the Earth finisher which gives me an extra X2 to my crit multiplier. This Finisher allows a monk to crit for over 200+ base damage with an 80% chance to get an offhand attack for another 200+! This attack should be used on all mobs that are not crit immune, this is the combo that you will be weaving in between Touch of Death and Stunning Blow.
Shining Star
7, 8, 9, 6
This is the level 20 monk finisher that some do not even know about. It allows a monk to dance enemies. Its DC is based off your CHA bonus instead of WIS score which is why you see some monks wearing CHA items. It is very useful in quests since it is a will save and most mobs even in epics have low will saves. It is a good strike for emergencies and is loads of fun.
Standard Mob Cycle
1, 2, 3, 4, 5, 6, 3, 4, 5, 6
Open with Stunning Blow, Hit them with Touch of Death and begin your earth combo. Continue cycling through your earth combos until Touch of Death comes off timer or if you need to refresh Stunning Blow.
Standard Boss Cycle
2, 3, 4, 5, 6, 3, 4, 5, 6
Pull out Stunning Blow and you are set, depending on the mobs weaknesses or if he cannot be critically hit you can always add in other strikes and remove using your combos completely.
You will basically have multiple bars for multiple situation the earth bar above is just my most used one. I have another bar for undead that has all my fire strikes added to it and another with the negative energy strike and all my earth strikes. Make yourself 3-4 bars and play around with different set ups until you find the one that is the most comfortable.
Ninja Spy PRE:
The Ninja Spy PRE that was introduced in update 5 is amazing for this build. Ninja Spy 2 gives an incredible 3d6 Sneak Attack Damage to any attack that we don’t have agro or if the mob is stunned (see what I mean about stuns and Monk's).
It also allows use of the Shadow Fade ability that is not only an invisibility clickie it also gives your character a 25% incorporeality bonus. This bonus stacks with Displacement which means mobs without true sight have over a 60% chance of missing you every swing. This bonus also stacks with Cloudkill Concealment so even raid bosses have over a 30% chance to miss you. This equals a huge drop in incoming damage from every mob in the game, the difference between DQ2 Epic with Shadow Fade and without is insane. The Queen usually misses at least 1 in 3 swings, which for a Lawful Monk is a lot of reduced damage. This ability makes WF Dark Monks the best Hate Tanks currently in the game.
Why Let the WF Monk Tank:
So some people might wonder why anyone would want a WF monk to main tank there raid. The reasons below are why I feel Monk's make the best Hate tanks currently.
700+ HP (more then enough for any raid boss, even Horoth can be tanking easily with 700 hp and all my other bonuses)
DR 10/epic (DR 10 for all non Epic Raid bosses, the DR works on most epic mobs also just not Epic Raid bosses)
Improved Evasion (0 to Half damage from spells with reflex saves)
Shadow Fade (dark monk ability that stacks with cloudkill and gives all raid bosses over a 30% chance to miss you)
WF Immunities (no level drain, no exhaustion etc.)
129.69% Healing amp (My monk with his Epic Jidz bracers, Healing amp DT and airship buff sits at 129.69% healing amp)
Able to reconstructed and healed (Double the people that can keep you alive in a raid)
Aggro Management with Touch of Death (a 500 point strike generates a large amount of hate and one to two Touch of Deaths should generate enough aggro that no one should be able to pull the boss of you, this in turns means you can call DPS in earlier and complete the raid faster)
Handwrap Choices:
Since monk's do not have access to Greensteel it makes weapons a little trickier. Remeber the Risia Games are a monks best friend, and you should plan on Icy Bursting almost all your wraps.
For most quests you are going to want the best Weighted +10 wraps you can find to help increase you stunning blow DC and for the random stun proc. You are going to want the best weighted wraps you can get with icy burst for this, generally I like Force Burst of Weighted 10, +5 of Weighted 10 and +3 Vicous of Weighted 10. Usually if the mob can be stunned you should be using your weighted wraps. For mobs that cant be stunned see below.
For leveling purposed I reccomend the Delera or Thernal Named (no minimum level bound to account) wraps or if you can make a set of nice lowbie wraps with the icy burst kits that would be ideal. I have a ML 6 pair of +1 Shocking Burst, Icy Burst of Bleed handwraps that makes leveling oh so easy.
For end game really nice Greater Banes are going to be your best bet but they tend to be extememly hard to find. What I reccomend is that you make a set of Alignment based handwraps to use if you dont have a nice greater bane for that mob.
For Example My Monk uses the Following Handwraps:
+5 Axiomatic Burst, Icy Burst of Bleed - Chaotic Monsters, works great on almost anything but Devil's, these were my main wraps for almost all of Von 6 Epic until I got me a nice set of Greater Dragon Banes.
+5 Anarchaic Burst, Icy Burst of Bleed - Lawfull Monsters, great on devils, great in the Inspired Quarters, lots of Lawfull mobs in end game and could be great for Epic Sorjek (depending on his DR).
+5 Holy, Icy Burst of Bleed - Evil Monsters, great wraps if you dont know whether the mob is Lawfull or Chaotic, works on 90% of end game mobs, remember though you want Holy and not Holy Burst since, Holy Burst damage will not stack with the damage from you Tower Ring Enchant.
+5 True Law, Icy Burst of Bleed - Nuetral Mobs, Memphits, Elementals, Animals, Bugs lots and lots of neutral mobs at end game and True Law tears them up.
The most important greater banes you should look for first will be: Greater Undead Bane, Greater Elemental Bane, and Greater Construct Bane. The Construct bane is for portals as well as constructs while the others are self explanitory. Anarchiac Burst of Greater Evil/Lawfull Outsider bane is great for devils and I personally was overjoyed when I bought a pair off the AH.
Breaking Boss Damage Reduction:
Getting handwraps that can break DR can be a big challenge for monks and for most wont be possible until long after they hit 20 and have a Tower of Despair ring and Mettaline handwraps. The only other option besides waiting for Tower rings (or an extremely lucky AH or reward) is to farm the "Devout Handwraps". The Devout Handwraps are +2 Mettaline of Pure Good wraps that drop from the Bonus Chest in the Shadow Crypt Quest. These are amazing handwraps for their level (ML 8) and I personally still use them on Devils even at level 20, they are very hard to farm as you will need an opener for the quest and the dungeon itself is one giant puzzle.
Remeber if you cant break boss DR you should be using the best Greater Evil/Lawfull/Chaotic Outsider set of wraps you can find and be doing everything you can to get that Tower ring faster. The crafting trophys are bound to account so getting 9 of them should be easy (if you have other characters) and remeber you can enchant any unwanted junk ring just for the Holy Burst effect to bypass DR.
I feel the Devout handwraps are completly worth the effort, it took me 23 runs myself to get them but in the end it was all worth while. I reccomend the following to help farm those wraps:
Do the quest chain on an alt so you can open the quest when you want to farm it, word of warning though at least one of the quests in the series reques at least 4 people. I used gold seal hirelings but hopefull you have friends or guildies that can help. Oh and dont complete the final quest on your opener unless you want to have to run the pre quests all over again.
The quest is the best XP in the game so it shouldnt be that hard to get a group together for it, personally when I was running it I would tell the other players that its 20K + XP a run, that I would take care of all the puzzle and all I ask that they would just give me the wraps when they drop. I was running the quest after I ran out of XP and after ransacking the last chest so I did not let any competition in for the wraps.
Here is the link to the map I used to navigate the quest, you are going to need 4 of each color gear to get the bonus chest every time. I reccomend printing this out or setting it up on a second monitor when you are doing the farming:
http://www.themacguild.com/forums/showthread.php?t=533
First couple runs might be confusing but once you get the hang of the map you can do them in 20 minute runs.
Optimal Level 20 Gear Choices:
Head Slot
Minos Legion (Toughness + Heavy Fort, easiest and fastest to get)
Min 2 Shroud Helmet (Gear options if wearing epic docent or Mind Sunder Docent)
Epic Dragon Helmet
Neck Slot
Shintao Cord (Your going to want the Shintao set bonus)
Oremi's Neck (Great for generating ki, recommended neck till you get Shintao set)
Trinket
Bloodstone (+6 Seeker, easiest to acquire just expensive)
Litany of the Dead (Great Trinket, just very hard to get and makes gearing difficult)
Cloak
Epic Cloak of the Roc (Only way a monk can get +2 exceptional to STR, going to be hard to get but it is hands down the best monk cloak in the game)
Greensteel HP Cloak (You can always make a cheap Air Guard HP item until you get the Roc Cloak or make a nice cloak if you don’t plan on running epics)
Belt
Frenzied Berserker Belt (You want the Frenzied Berserker set +2 to damage)
War priest Belt (Great for epics and high AC mobs the War priest set gives +2 stacking to hit and another +2 to hit that doesn’t stack with spectral gloves or bard songs)
Epic Belt of the Mroranon (+7 STR nice belt goes good with the Litany and tomes)
Rings
Your rings are your weapons, your rings will be dedicated to raid loot from Tower of Despair. I recommend enchanting your rings with Holy Burst and Shocking Burst and you can also have a couple of spare rings you can swap in for quests with elemental resists or that are neutral. Below are the ring sets that work with unarmed combat, any ring set I do not mention below will not work with fists.
Frenzied Berserker Set (+2 to damage)
War priest Set (+2 to hit)
Shintao Set (+2 to hit and damage that stacks)
Oremi's Set (Henshin Mystic)(1d6 Fire Damage an attack)
If you want a couple of extra rings with different elements it doesn’t matter which ones you use, just please don’t take a nice melee ring that won’t work with fists.
Gloves
Spectral/Epic Spectral Gloves (great for when you don’t have a bard or have to hit undead)
Shroud HP Item (Only spot my Monk will have left to put an HP item when I craft his cloak)
Boots
Madstone Boots (+2 STR and +4 CON clikie with a hidden 10% proc to give a stacking +2 STR and +4 CON and +4 DEX, these boot's should be nailed to your feet especially since you can now drink guild remove curse pots while raged)
Kundrak Delving Boots (Freedom of Movement boots, great for if you need FOM, perfect for the white dragon in TOR)
Spiked Boots (Almost the same as the Kundrak Delving Boots but they dont bind, great for when you dont have FOM)
Bracers
Jidz-Tet'ka/Epic Jidz-Tet'ka Bracers (25% more healing in fire stance, more DPS in earth, epic version has a yellow and clear slot, best bracers you can get)
Leviks Bracers (Good if you need a place to put a +6 STR item or if you need healing amp and you are using Earth stance)
Docent
Dragontouched Docent (Recommend a healing amp docent and a threat docent)
Upgraded Mind Sunder Docent (Superior False Life and Toughness good slot consolidation and +10 more hp then regular Greater False Life)
Epic Docent (Red Scale, Docent of Grace, Bladesmark Docent any of those with toughness in the blue slot is a good choice)
Goggles
Tharnes Goggles (+5 to hit and +8 to damage on any sneak attack, amazing item and really helps your to hit in epic strongly recommended)
Mentau Goggles (Only if you have a Litany)
Links:
Dungeons & Dragons Character Planner - Version 3.5.1 Build
http://www.mediafire.com/file/w371l51ibfitwqd/Metaru.txt
MyDDO Link for Metaru
http://my.ddo.com/character/khyber/metaru/
Sweyn
07-24-2010, 08:26 PM
I have main tanked every raid in the game with this character with ease and he has become so well known on my server I get requests to bring him to tank raids or run epics over my maximum geared barbarian.
This
Jiipster
07-24-2010, 08:40 PM
This looks more or less exactly like what I've been looking for. Once I get my Euro-points, I think I might be rolling one of these.
Arddhu
07-24-2010, 11:03 PM
Funny build I see here.
Why? Because it is almost exactly the same I had create to my next TR (Second TR as monk).
The differences are that I have +3 tomes to Str, Dex and Con, and half way of the Epic gear.
And sure, +2 points since my next TR Would be the 36pt build.
Great work here I must say!
fervidsea
07-24-2010, 11:59 PM
Just wanted to say thanks, great build for me to TR my WF Barb into.
butlerfamilywa
07-25-2010, 03:09 AM
You'll see a 38 not 40 Con fyi.. Yugo Pot adds +2 Con, +20 HPS, not +4 Con = 40 hps..
Also, Toughness adds 22 HPS, not 20, so a total of 44 HPS from 2x Toughness'
Hydro
07-25-2010, 03:34 AM
You'll see a 38 not 40 Con fyi.. Yugo Pot adds +2 Con, +20 HPS, not +4 Con = 40 hps..
Also, Toughness adds 22 HPS, not 20, so a total of 44 HPS from 2x Toughness'
Whoops thats right Madstone gives 4 con and not 2, thanks for pointing out that mistake I have corrected it above.
AylinIsAwesome
07-25-2010, 03:51 AM
I might TR my Human Monk into something like this...
If I can get over my love of triple-proc Touch of Deaths, that is.
butlerfamilywa
07-25-2010, 04:00 AM
I might TR my Human Monk into something like this...
If I can get over my love of triple-proc Touch of Deaths, that is.
With haste, I'm seeing triple proc ToD's, not sure if WAI (in Fire Stance IV)
Hydro
07-25-2010, 04:09 AM
With haste, I'm seeing triple proc ToD's, not sure if WAI (in Fire Stance IV)
Shhh...
AylinIsAwesome
07-25-2010, 04:13 AM
With haste, I'm seeing triple proc ToD's, not sure if WAI (in Fire Stance IV)
Some of the comments I've read of Eladrin's make me think that it's not WAI.
EDIT: Hydro, can you break down your Healing Amp? I'm only getting two ~117% with the info I got out of your post.
Quijonsith
07-25-2010, 04:23 AM
Some of the comments I've read of Eladrin's make me think that it's not WAI.
EDIT: Hydro, can you break down your Healing Amp? I'm only getting two ~117% with the info I got out of your post.
50% base
+25% enhancements
=75% enhanced base
25% jidz-tet'ka
10% DT armor
20% DT armor
0.75*1.25*1.1*1.2=123.75% healing
That's all I'm getting.
AylinIsAwesome
07-25-2010, 04:45 AM
50% base
+25% enhancements
=75% enhanced base
25% jidz-tet'ka
10% DT armor
20% DT armor
0.75*1.25*1.1*1.2=123.75% healing
That's all I'm getting.
Monk Improved Recovery and Healer's Friend count as being from different sources. At least that's how Human and Monk recoveries stack.
From what I saw from my WF FvS, the Healer's Friend enhancements raise the base (1 to 65%, 2 to 70%, 3 to 75%), and then healing amp stacks multiplicity with it.
So .65 (healer's friend) * 1.1 (monk improved recovery) * 1.25 (bracers) * 1.1 * 1.2 (DT stuff) = 117.9%
If he's using a 30% healing amp item, then I get 153.3%, but I don't know how he's getting 145%.
Quijonsith
07-25-2010, 04:54 AM
Monk Improved Recovery and Healer's Friend count as being from different sources. At least that's how Human and Monk recoveries stack.
From what I saw from my WF FvS, the Healer's Friend enhancements raise the base (1 to 65%, 2 to 70%, 3 to 75%), and then healing amp stacks multiplicity with it.
So .65 (healer's friend) * 1.1 (monk improved recovery) * 1.25 (bracers) * 1.1 * 1.2 (DT stuff) = 117.9%
If he's using a 30% healing amp item, then I get 153.3%, but I don't know how he's getting 145%.
Silly me forgetting monk improved recovery. Though I didn't actually look at his enhancements till now and assumed he had max healer's friend. You're correct in how they all stack up, same way as I was doing it.
AylinIsAwesome
07-25-2010, 04:56 AM
Silly me forgetting monk improved recovery. Though I didn't actually look at his enhancements till now and assumed he had max healer's friend. You're correct in how they all stack up, same way as I was doing it.
My mistake. :)
I thought you'd checked had just added them, my fault there.
Hydro
07-25-2010, 05:02 AM
I could be off on my exact healing total but it was including the air ship 10% healing amp buff. I will test but it is most likely between 145-151.
Quijonsith
07-25-2010, 05:08 AM
I could be off on my exact healing total but it was including the air ship 10% healing amp buff. I will test but it is most likely between 145-151.
If the airship buff multiplies with the rest like 'most' healing amp does that'd put you at 129.69%.
butlerfamilywa
07-25-2010, 05:28 AM
I wish I knew the formula for To-Hit calculations for a Monk, I'd write one out for ya...
I'm planning kinda the same, but with a few little tweaks here and there... (more con, more cha, less dex, less str).. in the endgame standpoint, it'll come out ahead (I hope).. we shall see really...
My biggest question though, is what is the To-Hit needed, to land 80% or so of your hits, on avg Epic mobs..
I just looted +1 Seeker 10, Stunning 10 Handwraps the other day, and already have them Icy Bursted. I'm just trying to figure out if that loss of +4 To-Hit & +4 Damage, is worth the +10 Seeker enhancements.
Thats a loss of +4 Damage per hit, and 2d6 from holy...
Vs +20/+30/+40 damage per crit... But it is on my stunners... hmm
Then again, Force Burst of Stunning 10 might still be better.. blah
Hydro
07-25-2010, 05:38 AM
If the airship buff multiplies with the rest like 'most' healing amp does that'd put you at 129.69%.
I dont have access to the 10% healing amp buff from the airship right now but after testing without it I do believe you are right. I have updated the build acordingly.
Nick_RC
07-25-2010, 05:44 AM
Very Cool post man. I am about to hit my 3rd Monk life (1 barb,2 ftr,2 monk already) but have never actually played the class to cap (dual boxed a caster) as I dont like the fighting style - Might give this a whirl tho.
+1
N
Consumer
07-25-2010, 07:01 AM
Instead of taking tortoise for 15 extra HP would it not be better to take Hound for +4/+5 to hit flanking enemies.
I was originally worried about the to hit the build could reach but it looks like it is similar to an equally geared Rogue and is slightly less reliant on sneak attack.
Very nicely laid out build with good explanations, the best I've read on this forum.
rodallec
07-25-2010, 07:21 AM
ive been wanting to TR my monk to this kind of build
thanks for the earth strike ideas. im currrently the old wind stance AC monk..
ive got past life rogue and tharnes gogs. just finished radiance boots.
hopefully get more DPS with aggro. so when i TR and get level 13: with (blind mob) and without aggro should be getting 6d6 +9 snk dmg a hit?
i noticed you had no boots in the build item list? or did i miss them?
i have madstones but they dont let you use light finishers.
sweet build, good work
butlerfamilywa
07-25-2010, 02:23 PM
I was originally worried about the to hit the build could reach but it looks like it is similar to an equally geared Rogue and is slightly less reliant on sneak attack.
I'm sure hydro will pop up and comment on the relation to rogue, but from what i've seen. A Monk who is Centered, has FULL BaB. However it is a 3/4 progression. So at level 20, Centered, you're getting a 20 BaB, become Un-Centered, and you will have a 15 BaB.
i noticed you had no boots in the build item list? or did i miss them?
i have madstones but they dont let you use light finishers.
Madstone Boots are the #1 boots for a Dark Monk... the only finishers you use is Shinning Star & Triple Earth.
Hydro
07-25-2010, 02:24 PM
ive been wanting to TR my monk to this kind of build
thanks for the earth strike ideas. im currrently the old wind stance AC monk..
ive got past life rogue and tharnes gogs. just finished radiance boots.
hopefully get more DPS with aggro. so when i TR and get level 13: with (blind mob) and without aggro should be getting 6d6 +9 snk dmg a hit?
i noticed you had no boots in the build item list? or did i miss them?
i have madstones but they dont let you use light finishers.
sweet build, good work
Your sneak attack numbers sound right, you can also use Halfling Cunning (if you are halfling) to get another +5 to hit and +8 to damage with SA.
Also I have added boots to the gear section above thanks for pointing that out.
Hydro
07-25-2010, 02:29 PM
Instead of taking tortoise for 15 extra HP would it not be better to take Hound for +4/+5 to hit flanking enemies.
I was originally worried about the to hit the build could reach but it looks like it is similar to an equally geared Rogue and is slightly less reliant on sneak attack.
Very nicely laid out build with good explanations, the best I've read on this forum.
Depending on your gear level Hound is definitly an option. If you find you are missing to much in epics it is a great choice. The only time you would have any issue to hit is in epics and and it has a lot to do with the fact you will be using a bursting +1 or +2 Weighted +10 weapon.
With ship buffs and gear my monk sits over a 53 to hit in epics which is more then enough for any trash mobs. I still end up swapping to a destruction/imp destruction kama for orange names but everyone in the party is having trouble hitting at that point.
Quijonsith
07-25-2010, 02:31 PM
Madstone Boots are the #1 boots for a Dark Monk... the only finishers you use is Shinning Star & Triple Earth.
Depends on who's behind the keyboard. My dark monk is a stunning fist build with enough wisdom for my finishers to matter (DC 40). I use the earth-dark-earth finisher (inflicts nausea, enemy can't cast/attack) and void-dark-void to charm enemies in the right situations. I don't use them all the time, but they are fun when I do use them.
Having said that, I still want madstone boots. For now I use 30% striders unless I have to have boots of anchoring on. Need to get kundarak delving boots too.
Quijonsith
07-25-2010, 02:35 PM
Instead of taking tortoise for 15 extra HP would it not be better to take Hound for +4/+5 to hit flanking enemies.
If you find yourself missing in epics hound is great for being able to keep power attack on. I used it before I switched to crane for extra Ki as I'm a dex/wis build.
Strik3r
07-25-2010, 03:01 PM
ok looks really appealing..
k my question is is it ok for a pally to TR into ur said build??..i always wanted a monk so i was thinking of TRing my old pally's into one(i already have a bettter capped pally)...but since i know squat about monks in term of 1st hand knowledge(i only read and learnt about monks)....is it risky me TRing into one??i dont wanna screw up my TR!!..lol
and dont worry about my playstyle..i like clicky classes.
Quijonsith
07-25-2010, 03:09 PM
ok looks really appealing..
k my question is is it ok for a pally to TR into ur said build??..i always wanted a monk so i was thinking of TRing my old pally's into one(i already have a bettter capped pally)...but since i know squat about monks in term of 1st hand knowledge(i only read and learnt about monks)....is it risky me TRing into one??i dont wanna screw up my TR!!..lol
and dont worry about my playstyle..i like clicky classes.
That would actually be helpful as you get 5% healing amp from the passive pali past life. If the build sounds like your style go for it. Pali is already abit heavy on the clicky side so it shouldn't be too much of a transistion for you. What you might want to do is start a lowbie monk and see how you like the more active style with the strikes.
Hydro
07-25-2010, 03:46 PM
ok looks really appealing..
k my question is is it ok for a pally to TR into ur said build??..i always wanted a monk so i was thinking of TRing my old pally's into one(i already have a bettter capped pally)...but since i know squat about monks in term of 1st hand knowledge(i only read and learnt about monks)....is it risky me TRing into one??i dont wanna screw up my TR!!..lol
and dont worry about my playstyle..i like clicky classes.
Pally would be a great choice for a previous TR, the purchasable past life feat would actually be a great clickie since it give +3 to hit and Damage a day. Either way though I am still going to reccomend a Monk TR for the extra fist damage, but I have a feeling if you do a TR and find Monk is for you, you will want to do another TR for that past life feat.
TheIvanovFamily
07-25-2010, 08:06 PM
my first thoughts upon seeing this was "oh, 'this' thread again," but then i actually read it and changed my mind ^.^
It's akin to what i was going for when i TR'd my midgit monk into a robot, but i then switched back to midgit on 2nd tr because i preferred the halfling for the amp and sneak attack. It's definitely a good build once you have it up and running and good for showing the "lolmonks" people what they can actually do when done properly.
Khurse
07-25-2010, 09:45 PM
How are the two timers? (Stunning fist vs blow)
Sadly having run very few epics I've never really specced for either of them.
Although my understanding was that blow was nearly useless compared to fist.
(If you're speccd for it of course)
I do like this build, but I'm not sure if I want to turn Hekx into a Warforged.
AylinIsAwesome
07-25-2010, 09:53 PM
How are the two timers? (Stunning fist vs blow)
Sadly having run very few epics I've never really specced for either of them.
Although my understanding was that blow was nearly useless compared to fist.
(If you're speccd for it of course)
I do like this build, but I'm not sure if I want to turn Hekx into a Warforged.
The Stunning Blow on my Fighter seems to have a longer cooldown than the Stunning Fist on my Monk does, but I can't say that for sure since I haven't actually measured either.
Hydro
07-25-2010, 10:34 PM
How are the two timers? (Stunning fist vs blow)
Sadly having run very few epics I've never really specced for either of them.
Although my understanding was that blow was nearly useless compared to fist.
(If you're speccd for it of course)
I do like this build, but I'm not sure if I want to turn Hekx into a Warforged.
Stunning Blow is on a 15 second cooldown and stunning fist is on a 6 second cooldown. Stunning fist might have a shorter cooldown but I would have to sacrifice damage and hit points to get an actual wisdom score to make stunning fist usefull.
With how easy epics are now with Mass Hold Monster I have no reason to sacrifice anything for something as small as a shorter cooldown on my stunning ability.
fervidsea
07-25-2010, 10:50 PM
Docent
Dragontouched Docent (Recommend a healing amp docent and a threat docent)
Upgraded Mind Sunder Docent (Superior False Life and Toughness good slot consolidation and +10 more hp then regular Greater False Life)
Epic Docent (Red Scale, Docent of Grace, Bladesmark Docent any of those with toughness in the blue slot is a good choice)
Hydro, with your current gear layout, what is the combination of DT Docents do you recommend? Can you expand on what the three tiers are for your healing amp and threat docents?
Thank you.
Khurse
07-25-2010, 11:35 PM
Intro:
Rings
Your rings are your weapons, your rings will be dedicated to raid loot from Tower of Despair. I recommend enchanting your rings with Holy Burst and Shocking Burst and you can also have a couple of spare rings you can swap in for quests with elemental resists or that are neutral. Below are the ring sets that work with unarmed combat, any ring set I do not mention below will not work with fists.
Frenzied Berserker Set (+2 to damage)
War priest Set (+2 to hit)
Shintao Set (+2 to hit and damage that stacks)
Oremi's Set (Henshin Mystic)(1d6 Fire Damage an attack)
If you want a couple of extra rings with different elements it doesn’t matter which ones you use, just please don’t take a nice melee ring that won’t work with fists.
MyDDO Link for Metaru
http://my.ddo.com/character/khyber/metaru/
Wow, missed this.
Are you sure the Ravager set doesn't work with unarmed?
I was fairly certain I had seen an extra number when I had it equipped.
Delacroix21
07-26-2010, 12:19 AM
I am sorry but ignoring stunning fist is foolish, and heres why=
1. at 38 strength your stunning blow is 37dc, NOT 38 (10base+10stunning+14str+3wf), yes rage/madstone/etc. can raise this
2. even at 12 wis your stunning fist is a 34dc (10base+10monk+10stun+1wis+3wf), drop strength to 16 and it becomes 37dc, good enough for epic, but can be raised through monk enhancement line, better tomes/gear/etc.
3. It is OBVIOUS, that taking a few points out of dex or strength would make stunning fist equal
4. Stunning fist has a 6second cooldown, and can perma-stun mobs
5. Stunning blow has a 15second cooldown, goodbye perma stun, hello lame 9 seconds of no stun
Take both! But if you can only take one then take stunning fist! In 30 seconds you can drop a lousy 2 stunning blows to any other monks 5 stunning fist. Any epic group would be wiser to take those monks over you even with a slightly lower DC, as 5 stuns beat your 2 by a wide margin. Mass Hold is amazing in Epic, but casters cant keep mobs stunned 100%. Even still if you are truly relying on caster with Mass Hold, then you wouldnt worry about stunning blow anyway and would fight with a Dreamspitter. 3-4 dreamspiter toons on a held mob= death in seconds.
Hydro
07-26-2010, 12:21 AM
Wow, missed this.
Are you sure the Ravager set doesn't work with unarmed?
I was fairly certain I had seen an extra number when I had it equipped.
It doesnt those are the only rings that give melee effects that work with unarmed. I know quite a few monks who have Ravager rings that dont work. Thats one of the main reasons I stressed for monks to not take them from people who can use them.
Hydro
07-26-2010, 03:04 PM
I am sorry but ignoring stunning fist is foolish, and heres why=
1. at 38 strength your stunning blow is 37dc, NOT 38 (10base+10stunning+14str+3wf), yes rage/madstone/etc. can raise this
2. even at 12 wis your stunning fist is a 34dc (10base+10monk+10stun+1wis+3wf), drop strength to 16 and it becomes 37dc, good enough for epic, but can be raised through monk enhancement line, better tomes/gear/etc.
3. It is OBVIOUS, that taking a few points out of dex or strength would make stunning fist equal
4. Stunning fist has a 6second cooldown, and can perma-stun mobs
5. Stunning blow has a 15second cooldown, goodbye perma stun, hello lame 9 seconds of no stun
Take both! But if you can only take one then take stunning fist! In 30 seconds you can drop a lousy 2 stunning blows to any other monks 5 stunning fist. Any epic group would be wiser to take those monks over you even with a slightly lower DC, as 5 stuns beat your 2 by a wide margin. Mass Hold is amazing in Epic, but casters cant keep mobs stunned 100%. Even still if you are truly relying on caster with Mass Hold, then you wouldnt worry about stunning blow anyway and would fight with a Dreamspitter. 3-4 dreamspiter toons on a held mob= death in seconds.
What you propose would take away from STR and hit point's which defeats the purpose of this build. Stunning Fist/Blow is nice but it is not worth changing this builds intention for.
Of course I am taking Yugloth Pots and rage spell into my stunning fist equation I am using thos full time in any serious quest.
Delacroix21
07-26-2010, 03:28 PM
What you propose would take away from STR and hit point's which defeats teh purpose of this build. Stunning Fist/Blow is nice but it is not worth changing this builds intention for.
Trust me that taking 6 points out of strength (lowering it be a measly 2) is more then worth it for a +3 DC to stunning fist.
As others have pointed out, the VASTLY lower cooldown (6vs15) of stunning fist far outweighs a stilightly higher stuningblow DC. Lowering damage per swing by 1 point would hardly effect the goals of this build, in fact it would make it a much stronger character to group with in general, especially in Epics.
The true beauty and balancing act of character building is to never become ultra focused on just 1 thing (or stat) and to allow a bit of flexibility to make the build stronger overall.:D I mean realistically, if you were facing someone with the exact same build who swapped stunning blow for stunning fist, and str 16, your two builds would come down to=
You= "I do 1 more damage per hit/to-hit then you"
Them= "I stun 2.5 time to your one, and can keep mobs perma stunned"
Which do you think groups would prefer?
Hydro
07-26-2010, 06:26 PM
Trust me that taking 6 points out of strength (lowering it be a measly 2) is more then worth it for a +3 DC to stunning fist.
As others have pointed out, the VASTLY lower cooldown (6vs15) of stunning fist far outweighs a stilightly higher stuningblow DC. Lowering damage per swing by 1 point would hardly effect the goals of this build, in fact it would make it a much stronger character to group with in general, especially in Epics.
The true beauty and balancing act of character building is to never become ultra focused on just 1 thing (or stat) and to allow a bit of flexibility to make the build stronger overall.:D I mean realistically, if you were facing someone with the exact same build who swapped stunning blow for stunning fist, and str 16, your two builds would come down to=
You= "I do 1 more damage per hit/to-hit then you"
Them= "I stun 2.5 time to your one, and can keep mobs perma stunned"
Which do you think groups would prefer?
I am sorry you would prefer a more "balanced" build but that is not the point of this build, giving up 1 point of strength or Con weakens this builds strongest points. Stunning blow is a fun addition to this build but having a shorter cooldown on it via Stunning fist is in no way worth any sacrfices to dps or hp.
Epics now adays are generally dominated by casters with mass hold monster making stunning X even less valuable.
MisterBojangles
07-26-2010, 07:42 PM
I have a almost identical build at lvl 9 and I'm loving it so far.
Dark-Star
07-26-2010, 09:27 PM
How are you getting 6d6 sneak attack?
Hydro
07-26-2010, 10:25 PM
How are you getting 6d6 sneak attack?
So many typo's thanks for catching that.
nicro
07-27-2010, 06:50 PM
What is the reason for not going 18/15/18/8/6/6 for the TR build if you are going fire stance?
sephiroth1084
07-27-2010, 07:40 PM
Stunning Blow DC with 38 Str: 10 base + 14 Str + 10 Stunners + 1 WF Tactics = 35 (can get another 2-4 with buffs--39)
Stunning Fist DC with 12 Wis: 10 base + 10 from monk levels + 10 Stunners + 1 Wis +1 WF Tactics = 32
Stunning Fist isn't as buffable (rage, Madstone), but isn't all that far behind. Hell, bumping the starting Wis by 4 points and starting with 1 point less in some combination of Str, Dex and Con would get you almost even, while giving up 1 to attack and damage.
Not saying it's a necessary change (obviously being able to avoid spending 15 AP on stunning stuff means you have to be less concerned with your Ki gen than otherwise), but I really don't think the story is as clear-cut as you paint it, Hydro.
Also, there's the possibility of taking both and being able to throw out stuns more frequently. Not going to go into whether this would be optimal, but it seems worth considering. Additionally, I am not a fan of taking Toughness more than once unless you have no other worthwhile options.
butlerfamilywa
07-27-2010, 11:51 PM
Just to show OTHERS, yes Hydro, I know... very endgame.
40 STR Standing: 17 + 5 level + 2 Tome + 7 Item + 3 Exceptional + 4 Fire Stance + 1 Litany + 1 Boat
46 STR Sustained Rage: 42 + 2 Rage + 2 Yugoloth + 2 Madstone
58 STR Super Rage: 46 + 2 Double Madstone + 6 Titans Grip + 4 Hezaru Cookie
26 DEX: 14 + 3 Tome + 7 Item + 1 Exceptional + 1 Litany
30 CON Standing: 17 + 6 Item +3 Tome +2 WF CON +1 Exceptional + 1 Litany
42 CON Sustained Rage: 30 + 2 Rage + 2 Yugoloth (-5% Melee Attack Speed) + 4 Earth Stance IV, +4 Madstone
46 CON Super Rage: 42 + 4 Double Madstone
50 CON Max Con Mode: 46 + 4 Earth IV Stance (Drops you to 54 Max Strength)
10 INT: 8 + 2 Tome
22 WIS: 13 + 6 Item + 3 Tome + 1 Exceptional + 1 Litany - 2 Stance
24 WIS Max Con Mode: 13 + 6 Item + 3 Tome + 1 Exceptional + 1 Litany
18 CHA 07 + 6 Item + 3 Tome + 1 Exceptional + 1 Litany
Yes, I used 4x +3 Tomes... gotten from Abbot, Reaver, Shroud, ToD, Hound, VoD........
And if you look at it this way... I left space for +4 tomes to be used when gotten :D
37 Stunning Fist 10 + 10 Lvl + 10 Stunning + 6 Wis + 1 Tactics
38 Stunning Fist Max Con Mode: 10 + 10 Lvl + 10 Stunning + 7 Wis + 1 Tactics
36 Stunning Blow 10 + 15 Str + 10 Stunning + 1 Tactics
39 Stunning Blow Sustained Rage 10 + 18 Str + 10 Stunning + 1 Tactics
45 Stunning Blow Super Raged 10 + 24 Str + 10 Stunning + 1 Tactics
Ok... I didn't lose much in the way of Strength, or Hitpoints did I? :D
Nick_RC
07-28-2010, 12:14 PM
Allright gonna take the plunge and finally play a monk too end game - Im really liking the clickie aspect of what you are proposing.
If you wouldnt mind Hydro I would like to ask a few questions (as I want to start accumulating gear so I can get a real good feel for what maxed out would be like)
Firstly I will have the following PL's available to me. 1x Barb 2x Ftr 1 x Pali and 2x Monk.
I would like to fit in both stunninf fist AND stunning Blow if possible. Even if I have to take 2 points of strength off I guess im ok with it - the 2 ftr PL will make up the difference in this. Also Id like to include the pali PL instead of one of the 2 other toughness feats suggested for even more dps. at 36 points would u reccomend dropping 6 from str and adding 8 to wis - I know you dont like it but I'd like to get a decent feel for the class.
Also are there any wraps I should buy up too put icy burst rits on before the weekend? I have viscious of stunning +10 banked so thats sorta cool.
Cheers Man
N
sephiroth1084
07-28-2010, 12:28 PM
Allright gonna take the plunge and finally play a monk too end game - Im really liking the clickie aspect of what you are proposing.
If you wouldnt mind Hydro I would like to ask a few questions (as I want to start accumulating gear so I can get a real good feel for what maxed out would be like)
Firstly I will have the following PL's available to me. 1x Barb 2x Ftr 1 x Pali and 2x Monk.
I would like to fit in both stunninf fist AND stunning Blow if possible. Even if I have to take 2 points of strength off I guess im ok with it - the 2 ftr PL will make up the difference in this. Also Id like to include the pali PL instead of one of the 2 other toughness feats suggested for even more dps. at 36 points would u reccomend dropping 6 from str and adding 8 to wis - I know you dont like it but I'd like to get a decent feel for the class.
Also are there any wraps I should buy up too put icy burst rits on before the weekend? I have viscious of stunning +10 banked so thats sorta cool.
Cheers Man
N
Obviously I'm not Hyrdo, but I'd consider this:
Str 16 (-1 attack and damage for much better DCs on your finishers and SF is a good trade)
Dex 15 (+2 tome for GTWF, +3 for Grand Master of Wind)
Con 16
Int 8
Wis 14
Cha 6
That leaves 2 points over. You could put them into Con (17), Dex (16 so you don't need anything more than a +2 tome), Int (if you want skills).
Then, as far as feats go, I think you'd have to choose amongst Stunning Fist, Stunning Blow, PL Paladin, PL Monk, as you won't be able to fit all of them in, unless you decide to ditch Improved Critical. You could also take a level or two of fighter, but I don't know that that will be a very good choice.
Basically, the necessary feats are:
PA
Toughness
Dodge
TWF
ITWF
GTWF
---------
then you have room for 4 other feats
Personally, I'd rate the Monk PL over Paladin PL, but I have yet to run my monk through epic content, so I can't comment on how big a deal the to-hit issue is. If it's minor, the monk PL adds about the same damage, but does so all of the time. I'd say that if you wanted to go the DPS route, Monk PL, Paladin PL, IC, and one of either SF or SB (I like SF because it has a shorter cooldown).
If you really want both SF and SB, then you should probably be giving up one of the PL feats.
Nick_RC
07-28-2010, 12:44 PM
Obviously I'm not Hyrdo, but I'd consider this:
Str 16 (-1 attack and damage for much better DCs on your finishers and SF is a good trade)
Dex 15 (+2 tome for GTWF, +3 for Grand Master of Wind)
Con 16
Int 8
Wis 14
Cha 6
That leaves 2 points over. You could put them into Con (17), Dex (16 so you don't need anything more than a +2 tome), Int (if you want skills).
Then, as far as feats go, I think you'd have to choose amongst Stunning Fist, Stunning Blow, PL Paladin, PL Monk, as you won't be able to fit all of them in, unless you decide to ditch Improved Critical. You could also take a level or two of fighter, but I don't know that that will be a very good choice.
Basically, the necessary feats are:
PA
Toughness
Dodge
TWF
ITWF
GTWF
---------
then you have room for 4 other feats
Personally, I'd rate the Monk PL over Paladin PL, but I have yet to run my monk through epic content, so I can't comment on how big a deal the to-hit issue is. If it's minor, the monk PL adds about the same damage, but does so all of the time. I'd say that if you wanted to go the DPS route, Monk PL, Paladin PL, IC, and one of either SF or SB (I like SF because it has a shorter cooldown).
If you really want both SF and SB, then you should probably be giving up one of the PL feats.
Hey man thx for the quick response. Gut instinct says the Pali PL would bring more DPS over IC wouldnt it? esp with a 20/x2 'weapon'. From what hes been saying the the big crit damage is from the autostun + earth yes? So say I have pali PL, Monk PL and both stuns that could be appropriate?
N
Edit: I likely wont be playing this guy at cap for long if at all...unless I am completely overwhe;lmed with the uberness of it all.
Ssmooth
07-28-2010, 12:49 PM
I was wondering, with the changes to void strike and void strike IV killing mobs instantly on a 20, even on epic, would this be something you are planning on fitting into your build?
Quijonsith
07-28-2010, 01:12 PM
I was wondering, with the changes to void strike and void strike IV killing mobs instantly on a 20, even on epic, would this be something you are planning on fitting into your build?
A dark monk can't fit in Void IV and ninja spy and touch of death. I'm not even sure a dark monk could fit in Void IV and touch of death.
Dark-Star
07-28-2010, 01:13 PM
Nick, Ferrum's build notes are perfect, with 16 dex.
With a six second timer on Stunning Fist, Stunning Blow is not needed, and a poor use of a feat. I had originally planned to have both, but after using SF, I realized it's all you need.
The biggest adjustent your going to have to get used to is the very short range fists have vs. regular weapons. If the mob is moving, good liuck landing a hit.
For wraps you basically need two sets beyond the standard greater banes: a set of either +4-5 of stun 10 or holy/force burst of stun 10, and a +4-5 force burst/holy of bleed/pure good for general dps. With monk attack speed, vicious starts to become annoying when solo or short manning.
All that said, I'd think twice about playing a monk if I were you, you are going to be addicted. They have really done a great job with the class now.
Ssmooth, I am going void on my current build to test it in epics, but the stat and AP commitment is too heavy to make it work well for a build like this.
Dark-Star
07-28-2010, 01:18 PM
A dark monk can't fit in Void IV and ninja spy and touch of death. I'm not even sure a dark monk could fit in Void IV and touch of death.
It can be done, but the cost is high:
Void 4 = 34 points
Ninja 2 = 17
ToD = 10 (2 covered in Ninja)
Capstone = 2
63 points total, leaving just 17 free to play with.
Quijonsith
07-28-2010, 01:21 PM
It can be done, but the cost is high:
Void 4 = 34 points
Ninja 2 = 17
ToD = 10 (2 covered in Ninja)
Capstone = 2
63 points total, leaving just 17 free to play with.
Hmm, I guess I was wrong then, but you are sure to give up alot to get all 3 of those I would imagine.
Nick_RC
07-28-2010, 01:24 PM
Nick, Ferrum's build notes are perfect, with 16 dex.
With a six second timer on Stunning Fist, Stunning Blow is not needed, and a poor use of a feat. I had originally planned to have both, but after using SF, I realized it's all you need.
The biggest adjustent your going to have to get used to is the very short range fists have vs. regular weapons. If the mob is moving, good liuck landing a hit.
For wraps you basically need two sets beyond the standard greater banes: a set of either +4-5 of stun 10 or holy/force burst of stun 10, and a +4-5 force burst/holy of bleed/pure good for general dps. With monk attack speed, vicious starts to become annoying when solo or short manning.
All that said, I'd think twice about playing a monk if I were you, you are going to be addicted. They have really done a great job with the class now.
Ssmooth, I am going void on my current build to test it in epics, but the stat and AP commitment is too heavy to make it work well for a build like this.
Hey Bud,
Thx for this. And you got it right on the head about why I disliked monks in the first place - the range of the fists - I hated it which is why it turned me off and I quit them at about lvl 9. Just trying to fit those short range little jabs into a fluid fast playstyle was rough. I'm sure I will naturally adjust to it.
Thx for the note about SB and SF. What sortof base wisdom (starter) should I be looking at to have this effective at end game?
Thx again man,
N
Dark-Star
07-28-2010, 01:34 PM
SF DC = 10 base + 10 monk + 3 racial + 10 weapon + 6 wisdom + 2 PL ftr = 41
Wisdom = 14 base + 2 tome +6 item -2 stance +2 pot = 22 (+6)
With a +3 tome or Litany and +1 exceptional from epic Jitz bracers you'll be at 42.
To put it into perspective, how many casters do you know with a 42 DC?
On the fist range, same deal for me. I deleted 5 monks before level 8. That said, the class is unreal now and worth adjusting for, you just need to time things but you'll get it down in the first ten levels. Circle strafing to avoid damage still works fine.
Quijonsith
07-28-2010, 01:59 PM
SF DC = 10 base + 10 monk + 3 racial + 10 weapon + 6 wisdom + 2 PL ftr = 41
Wisdom = 14 base + 2 tome +6 item -2 stance +2 pot = 22 (+6)
With a +3 tome or Litany and +1 exceptional from epic Jitz bracers you'll be at 42.
To put it into perspective, how many casters do you know with a 42 DC?
On the fist range, same deal for me. I deleted 5 monks before level 8. That said, the class is unreal now and worth adjusting for, you just need to time things but you'll get it down in the first ten levels. Circle strafing to avoid damage still works fine.
Nice. To get my halfling to a DC 40 stunning fist I started with 17 wisdom, +4 level ups, +1 monk, +2 tome, +6 equipment for 30 wisdom. BTW: DC 40 is very effective in amrath and epics from my experience. It's high enough to work but low enough that if I use +8 stunning instead of +10 stunning I very much notice a difference.
Hydro
07-28-2010, 02:24 PM
What is the reason for not going 18/15/18/8/6/6 for the TR build if you are going fire stance?
Just gives the option of going back to wind stance if the dev's ever change the stances again.
Also as I said before if you are starting with a 16 STR to put points in wisdom this is the wrong build for you. The 1 to hit that you are missing out on in epics is not worth having a shoter cooldown on your stunning ability.
I am about to just go in and remove Stunning Blow from the original build. Its fun but for some reason half the monk community seems to think its the defining monk ability. The defining monk ability now is Touch Of Death or Light finishers, leave the stuns to the caster (unless you just want to give them a small hand).
This is definitely my next character project.
I wish I knew the formula for To-Hit calculations for a Monk, I'd write one out for ya...
I'm planning kinda the same, but with a few little tweaks here and there... (more con, more cha, less dex, less str).. in the endgame standpoint, it'll come out ahead (I hope).. we shall see really...
My biggest question though, is what is the To-Hit needed, to land 80% or so of your hits, on avg Epic mobs..
I just looted +1 Seeker 10, Stunning 10 Handwraps the other day, and already have them Icy Bursted. I'm just trying to figure out if that loss of +4 To-Hit & +4 Damage, is worth the +10 Seeker enhancements.
Thats a loss of +4 Damage per hit, and 2d6 from holy...
Vs +20/+30/+40 damage per crit... But it is on my stunners... hmm
Then again, Force Burst of Stunning 10 might still be better.. blah
Let me know how those +1 Seeker+10 Stunning+10 wraps work out, I've been looking for some for a long time.
butlerfamilywa
07-28-2010, 05:18 PM
Let me know how those +1 Seeker+10 Stunning+10 wraps work out, I've been looking for some for a long time.
They work wonderfully, against trash mobs... figure its 20/30/40 extra damage a hit depending on ki strike, on stunned mobs..
but I still rely on my force burst of pure good vs bosses (unless I need DR breakers)
Dark-Star
07-28-2010, 08:42 PM
Since the average monk carries seeker 6, the differential should be in multiples of 4 no?
So +5 of stunning +10 with a Bloodstone will be indentical damage with +4 to-hit.
elldur
07-28-2010, 08:50 PM
Thanks so much for this breakdown of your behemoth. I sure appreciate your openess and willingness to share your build.
sephiroth1084
07-28-2010, 09:32 PM
Since the average monk carries seeker 6, the differential should be in multiples of 4 no?
While there aren't many worthwhile replacements, I'd say that, with the monk's poor crit range and multiplier, the Bloodstone probably isn't the ideal trinket for a monk. Litany probably does a lot more (can benefit from a bonus to all stats but Int).
Just gives the option of going back to wind stance if the dev's ever change the stances again.
Well, while +3 tomes aren't quite a guarantee at this point, I think it's reasonable to build toward acquiring one, or possibly build your character with the intent of LRing upon acquiring the tome.
Also as I said before if you are starting with a 16 STR to put points in wisdom this is the wrong build for you. The 1 to hit that you are missing out on in epics is not worth having a shoter cooldown on your stunning ability.
That may be true. Like I said in my initial comment, I haven't gotten my monk into epics yet (and he's a different build anyway, so my experience will be very different anyway), but the trade-off isn't as clear-cut as -1 att/dam vs. +4 to SF DC, as that +4 is also adding to your finishers, a couple of which are worth using (Void/Dark/Void and Dark x3).
I don't know that I'd say that making that change is necessarily incompatible with this build. Maybe I'm wrong.
I am about to just go in and remove Stunning Blow from the original build. Its fun but for some reason half the monk community seems to think its the defining monk ability. The defining monk ability now is Touch Of Death or Light finishers, leave the stuns to the caster (unless you just want to give them a small hand).
Given how much the monk benefits from attacking auto-crit monsters, there's really no reason not to have one of either SF or SB.
Nick, Ferrum's build notes are perfect, with 16 dex.
Heh. Thanks. :)
Hey man thx for the quick response. Gut instinct says the Pali PL would bring more DPS over IC wouldnt it? esp with a 20/x2 'weapon'. From what hes been saying the the big crit damage is from the autostun + earth yes? So say I have pali PL, Monk PL and both stuns that could be appropriate?
Well, the extra crits are nice for a couple reasons:
1) Earth strikes/finisher work better with more crits. Obviously, most of the time vs. trash you'll be gaining these benefits on trash, but it's nice getting the occasional x3 or x4 crit on stuff that isn't stunned.
2) More crits = more ki, although that probably won't be a problem for someone in sun stance.
That said, DF probably will yield more DPS over anything but very long quests. I know that on my fighter, I can't keep the Paladin PL up all the time.
butlerfamilywa
07-28-2010, 09:56 PM
Litany also adds +1 to hit, and +1 Damage.. fyi
Darkrok
07-29-2010, 10:12 AM
I think the stun question really depends on your play style. If you run epics primarily and run with casters laying out mass holds then I could see dropping stun altogether. If you rarely run epics and often run things solo/shortmanned I could see bumping up the wisdom and taking both stuns. I think your original build with the single stun and dumped wisdom is a nice middle road for this build. It provides a stun with a viable DC while focusing all its build points on the stats that matter to it - str for damage/to-hit and con for hp's. The str has a synergy with the stun.
Honestly the wis variant with would work fine but if I went that route I'd (a) try to get wisdom to 14 (at least) to eek more dc for fist, (b) work in more ap's for wf'd tactics (at least 2 there), and (c) take both fist and blow. The dc's would be similar and if you're going to build as a stunner then go all the way. Fist and blow both means you can basically run through and stun 3 mobs in fairly rapid succession and let the rest of your group mow things down in your wake. I prefer the OP's build as it's more resilient, less MAD, and still provides some stunning but I wouldn't be disappointed to have either of them join my group.
Maegin
07-29-2010, 10:56 AM
To add to the info of this awesome post/build, I use the same thing as far as strikes, but I went wis based instead. Hitting a dc 43 stunning fist/aka perma stun = no problem in epics/amerath. I find that wind stances extra chance for double strike is nice for 3proc ToD's and between gm water and gm wind, nothing is too much of a problem. Wis based also makes unbalancing strike work more often when I accidentally steal aggro from hate/ToD as it works on everything I can think of (combinding this with tharns gogs for a basically free +5 to hit) so it evens out as far as to hit and everthing for epics.
One thing I can give this build major props is the sheer unstunning/strbased damage it puts out and the cost of relying on others for setting up ie mass holds. Still very very awesome concept! +1 to you!
Maleth
07-30-2010, 01:05 PM
OK, I'm fairly new to monks. Just started playing my first a few months ago, which is similar to the old air/AC build. One thing I noticed was the absence of wraps in your gear list. The reason I ask is because I lucked into a pair of Fernians a few days ago (actually got it offered on two consecutive runs. imagine that). I assume this build being sun/earth would benefit, but why do you not take wraps into account at all in your build? Is it because with rings the whole thing becomes moot? I am only vaguely familiar with the rings you mean, but as I understand it, they add elemental bursts of your choice depending on which you wear. Is that right?
sephiroth1084
07-30-2010, 06:24 PM
OK, I'm fairly new to monks. Just started playing my first a few months ago, which is similar to the old air/AC build. One thing I noticed was the absence of wraps in your gear list. The reason I ask is because I lucked into a pair of Fernians a few days ago (actually got it offered on two consecutive runs. imagine that). I assume this build being sun/earth would benefit, but why do you not take wraps into account at all in your build? Is it because with rings the whole thing becomes moot? I am only vaguely familiar with the rings you mean, but as I understand it, they add elemental bursts of your choice depending on which you wear. Is that right?
Well, the rings from Tower of despair allow you to add your choice of elemental burst, holy burst or unholy burst to all of your attacks. The two most popular are Holy Burst and Shocking Burst. The former, because it counts as having a good weapon, so you can take any old set of metalline wraps and bypass nearly all the DR in the game, and the latter because very little of the endgame content has monsters resistant or immune to electricity, which is not the case for fire, acid and cold.
Also, at least currently, you can get Icy Burst on your wraps via the Ice Games and Flaming Burst on your attacks via red dragonscale armor (as difficult as that is to acquire, it's still there) or flaming damage from one of the monk set bonuses.
As for why Hydro didn't go into much detail on wraps, I can only assume that it was because there really are only a few types of wraps worth getting for most situations:
1) standard DPS - whatever you can find that's good. I have +5 Force of Pure Good that I through an Icy Burst on. Force Burst would be better, and I'm told that Holy and Holy Burst (ToD ring) stack, so Holy wraps would be better as well, if that's the case.
2) Stunner - something that deals damage (Force, Shock, Holy; burst preferred) of Stunning X (biggest value you can get, no less than +8 at end game).
3)Metalline. Metalline with a damage suffix would be great, but Metalline + ToD Holy Burst ring will suffice for a while.
4) Other stuff that's kind of common from a wanted gear standpoint: Greater Banes for the stuff your DPS wraps don't work on, etc...
Hydro
08-06-2010, 05:09 PM
Added a section on Hadwraps...
That and we need a nice STR based monk build on the front page, starting to get overcrowded with Dex/Wis based utility builds....again...
sephiroth1084
08-07-2010, 01:15 AM
Added a section on Hadwraps...
That and we need a nice STR based monk build on the front page, starting to get overcrowded with Dex/Wis based utility builds....again...
I think you could stand to expand a bit upon the fact that, once you get any ToD ring and 9 trophies (which are BtA, not BtC), you can bypass almost any DR in the game with plain metalline wraps and Holy Burst on the ring.
I know that on my monk's first ToD, one of the Wis rings went up for roll (cleric ring probably) that no one wanted, and I jumped on it, just for the Holy Burst (though the Wis worked out well). Even a Cha ring would be worth taking if no one wants it.
~johnny8490
08-15-2010, 09:22 PM
This is what I'm lookin for =D
I'm a 17 halfling wis build monk.
Stuns are great but would like to pull more of a tank roll, sadly I never generate enough hate. My ac and save are stupid high but doesnt help much in group.
Ran into a monk named Golemus in reavers and he was just awesome. Damage was there and he could keep threat, i believe he was using wind stances, but i asked him what if he was dex build, he said str, he had 46 ac and a lil over 600 hp.
I'd like to hope on the tank roll, as a monk, I'm just a little unclear on how the threat mechanic works in this game cuz most the time I just chase stuff down hoping my stun lands while the mob chaces a caster/ranged person around.
This looks awesome, I plan on TR'ing asap.
For threat is it simply incite items with WF threat enhancement?
sephiroth1084
08-15-2010, 10:51 PM
Well, threat has really one factor: DPS. Everything else simply works on your DPS, to sort of inflate it in the monster's eyes, like bragging.
If you are a Wis build with low Str, no Power Attack, not using earth strikes regularly, not using stuff like Touch of Death, you simply won't be generating enough damage to pull aggro off of anything but a wet noodle.
Consumer
08-20-2010, 08:55 AM
I have never thought of Monks as great DPS, however after playing my new Rogue I felt I needed a heavy fort DPS toon. I rolled this build off the vet boat and took it into some quests. No twinked gear, just some +3 handwraps and a +2 str item. Have to say I've never played a toon that can zerg through elites as easily. I try it in a couple groups and this keeps happening:
http://img710.imageshack.us/img710/3985/monkdps.jpg
Can't wait to see what it does at higher levels.
Also free BUMP
Hydro
08-20-2010, 03:01 PM
I have never thought of Monks as great DPS, however after playing my new Rogue I felt I needed a heavy fort DPS toon. I rolled this build off the vet boat and took it into some quests. No twinked gear, just some +3 handwraps and a +2 str item. Have to say I've never played a toon that can zerg through elites as easily. I try it in a couple groups and this keeps happening:
http://img710.imageshack.us/img710/3985/monkdps.jpg
Can't wait to see what it does at higher levels.
Also free BUMP
I am glad you enjoy it and it only gets better. I would reccomend planning on doing a good chunk of leveling in the Reavers Refuge to get you a nice docent or two. All those quests are a joke for this build and I used to have people beg me to run them through SoS or ETK.
Srozbun
08-22-2010, 02:22 PM
Hey Hydro, a quick question about gear.
You start with a 17 CON and count on +1 exceptional. Of your listed rings only Oremi's gives +1 eCON so do you switch to this for more HP when tanking at the loss of DPS from Shintao set?
Does Verik's (Kensai set) work with monks and would it be a good substitute for FB set? (Lose +2 damage, gain +2 hit and 20 HP from +1 CON)?
Where does your +2 exceptional str come from?
Edit: also what is the point of jump and tumble 1-2? Prereq?
AylinIsAwesome
08-22-2010, 02:24 PM
Where does your +2 exceptional str come from?
I assume his cloak, Epic Cape of the Roc.
Srozbun
08-22-2010, 02:31 PM
I assume his cloak, Epic Cape of the Roc.
According to DDO Wiki Cape of the Roc is +1 exceptional, which is already available on a multitude of rings from this build. Not sure if maybe it's the clickie Roc's Strength (CL8, 3/rest)
Quijonsith
08-22-2010, 02:59 PM
Where does your +2 exceptional str come from?
Edit: also what is the point of jump and tumble 1-2? Prereq?
Cloak of the Roc IIRC is +7 stat and +1 Exceptional, not +2 exceptional. I do remember hydro mentioning that he uses that cloak.
The Jump and Tumble is prereq for ninja spy.
AylinIsAwesome
08-22-2010, 03:02 PM
According to DDO Wiki Cape of the Roc is +1 exceptional, which is already available on a multitude of rings from this build. Not sure if maybe it's the clickie Roc's Strength (CL8, 3/rest)
Cloak of the Roc IIRC is +7 stat and +1 Exceptional, not +2 exceptional. I do remember hydro mentioning that he uses that cloak.
The Jump and Tumble is prereq for ninja spy.
I've seen screenshots (http://www.google.com/imgres?imgurl=http://img294.imageshack.us/img294/9749/capeoftheroc.png&imgrefurl=http://forums.ddo.com/showthread.php%3Ft%3D249178%26page%3D15&usg=__NKC32Ao5whvnzRk5rOAxdp11nJs=&h=597&w=419&sz=396&hl=en&start=0&sig2=h3_fWaillWKxJapDUwaWFg&zoom=1&tbnid=8M-dPPAe8_NvHM:&tbnh=138&tbnw=100&ei=-XNxTNSLPML68AaJ3oj-Cg&prev=/images%3Fq%3Depic%2Bcape%2Bof%2Bthe%2Broc%26hl%3De n%26biw%3D1063%26bih%3D822%26gbv%3D2%26tbs%3Disch: 1&itbs=1&iact=rc&dur=361&oei=-XNxTNSLPML68AaJ3oj-Cg&esq=1&page=1&ndsp=21&ved=1t:429,r:1,s:0&tx=46&ty=74) of Cape of the Roc having both Exceptional +1 and +2 STR on it.
Hydro
08-22-2010, 03:14 PM
Hey Hydro, a quick question about gear.
You start with a 17 CON and count on +1 exceptional. Of your listed rings only Oremi's gives +1 eCON so do you switch to this for more HP when tanking at the loss of DPS from Shintao set?
Does Verik's (Kensai set) work with monks and would it be a good substitute for FB set? (Lose +2 damage, gain +2 hit and 20 HP from +1 CON)?
Where does your +2 exceptional str come from?
Edit: also what is the point of jump and tumble 1-2? Prereq?
+1 Exceptional Con was added with epic tokens to my cloak which does have +2 Exceptional to STR on it. TOD rings are dps items I dont rely on them for any exceptional stats it would make swapping them out way to difficult.
The normal rings I wear is Shintao/Oremi's and Warpriest/Frenzy Bezerker (If I had one 40+ TOD runs have not been kind).
And yeah Jump and tumble are just Pre reqs.
Quijonsith
08-22-2010, 03:22 PM
I've seen screenshots (http://www.google.com/imgres?imgurl=http://img294.imageshack.us/img294/9749/capeoftheroc.png&imgrefurl=http://forums.ddo.com/showthread.php%3Ft%3D249178%26page%3D15&usg=__NKC32Ao5whvnzRk5rOAxdp11nJs=&h=597&w=419&sz=396&hl=en&start=0&sig2=h3_fWaillWKxJapDUwaWFg&zoom=1&tbnid=8M-dPPAe8_NvHM:&tbnh=138&tbnw=100&ei=-XNxTNSLPML68AaJ3oj-Cg&prev=/images%3Fq%3Depic%2Bcape%2Bof%2Bthe%2Broc%26hl%3De n%26biw%3D1063%26bih%3D822%26gbv%3D2%26tbs%3Disch: 1&itbs=1&iact=rc&dur=361&oei=-XNxTNSLPML68AaJ3oj-Cg&esq=1&page=1&ndsp=21&ved=1t:429,r:1,s:0&tx=46&ty=74) of Cape of the Roc having both Exceptional +1 and +2 STR on it.
Ah, thanks. I stand corrected.
Srozbun
08-22-2010, 03:27 PM
+1 Exceptional Con was added with epic tokens to my cloak which does have +2 Exceptional to STR on it. TOD rings are dps items I dont rely on them for any exceptional stats it would make swapping them out way to difficult.
The normal rings I wear is Shintao/Oremi's and Warpriest/Frenzy Bezerker (If I had one 40+ TOD runs have not been kind).
And yeah Jump and tumble are just Pre reqs.
Cool. Sitting on 14 ToDs atm on my pally. 6 more before I TR into your build. I'm thinking if it's available I'd take the encrusted over the kyosho ring just because in most ToDs 8+ melees will also want to roll on the encrusted.
Edit: NVM just realized other part of Verik's was a necklace.
Hydro
08-25-2010, 02:01 AM
Cool. Sitting on 14 ToDs atm on my pally. 6 more before I TR into your build. I'm thinking if it's available I'd take the encrusted over the kyosho ring just because in most ToDs 8+ melees will also want to roll on the encrusted.
Edit: NVM just realized other part of Verik's was a necklace.
Yeah in my opinion the optimal ring sets would be:
Ring 1
Oremi's
Shintao
Ring 2
Encrusted
Warpriest
Swap rings depending on the situation, also the Oremi's ring is useless if you ever get the red scale since multiple weapon on attack effects dont stack (Oremi's, Ravager, Red Scale Etc)... Or work with fists half the time either... :(
Wow would you believe two people in the last week have given me negative rep for this guide.... Seriously... Wow some people...
Quijonsith
08-25-2010, 07:00 AM
Not that the neg rep bothers you enough but you could submit to a dev to have it removed I do believe. While your build does not suit my personal style of play I can atleast acknowledge that it is a great and effective build. I don't know why anyone would neg rep you for it.
boltok
08-27-2010, 11:36 PM
Hello Hydro!
I am a new player and I would like to try your build, but I have no idea what changes would I have to make if I wanted to play a human instead? would you be so kind to tell me? I have 32 points available what would you do differently in terms of abilities, skills, feats and enhancements?
Thanks for taking the time to write this thread Hydro!
Megan.
AylinIsAwesome
08-28-2010, 01:33 AM
Hello Hydro!
I am a new player and I would like to try your build, but I have no idea what changes would I have to make if I wanted to play a human instead? would you be so kind to tell me? I have 32 points available what would you do differently in terms of abilities, skills, feats and enhancements?
Thanks for taking the time to write this thread Hydro!
Megan.
My Monk is a Human, on 32-points at the moment (planning on TRing sooner or later...).
I started with 16/16/16/8/10/8 with level-ups in STR, and my feats were Dodge, Stunning Fist, TWF, ITWF, GTWF, Power Attack, Improved Critical: Bludgeon, and Toughness 4x.
I went Wind Stance with Crane animal path, though on a Human you have enough APs to GM Fire, Wind and Earth anyway.
Deathdefy
08-30-2010, 02:59 PM
Just wanted to go Fanboi on you and say I love that we have a yardstick for both a max wis / utility build in Rockan Robin and a yardstick for a max dps / tanking build in the Metaru.
I'm going to befoul both concepts and make a max str, but some wis monk somewhere in the middle, but suffice to say I have received heavy beneficial influence from this guide. Thanks muchly and I will attempt to learn how to rep you now.
durhamblue
09-01-2010, 09:52 AM
For those that are lazy, like myself, I have consolidated Hydros build, as stated, into DDOCP format, for clarification.
Repeat.. NOT MY BUILD, IT'S THE ONE FROM POST #1
Character Plan by DDO Character Planner Version 3.32
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Neutral Warforged Male
(20 Monk)
(naked stats)
Hit Points: 401
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 16
Will: 12
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 18 25 25
Dexterity 16 18 18
Constitution 16 18 20
Intelligence 8 10 10
Wisdom 6 8 10
Charisma 6 8 8
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 Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 7 27 27
Bluff -2 -1 -1
Concentration 7 28 41
Diplomacy -2 -1 -1
Disable Device n/a n/a n/a
Haggle -2 -1 -1
Heal -2 0 0
Hide 3 4 4
Intimidate -2 -1 -1
Jump 7 29 31
Listen -2 0 0
Move Silently 3 4 4
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 0 0
Search -1 0 0
Spot -2 13 13
Swim 4 7 7
Tumble 4 5 7
Use Magic Device n/a n/a n/a
Level 1 (Monk)
Skill: Balance (+4)
Skill: Concentration (+4)
Skill: Jump (+3)
Skill: Tumble (+1)
Feat: (Selected) Power Attack
Feat: (Monk Bonus) Two Weapon Fighting
Level 2 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Monk Bonus) Dodge
Level 3 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Feat: (Selected) Toughness (TR:Monk if available)
Level 4 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Level 5 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Level 6 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Selected) Stunning Blow
Feat: (Monk Bonus) Toughness
Level 7 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Level 8 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 9 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 11 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 12 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 14 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 15 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 17 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 18 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Toughness
Level 19 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 20 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Enhancement: Monk Serenity
Enhancement: Static Charge
Enhancement: Way of the Patient Tortiose I
Enhancement: Way of the Patient Tortiose II
Enhancement: Way of the Patient Tortiose III
Enhancement: Touch of Death
Enhancement: Fists of Iron
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Winter's Touch
Enhancement: Adept of Rock
Enhancement: Grandmaster of Mountains
Enhancement: Master of Stone
Enhancement: Adept of Flame
Enhancement: Grandmaster of the Sun
Enhancement: Master of Bonfires
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Racial Toughness IV
Enhancement: Monk Jump I
Enhancement: Monk Jump II
Enhancement: Monk Tumble I
Enhancement: Monk Tumble II
Enhancement: Warforged Brute Fighting I
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Power Attack I
Enhancement: Warforged Power Attack II
Enhancement: Warforged Power Attack III
Enhancement: Warforged Tactics I
nolaureltree000
09-01-2010, 11:08 PM
just rolled this build on a 32 point character. im only at level 5 right now, but so far im liking it. im out DPSing most of other melees in my group. i was running 'proof is in the poison' today when everyone else in my party wiped halfway to the shrine. i went through ~35 repair pots, but i was able to get the whole group to the shrine with relative ease.
the only negatives ive found so far is that its somewhat costly to play this build optimally. i usually drink a pot of barkskin, +4 STR, and +4 DEX as it helps me DPS better and limits some of the damage i take. at 3:00 per pot, it starts to add up when you are running longer quests, or grouped with a slower moving group. it wouldnt recommend this build to someone as a first character, you really need a capped toon to fund rolling this build.
that and will saves. i tend to get stunned, hypnotized, etc a lot. although i havent used a WIS tome yet, and it would probably help if i started using +4 WIS pots when i use my others.
overall though, im really enjoying this build and am very glad i rolled it.
entropiccanuck
09-01-2010, 11:34 PM
Hmm, I guess I was wrong then, but you are sure to give up alot to get all 3 of those I would imagine.
Darkstar had a good breakdown, here's some more detail on what it'd take to get Void IV, Ninja II, and Touch of Death:
2) Monk Serenity
12) Touch of Death + pre-reqs
12) Ninja Spy I, II, and prereqs
15) 3 Master Stances
9) Grand Master Stance
10) Void Strike I, II, III, IV
= 60
There's your minimum. From there, something like:
3) Animal Path I, II
3) Toughness I, II
3) WF Power Attack I, II
2) WF Tactics I
4) Monk Imp Recovery, WF healer friend
4) 2nd Grandmaster Stance
1) Fists of Iron or Brute Fighting
= 80
Compared to Metaru, this loses ~47 HP (2 Con, 2 toughness, 1 animal path), 1 damage from power attack, and one of Brute Fighting or Fists of Iron. And obviously the strength gets dropped to get the Wisdom for Water Stance and Void Strikes. That's a significant change, and it's no longer Metaru, but depending on what you're going for, may be effective.
To hydro - really appreciate the clear explanations for your build. The UI section was especially useful.
SINIBYTE
09-02-2010, 04:09 PM
For those that are lazy, like myself, I have consolidated Hydros build, as stated, into DDOCP format, for clarification.
Repeat.. NOT MY BUILD, IT'S THE ONE FROM POST #1
Character Plan by DDO Character Planner Version 3.32
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Neutral Warforged Male
(20 Monk)
(naked stats)
Hit Points: 401
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 16
Will: 12
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 18 25 25
Dexterity 16 18 18
Constitution 16 18 20
Intelligence 8 10 10
Wisdom 6 8 10
Charisma 6 8 8
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 Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 7 27 27
Bluff -2 -1 -1
Concentration 7 28 41
Diplomacy -2 -1 -1
Disable Device n/a n/a n/a
Haggle -2 -1 -1
Heal -2 0 0
Hide 3 4 4
Intimidate -2 -1 -1
Jump 7 29 31
Listen -2 0 0
Move Silently 3 4 4
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 0 0
Search -1 0 0
Spot -2 13 13
Swim 4 7 7
Tumble 4 5 7
Use Magic Device n/a n/a n/a
Level 1 (Monk)
Skill: Balance (+4)
Skill: Concentration (+4)
Skill: Jump (+3)
Skill: Tumble (+1)
Feat: (Selected) Power Attack
Feat: (Monk Bonus) Two Weapon Fighting
Level 2 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Monk Bonus) Dodge
Level 3 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Feat: (Selected) Toughness (TR:Monk if available)
Level 4 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Level 5 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Level 6 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Selected) Stunning Blow
Feat: (Monk Bonus) Toughness
Level 7 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Level 8 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 9 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 11 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 12 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 14 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 15 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 17 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 18 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Toughness
Level 19 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Level 20 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Enhancement: Monk Serenity
Enhancement: Static Charge
Enhancement: Way of the Patient Tortiose I
Enhancement: Way of the Patient Tortiose II
Enhancement: Way of the Patient Tortiose III
Enhancement: Touch of Death
Enhancement: Fists of Iron
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Winter's Touch
Enhancement: Adept of Rock
Enhancement: Grandmaster of Mountains
Enhancement: Master of Stone
Enhancement: Adept of Flame
Enhancement: Grandmaster of the Sun
Enhancement: Master of Bonfires
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Racial Toughness IV
Enhancement: Monk Jump I
Enhancement: Monk Jump II
Enhancement: Monk Tumble I
Enhancement: Monk Tumble II
Enhancement: Warforged Brute Fighting I
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Power Attack I
Enhancement: Warforged Power Attack II
Enhancement: Warforged Power Attack III
Enhancement: Warforged Tactics I
Which tomes are absolutely required? What is a proper order for enhance to take to be used as a fresh non TR leveling guide? Is it possible to incorporate UMD (20+) into the build?
To me one of the most important things when posting a build is the enhance & feat orders, as most player are not LRing their current characters, but instead starting from scratch, and maximizing the enhancements to follow the leveling curve (including things like when to add STR enhancements based on gear selection, for example having +1 enhancement STR while equiping a +3 STR item gives you an even number maximizing your enhancements and gear availability). Basically, not everyone is a level 20 LR into a build. :)
durhamblue
09-02-2010, 05:30 PM
which tomes are important? i'd say all of them. plus, it works out cheaper on ddo points if you eat a +2 tome of supreme ability.
and as for enhancement order.. I dont know.. as stated, not my build :p
perhaps hydro could enlighten us with what enhancements to take at which levels.
besides.. its not as if you permagimp a charachter by enhancements.. you can change em every 3 days. just take whatever until you get to a level where it matters. like, 12+
entropiccanuck
09-02-2010, 11:12 PM
Which tomes are absolutely required?
The only +2 tome needed to complete the build is Con, to get to 18 for Grandmaster Earth Stance. A Strength tome is pretty important too. The others ... Dex will give you 1 more AC and reflex save, Wis may give you another AC and will save, Int will give you +1 skill points from level 7 (13 total), and Cha will give you 1 DC on Shining Star. The above also bump their associated skills by 1.
What is a proper order for enhance to take to be used as a fresh non TR leveling guide?
Not my build, but I expect there's not a firmly established order. Look at what's available at your level, and go from there. Try to get Ninja I near 6, TOD near 9, Ninja II near 12, and your most used stances (Fire for this) as close when they're available as possible. Get the +healing ones soon if you group much.
Too specific of a build order is hard because you may have some +3 ml 5 items from some quests or as race restricted gear or some other non-standard gear.
Is it possible to incorporate UMD (20+) into the build?
-1 from 8 base w/ +2 tome
11 skills (probably drop some spot, or spot and jump. A +2 int tome will help)
+3 from +6 item
+4 from GH
+3 from Golden Cartouche
=20.
There's other ways of getting there but this is pretty attainable
The most common need for UMD 20 is for pure good, which irrelevant for this handwraps don't need Good/UMD 20 (except for Devotion, but you won't hit UMD 20 at a level where that's useful.)
Resilian
09-03-2010, 03:46 AM
edit: nvm making a thread w/ my question
hebularks
09-06-2010, 12:45 AM
really a lot of fun .
thanks for posting it
+rep for the detailed explanation
Hydro
09-06-2010, 02:09 PM
Thanks for all the compliments, sorry if I am not posting much anymore. I have taken an extended break until they can fix the bugs and release some raid content that we havent run 100+ times. Should be back for Half-Orcs though, those could make an amazing Monk :) .
Talltale-Storyteller
09-07-2010, 12:03 PM
Nice build, man.
Fafnir
09-07-2010, 11:20 PM
This is a nice build... and this might sound antagonistic but I don't mean it to be... but isn't it really pared back to be equivalent to a WF barbarian with more clicks required to cycle the attack chain?
I have a different build monk and a WF barb. The monk plays quite a bit differently because it has viable DCs on QP and SF - he feels very much like a hunter killer. The WF barbarian is excellent in epics where everything is perma stunned and he pumps out 500 dmg per swing - he feels very much like a damage sponge and pumps it out as well. Removing DCs from the monk (whether SF, QP or SS) makes this build seem a little like a barbarian build with less dps for the content I tend to run.
Resilian
09-08-2010, 01:35 AM
For leveling purposes..would the Blademark Docent from sentinels do better than the Docent of Defiance for this build? Lifeshield is similar to DR in a sense, and at the same time it doesn't cause -90% movement speed. Thoughts?
SINIBYTE
09-08-2010, 11:37 AM
Hey Hydro (and others in this thread). I decided to do a little offshoot of your Metaru Build, I wanted to incorporate UMD into the build (as I like to solo, and wand whipping works great). Being able to self buff while solo leveling works out really well. I also skipped Spot, and instead invested heavier into Balance, after spending some time on my ass being tripped/etc, being able to get up quicker seemed a little more important to me than seeing a mob that's going to see me first anyway. I also skipped Tactics and instead went for an extra Brute Fighting to increase my threat generation for tanking. I was wondering if you guys could take a look and let me know if you see anything out of place in this build. I also did the Enhancements according to level, to be used as a leveling guide for my TR. I wanted to get NS I & II, and TOD as early as possible, and get the GM stances as early as possible. I changed alignment to LG to weild PG weapons early on as well (at least until I'm able to use my wraps in the cache). One thing I may change would be to invest less in Jump and more into Tumble (for the cool backflips and whatnot), as anything above a 10 Jump is unneccesary.
Anything seem out of place here?
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Metaru Modified
Level 20 Lawful Good Warforged Male
(20 Monk)
Hit Points: 379
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 16
Will: 11
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 18 25 25
Dexterity 16 18 18
Constitution 16 18 20
Intelligence 10 12 12
Wisdom 6 8 8
Charisma 6 8 8
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 Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 6 39 39
Bluff -2 -1 -1
Concentration 7 28 43
Diplomacy -2 -1 -1
Disable Device n/a n/a n/a
Haggle -2 -1 -1
Heal -2 -1 -1
Hide 3 4 4
Intimidate -2 -1 -1
Jump 8 30 32
Listen -2 -1 -1
Move Silently 3 4 4
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 1 1
Search 0 1 1
Spot -2 -1 -1
Swim 4 7 7
Tumble 4 5 7
Use Magic Device 0 10.5 10.5
Level 1 (Monk)
Skill: Balance (+3)
Skill: Concentration (+4)
Skill: Jump (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Power Attack
Feat: (Monk Bonus) Two Weapon Fighting
Enhancement: Monk Jump I
Enhancement: Monk Tumble I
Enhancement: Warforged Healer's Friend I
Level 2 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Monk Bonus) Dodge
Enhancement: Way of the Patient Tortoise I
Enhancement: Warforged Brute Fighting I
Level 3 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Past Life: Disciple of the Fist
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Enhancement: Monk Improved Recovery I
Enhancement: Warforged Constitution I
Level 4 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Monk Jump II
Enhancement: Monk Tumble II
Enhancement: Warforged Power Attack I
Level 5 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Way of the Patient Tortoise II
Enhancement: Porous Soul
Level 6 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Stunning Blow
Feat: (Monk Bonus) Toughness
Enhancement: Monk Ninja Spy I
Level 7 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Static Charge
Enhancement: All-Consuming Flame
Level 8 (Monk)
Ability Raise: STR
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Winter's Touch
Enhancement: Adept of Flame
Level 9 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Touch of Death
Enhancement: Racial Toughness I
Level 10 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Racial Toughness II
Enhancement: Warforged Power Attack II
Level 11 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Way of the Patient Tortoise III
Level 12 (Monk)
Ability Raise: STR
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Monk Ninja Spy II
Enhancement: Master of Bonfires
Level 13 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Racial Toughness III
Level 14 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Warforged Constitution II
Level 15 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Racial Toughness IV
Level 16 (Monk)
Ability Raise: STR
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Adept of Rock
Enhancement: Warforged Power Attack III
Level 17 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Fists of Iron
Enhancement: Master of Stone
Level 18 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Toughness
Enhancement: Grandmaster of the Sun
Level 19 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Grandmaster of Mountains
Level 20 (Monk)
Ability Raise: STR
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Monk Serenity
Enhancement: Warforged Brute Fighting II
durhamblue
09-23-2010, 12:56 AM
a question to hydro about this build.. I have been running it, and am up to lvl 12, but have just heard about the changes to touch of death.. allowing a save for half (probably wisdom based like the rest), and becoming negative type damage, rather than the typeless (even if it says pierce) damage it does now. I was of the reaction that this change seriously gimps the potential of the build, and was wondering what advice you have to salvage my toon. (sepnael on orien)
sephiroth1084
09-23-2010, 01:39 AM
a question to hydro about this build.. I have been running it, and am up to lvl 12, but have just heard about the changes to touch of death.. allowing a save for half (probably wisdom based like the rest), and becoming negative type damage, rather than the typeless (even if it says pierce) damage it does now. I was of the reaction that this change seriously gimps the potential of the build, and was wondering what advice you have to salvage my toon. (sepnael on orien)
It's still 250-1,500 damage every 15 seconds, though more likely 250-750 for the low-Wis build.
elujin
09-23-2010, 05:18 AM
http://forums.ddo.com/showthread.php?t=275727&page=12
doooom !
any build changes or just suck it up ?
Goldenadult79
09-23-2010, 02:16 PM
http://forums.ddo.com/showthread.php?t=275727&page=12
doooom !
any build changes or just suck it up ?
Until they post what the actual DC formula. There's really no way to know what changes would need to be made.
In other words, there's not enough info. So far, no one has confirmed or posted what the DC is actually is. its all just speculation at this point.
Mobeius
09-23-2010, 02:57 PM
Until they post what the actual DC formula. There's really no way to know what changes would need to be made.
In other words, there's not enough info. So far, no one has confirmed or posted what the DC is actually is. its all just speculation at this point.
More than likely it will be right in line with the other monk DC's
10 + mnk level + wis mod
Even with moderate Wisdom the DC's should still be around the 35 range which will still affect mobs.
efreet5
09-23-2010, 03:08 PM
Actually, I think it's going to be 10 + monk level/2 +wisdom modifier. The only things that had the 10+ full monk level were the finishers, so I'm leaning more towards the lower dc like quivering palm. I really don't expect it to be the same as the finishers, but I'll be pleasantly surprised if it is. At this point, we're all just speculating.
Calebro
09-23-2010, 03:09 PM
More than likely it will be right in line with the other monk DC's
10 + mnk level + wis mod
Even with moderate Wisdom the DC's should still be around the 35 range which will still affect mobs.
This is correct. I just saw it.
Let me go find the link....
Mobeius
09-23-2010, 03:09 PM
Actually, I think it's going to be 10 + monk level/2 +wisdom modifier. The only things that had the 10+ full monk level were the finishers, so I'm leaning more towards the lower dc like quivering palm. I really don't expect it to be the same as the finishers, but I'll be pleasantly surprised if it is. At this point, we're all just speculating.
I agree it is speculation although a dark monk could go to Lamania right now and find out.
I think it will be the higher DC due to the heavy AP cost to get TOD.
Calebro
09-23-2010, 03:12 PM
here ya go (http://forums.ddo.com/showpost.php?p=3285928&postcount=2)
10 + Monk Level + Wisdom Modifier. (So, 30 + Wisdom Modifier at level 20.)
Effects that increase the negative damage vulnerability of your opponent (like your dark finisher) will increase the damage from this strike, just like how your other enhancements (like All-Consuming Flame) can increase your elemental strike damage.
Goldenadult79
09-23-2010, 03:21 PM
here ya go (http://forums.ddo.com/showpost.php?p=3285928&postcount=2)
and I'm assuming its fortitude save just like stuns. At a 40 save for stuns in end game content that only gives you a 50% chance to stun mobs correct? A 40 DC doesn't guarentee 100% success every time you click the button right?
So if my math is correct. Even with a 40 DC for ToD, it would land for full damage 50% of the time?
Mobeius
09-23-2010, 03:27 PM
and I'm assuming its fortitude save just like stuns. At a 40 save for stuns in end game content that only gives you a 50% chance to stun mobs correct? A 40 DC doesn't guarentee 100% success every time you click the button right?
So if my math is correct. Even with a 40 DC for ToD, it would land for full damage 50% of the time?
Not true... In fact they just lowered the Epic Mobs saves recently.
Goldenadult79
09-23-2010, 03:38 PM
Not true... In fact they just lowered the Epic Mobs saves recently.
if it is a fort save it will land EXACTLY the same amount of times a stun save lands.
How often does a stun land?
sephiroth1084
09-23-2010, 03:46 PM
The argument for dumping Wis has gotten weakened significantly.
Goldenadult79
09-23-2010, 03:54 PM
The argument for dumping Wis has gotten weakened significantly.
Nice of you post that in 2 different threads. Gloat much?
Here: http://forums.ddo.com/showpost.php?p=3286105&postcount=493
And the one above.
sephiroth1084
09-23-2010, 04:21 PM
Nice of you post that in 2 different threads. Gloat much?
Here: http://forums.ddo.com/showpost.php?p=3286105&postcount=493
And the one above.
Actually, I had both threads up and meant to post that here, since I had been making that argument a few pages back. When I realized that I'd posted to the wrong monk thread I reposted here.
The point is a relevant one, so I didn't bother deleting the other one.
And it isn't gloating. If I had said, "the argument for dumping Wis is dead," then it would have been gloating, but a DC 33ish Fort save is still going to function at least some of the time outside of Amrath, and with 2 or 3 procs of ToD, at least one will probably get through for full on a fairly regular basis. This build still will work, I'd imagine, but my points about increasing Wis before are merely reinforced.
If you want to see that as gloating, you're free to do so.
Mobeius
09-23-2010, 06:52 PM
if it is a fort save it will land EXACTLY the same amount of times a stun save lands.
How often does a stun land?
Often enough to make me use it and have my friends and guildies wanting me along... that and void strike.
Goldenadult79
09-23-2010, 08:27 PM
Often enough to make me use it and have my friends and guildies wanting me along... that and void strike.
Thanks for giving me a non-answer. I asked for a number. The words "how often" don't have anything to do with your friends or guildies. If they didn't bring you along with them, I'm pretty sure a smart guy like you would have changed your spec or stopped calling them friends a long time ago.
Mobeius
09-23-2010, 08:42 PM
Thanks for giving me a non-answer. I asked for a number. The words "how often" don't have anything to do with your friends or guildies. If they didn't bring you along with them, I'm pretty sure a smart guy like you would have changed your spec or stopped calling them friends a long time ago.
Sorry you didnt like my answer, I doont get in the game that much to log every concievable hit and register hits with stunning fist. If I had to place a number on it I would say it lands atleast 60 to 70% at least.
Talltale-Storyteller
09-23-2010, 10:36 PM
Thanks for giving me a non-answer. I asked for a number. The words "how often" don't have anything to do with your friends or guildies. If they didn't bring you along with them, I'm pretty sure a smart guy like you would have changed your spec or stopped calling them friends a long time ago.
Was the attitude in that really warranted?
butlerfamilywa
09-23-2010, 10:49 PM
Touch of Darkness = 10 + Monk Level + Wisdom Modifier vs Fortitude Save
Stunning Fist = 10 + 1/2 Monk Level + Wisdom Modifier + Stunning +10 vs Fortitude Save
Touch of Despair = 10 + Monk Level + Wisdom Modifier vs Fortitude Save
All 3 are Fortitude Saves, all 3 on my monk sit around 41 (once live), and my stun lands 85% of the time in Epics.
When my Stunning Fist DC was around a 36, it was a 40% to 45% land in Epics.
Goldenadult79
09-24-2010, 01:04 AM
Touch of Darkness = 10 + Monk Level + Wisdom Modifier vs Fortitude Save
Stunning Fist = 10 + 1/2 Monk Level + Wisdom Modifier + Stunning +10 vs Fortitude Save
Touch of Despair = 10 + Monk Level + Wisdom Modifier vs Fortitude Save
All 3 are Fortitude Saves, all 3 on my monk sit around 41 (once live), and my stun lands 85% of the time in Epics.
When my Stunning Fist DC was around a 36, it was a 40% to 45% land in Epics.
Good then as long as you have a 30 wisdom at 20 then you will have roughly an 85% chance to get full damage on touch of death. And according to your numbers, if you have a 21 wisdom, then you have roughly a 40%-45% chance to land ToD for full damage. Thanks.
Was the attitude in that really warranted?
No attitude just an observation and request. He mentioned his friends and guildies and that made them fair game in my reply. If you give me an answer to a question that has nothing to do with the question, I'm going to tell you.
I don't think that's unreasonable in any way.
Hey there,
I'm new to the game and to monks. I've noticed that there is a change coming down the line for Dark Path Monks. How does the U7 changed to ToD affect this build - if any?
butlerfamilywa
09-28-2010, 02:49 AM
Hey there,
I'm new to the game and to monks. I've noticed that there is a change coming down the line for Dark Path Monks. How does the U7 changed to ToD affect this build - if any?
My opinion is that this build was made and created around the no-save Touch of Death.
Touch of Death is 53.5 DPS (Damage Per Second)
If you do not have the wisdom to be able to get this to land, you will be looking at a figure of 27.25 DPS (Damage Per Second), which is still good, so yes, this build still works well, but it is going to receive a damage downgrade.
Burninator
10-01-2010, 03:39 AM
Touch of Darkness = 10 + Monk Level + Wisdom Modifier vs Fortitude Save
Stunning Fist = 10 + 1/2 Monk Level + Wisdom Modifier + Stunning +10 vs Fortitude Save
Touch of Despair = 10 + Monk Level + Wisdom Modifier vs Fortitude Save
All 3 are Fortitude Saves, all 3 on my monk sit around 41 (once live), and my stun lands 85% of the time in Epics.
When my Stunning Fist DC was around a 36, it was a 40% to 45% land in Epics.
In something like OOB epic my Barbarian has a 44 stun DC and mobs in there save probably more than 50% or more. ie when I press my stun button, I dont actually expect it to stun but I'm pleasantly surprised when it does. House P stuff stuns a bit easier.
sephiroth1084
10-01-2010, 03:45 AM
In something like OOB epic my Barbarian has a 44 stun DC and mobs in there save probably more than 50% or more. ie when I press my stun button, I dont actually expect it to stun but I'm pleasantly surprised when it does. House P stuff stuns a bit easier.
Really? The 38 DC on my monk seems to yield better results than that, though I will say that I've only run OoB twice on him.
RS-Makk
10-01-2010, 07:40 AM
My opinion is that this build was made and created around the no-save Touch of Death.
Touch of Death is 53.5 DPS (Damage Per Second)
If you do not have the wisdom to be able to get this to land, you will be looking at a figure of 27.25 DPS (Damage Per Second), which is still good, so yes, this build still works well, but it is going to receive a damage downgrade.
if this build is based on no save Tod, how would you adjust this build given the changes (or point to a different build which works well within the new Tod setup)?
Goldenadult79
10-01-2010, 02:17 PM
if this build is based on no save Tod, how would you adjust this build given the changes (or point to a different build which works well within the new Tod setup)?
If you dont focus on improving the tod save at all. Then this build shouldn't be changed. It already starts at the highest strength it can get and strength is the dps stat for all melee's.
To get a "decent" tod save you would have to adjust the stats to
15 (+6 item, +2 tome, +xx excep. 23)
15
16
8
14 (all level ups(5),+2 tome, 6 item, +xx excep., ends up being 27)
6
27 is actually going to give a lower save than you need to be at the best possible save dc which would require 30 wisdom. The problem here is, no mater what you do, without +3 or +4 tomes you wont be getting the GM strength stance. Not without dropping constitution. Which would mean no GM earth strikes either which this build relies on for most of its Damage. To even get strength to 16 you would have to drop constitution down to 14. Making things worse without a +4 tome you wont be getting to 18 wisdom either so that means no GM water stance for more wisdom. No +3 dex tome? Now you dont have GM Wind stance.
Adjusting this build for wisdom changes it pretty drastically. Theres no guarantees it will increase the dps in any meaningful ways either. You'll defeinately get more tod damage, but the loss of damage bonus from strength would effect every swing. At 130+ hasted monk swings a minute thats a lot of damage to lose over time.
edit-typo's
Jamma
10-01-2010, 03:30 PM
if this build is based on no save Tod, how would you adjust this build given the changes (or point to a different build which works well within the new Tod setup)?
Wait for half-orcs: same STR (18) but +4 Wis mod (14 wisdom vs. 6 wisdom).
14 wis +2 tome + 6 item = 22, or +6. 10+20+6 = 36. Toss in a pair of improved cursespewing handwraps, wait for the red dot (well, not really, 250 is better than 0), and you're good to go (DC40).
Now on the pitfiend raid bosses (its only like half the raid bosses in the GAME) you can't land curse, so there just pray for good rolls.
This nerf is gonna suck, but what can ya do...
Goldenadult79
10-01-2010, 05:07 PM
nm!
Hydro
10-01-2010, 05:11 PM
Yeah the nerf was expected for me and it changes nothing about this build. He was a beast before he had touch of death, and he was even better when he has a single 500 point touch of death. All this does is brings him back to a single 500 point touch of death 80% of the time.
This build was overpowered before, I couldnt play any other melee since the damage + survivability was so much less then my monk. The build has been brought in line with other melee now but its still amazingly powerfull with great survivability.
Edit: I have updated the first post to let everyone know that the nerf has done nothing to affect the viability of this build.
Resilian
10-02-2010, 05:20 AM
Yeah the nerf was expected for me and it changes nothing about this build. He was a beast before he had touch of death, and he was even better when he has a single 500 point touch of death. All this does is brings him back to a single 500 point touch of death 80% of the time.
This build was overpowered before, I couldnt play any other melee since the damage + survivability was so much less then my monk. The build has been brought in line with other melee now but its still amazingly powerfull with great survivability.
Edit: I have updated the first post to let everyone know that the nerf has done nothing to affect the viability of this build.
I don't see how keeping wisdom at 6 (4 in fire stance) is not going to affect this. 10+20(monk) +0 (4wis +6 wis item) +2(tome) = 32 +tactics2 = 34 DC. That's enough to MAYBE land on vale and before. Anything above vale are gonna mostly be fails meaning 250 damage. Taking ToD in U6 that did 500-1500 in Fire to a whopping 250 flat in U7 is a pretty big change in my opinion. Don't most barbs crit for that much? =\
Making this Half-Orc can probably save it, but on epics and probably in amrath it's still gonna be a little low of a save.
Calebro
10-02-2010, 06:47 AM
Yeah the nerf was expected for me and it changes nothing about this build. He was a beast before he had touch of death, and he was even better when he has a single 500 point touch of death. All this does is brings him back to a single 500 point touch of death 80% of the time.
This build was overpowered before, I couldnt play any other melee since the damage + survivability was so much less then my monk. The build has been brought in line with other melee now but its still amazingly powerfull with great survivability.
Edit: I have updated the first post to let everyone know that the nerf has done nothing to affect the viability of this build.
Thank you.
This is exactly what I've been trying to explain to everyone for a week. All the nerf does is bring ToD back to where it was when it first came out. And that's if you dump wis. If you don't dump wis, it's still much better than it was when it first came out.
And we all remember how much we loved it when it was released.
The sky is not falling.
Angellica
10-02-2010, 07:00 AM
I agree that the nerf was expected. Whats the solution?
manumase
10-02-2010, 07:04 AM
nothing, its still a dc of 29, yes i know not that high, but might still be able to hit casters, his dps is still high, its just gone from 500 insta dmg to 250, but build looks solid enough to live through that with no more than a bit of dust landing on him and thats only because of some glittering dust it found :P
Angellica
10-02-2010, 07:10 AM
nothing, its still a dc of 29, yes i know not that high, but might still be able to hit casters, his dps is still high, its just gone from 500 insta dmg to 250, but build looks solid enough to live through that with no more than a bit of dust landing on him and thats only because of some glittering dust it found :P
This build does not have a 39 DC, it has a 31. 10+20+12 wis =+1 dc= 31. to get a 39 you need a 28 Wis.
Quoted to fast. It has a 31 DC not a 29. A 31 is bad yes?
manumase
10-02-2010, 08:56 AM
yeh, but casters in the game seem to have a low fortitude save, i noticed that before i redone my monk... level 17 had a stunning fist dc of 34 and i was still able to stun casters in shavarath alot, so -3 dc might not be that good, but it should work on casters a bit, and its only mainly the healers i used touch of death on myself anyway, (totally different build but same could be said for this monk) i stunned everything else, he will probably triple earth it, and his triple earth will make up for touch of death anyway.
i just did iq2 elite... it was embarassing... quivering palm dc of 30 yet i was hitting everything with it, so some quests will be no problem for touch of death DC's even with dump wisdom
edit:- hydro i am thinking of writing a monk guide, is the any chance i could use this as the strength monk part? wanna make it for 2 reasons, 1: to make sure i have the aspects of a monk down to a tee, and 2: to help new players thinking of making a monk, and answer all the questions i had back when i first started ^^
Modinator0
10-02-2010, 10:11 PM
This build looks pretty nice. Seriously considering TRing my halfling dex/wisdom monk into something that can do better damage without relying on ToD...
Only thing I'm not 100% sure on is the race.
Would half-orc perhaps be better? Advantage over WF for me would be that orc uses the same gear that a halfling already has, +4 extra str (plus more when low on health), +2 wisdom, stronger divine heals. Disadvantage would of course be -4 con, -2 int, wf immunities (though monks get poison and disease built in), no arcane heals... What do you think?
Resilian
10-03-2010, 11:47 PM
This build looks pretty nice. Seriously considering TRing my halfling dex/wisdom monk into something that can do better damage without relying on ToD...
Only thing I'm not 100% sure on is the race.
Would half-orc perhaps be better? Advantage over WF for me would be that orc uses the same gear that a halfling already has, +4 extra str (plus more when low on health), +2 wisdom, stronger divine heals. Disadvantage would of course be -4 con, -2 int, wf immunities (though monks get poison and disease built in), no arcane heals... What do you think?
If you plan to TR into this build I'd suggest going Half-Orc for the +str/+wis over WF.
sephiroth1084
10-04-2010, 02:36 AM
Only thing I'm not 100% sure on is the race.
Would half-orc perhaps be better? Advantage over WF for me would be that orc uses the same gear that a halfling already has, +4 extra str (plus more when low on health), +2 wisdom, stronger divine heals. Disadvantage would of course be -4 con, -2 int, wf immunities (though monks get poison and disease built in), no arcane heals... What do you think?
Well, half-orc also gets +1 to Will save over WF, and monks gain high saves in general as well as decent SR, so losing the immunities isn't a huge loss.
BlackSteel
10-04-2010, 05:32 AM
Well, half-orc also gets +1 to Will save over WF, and monks gain high saves in general as well as decent SR, so losing the immunities isn't a huge loss.
immunities loss maybe not, I'd hate to lose tactics on my WF monk tho. thats something that cant easily be imitated unless you only use stunning blow.
sephiroth1084
10-04-2010, 03:01 PM
immunities loss maybe not, I'd hate to lose tactics on my WF monk tho. thats something that cant easily be imitated unless you only use stunning blow.
Well, if you're using Stunning Fist, you lose 2 points of DC (+1 Wis, -3 tactics), but gain back 6 AP. If you're using Stunning Blow, you're losing 1 point of DC (+2 Str, -3 tactics) for the same AP cost, but that AP is contributing to more (attack, damage, skills, knockdown/overrun checks).
It's a choice still, as the WF version is a bit hardier, but I think the half-orc comes out a little ahead for most situations; if you were tanking raids before, then WF is probably still better since it offers healing flexibility for the party.
ganondalf
10-07-2010, 08:56 PM
I just have to say that this build is absolutely amazing. I was considering TRing into a wis/dex halfling monk but seeing how this build can nearly match the dps output of my capped barbarian at level 9 I'm not sure I want to. Can't wait to see what this can do at end game.
Modinator0
10-08-2010, 08:26 PM
Think I'll stick with warforged after all, half-orc price is ridiculous, and given recent events they'll probably heavily nerfed in the near future anyway :p Of course now that I've decided that, they'll heavily nerf warforged in an effort to get more people to buy half orcs...
Anyway, look forward to playing around with this build
Carpone
10-14-2010, 03:51 PM
Should be back for Half-Orcs though, those could make an amazing Monk :) .
Are you TRing your monk into a half-orc? +4 STR over Warforged is very alluring for this build.
durhamblue
10-16-2010, 06:02 AM
Been running this build a while now; currently lv 18, and i have a question.
in your gear list, you dont mention gloves of titans grip(upgraded), and am wondering if there is a reason for this.. the repair systems enhancement alone makes this a useful tool, not to mention the aditional strength buff (on top of its +6 strength normally) and i believe the greater reconstruction works with wholeness of body, as it counts as a self-cast repair effect.
I was wondering why it wasnt in your consideration for endgame equipment.
sephiroth1084
10-16-2010, 06:50 AM
Been running this build a while now; currently lv 18, and i have a question.
in your gear list, you dont mention gloves of titans grip(upgraded), and am wondering if there is a reason for this.. the repair systems enhancement alone makes this a useful tool, not to mention the aditional strength buff (on top of its +6 strength normally) and i believe the greater reconstruction works with wholeness of body, as it counts as a self-cast repair effect.
I was wondering why it wasnt in your consideration for endgame equipment.
While I can't speak to the rest of the benefits, the Str clicky tends to be somewhat problematic for anyone who intends to be wearing Madstone boots often, as they prevent clicky usage. For some fights it's possible to prepare, but in a lot of situations you may likely find yourself with a minute of Madstone left while preparing for a big fight and with people who don't especially want to wait for your rage to wear off.
pimpnc
01-11-2011, 09:02 PM
I gave this one a go, I'm sitting at lvl 5 currently, and i'm not to sure how to effectively play this build at the lower lvls, I'm getting killed because of low AC, pots can cut it for now, but i fear for my mid-game effectiveness. Thoughts? Suggestions?
nolaureltree000
01-11-2011, 09:32 PM
I gave this one a go, I'm sitting at lvl 5 currently, and i'm not to sure how to effectively play this build at the lower lvls, I'm getting killed because of low AC, pots can cut it for now, but i fear for my mid-game effectiveness. Thoughts? Suggestions?
kill everything before they can kill you. thats more or less the jist of this build.
at low levels, i was going through stacks and stacks of pots. until i could get +4 items, i would drink a bears and bulls pot every 3 minutes. also haste, rage, and heroism pots. then repair pots in-between fights.
i do remember it being a bit rough early on, but once you get to mid and end game, youll do just fine.
pimpnc
01-11-2011, 09:56 PM
kill everything before they can kill you. thats more or less the jist of this build.
at low levels, i was going through stacks and stacks of pots. until i could get +4 items, i would drink a bears and bulls pot every 3 minutes. also haste, rage, and heroism pots. then repair pots in-between fights.
i do remember it being a bit rough early on, but once you get to mid and end game, youll do just fine.
I see, thank you. Should I start getting some AC equipment for midgame or just make like a barb and throw myself in the midst and trust the healer?
aldan
01-27-2011, 10:02 AM
I must say Hydro, this build is my personal favorite now. He is smokin it, people are always asking what the heck, your WF is insane. Absolutely recommend this build to anyone who wishes to rock it with a monk, just remember, the upper levels do require some loot but, loot schmoot, great build.
V/R
Jeevs
Thelanis
aldan
01-27-2011, 10:05 AM
I gave this one a go, I'm sitting at lvl 5 currently, and i'm not to sure how to effectively play this build at the lower lvls, I'm getting killed because of low AC, pots can cut it for now, but i fear for my mid-game effectiveness. Thoughts? Suggestions?
make sure you have fortification at all times. Get the highest plus weapon you can with burst effects. drink barkskin, use shield clickie or pot, drink haste and whoop arse. My toon is level 8 now and hasnt died yet, not even close. He is a monster. Know when to get out of the fight when health gets mid to low range and kite and drink pots.
V/R
ckorik
01-27-2011, 11:26 PM
I gave this one a go, I'm sitting at lvl 5 currently, and i'm not to sure how to effectively play this build at the lower lvls, I'm getting killed because of low AC, pots can cut it for now, but i fear for my mid-game effectiveness. Thoughts? Suggestions?
Well... are you lvling as a light monk?
"Path of Inevitable Dominion
Your turn to the dark side. This is the sole choice that allows your monk access to Touch of Death and the Ninja Spy PRE. For leveling purposes I usually will recommend leveling to level 9 as Light Path then switching to Dark path when Touch of Death is available to you. It is an absolute blast running through the leveling quests being able to one shot beholders, golems, elemental, orange names, undead and of course the trash."
Note the part where it says lvl as a light path - then feat swap to dark at lvl 9 - while you can ignore this advice - it will be a bit tougher at low levels.
Chris79
01-28-2011, 06:09 AM
Well... are you lvling as a light monk?
"Path of Inevitable Dominion
Your turn to the dark side. This is the sole choice that allows your monk access to Touch of Death and the Ninja Spy PRE. For leveling purposes I usually will recommend leveling to level 9 as Light Path then switching to Dark path when Touch of Death is available to you. It is an absolute blast running through the leveling quests being able to one shot beholders, golems, elemental, orange names, undead and of course the trash."
Note the part where it says lvl as a light path - then feat swap to dark at lvl 9 - while you can ignore this advice - it will be a bit tougher at low levels.
FYI - Undead are immune to ToD afaik
lauhon
02-11-2011, 12:09 PM
Been playing this build for a while now....made veteran WF dark monk....took a week to get to lvl 20...got most of the gear....and I must say...
This toon is my favorite out of the 7 lvl 20's i have.
Dude rocks the dps!! 140% healing amp? outstanding!
Also wanted to give ya a free bump!
Enjoy!
The0dorus
02-11-2011, 10:03 PM
I understand why some people love this build (give me high numbers and ill pawn) and I hope u will understand why i cant. I was tryin to find ur stunin blow DC in ur post but id rather counted like this = 10 + 17(selfbufed str mod) +10 wraps +3 tactics = 40 DC. i really doubt u can eficiently stun amarath mobs or some epic mobs worth stunin with such a dc, but i may be mistaken. Even if u do so 6s duration and 15s cooldown makes ur stuning blow almost useless clickie (. Just to compare my TRed dwarf dark monk is about to reach 47 DC of stunning fist (6s duration, 6s cooldown). If I compare a barb, figther, well-known 18ranger/1monk/1rogue or even semi-naked palad with epic sos to ur dps monk u will loose the agro on raids imo (im not talkin about pug raids where even my 32p dex based dark wf monk outdpsed everyone).
Well, I must confess I don't like str based "dps" monks. Its not the point of the class. Or better say its not takin main advatages the class has. I totally understand ur dps is nasty high but a monk has so many options to improve overall party dps that focusin on just the dps of the monk himself is a waste of monk class. Monk with 6 base wisdom should be forbiden to play that class :P. Just to show u the diference look on this http://forums.ddo.com/showthread.php?t=283734&highlight=horcrux Still its not the way ive done my monk but I think its much more closer to the path a monk should walk :P. Theres more I want to point out but im too lazy... Ah but cant forget to say great job man. Ur post is still full of new perfect ideas for me that i didnt know so ty.
nolaureltree000
02-12-2011, 02:47 PM
i disagree with your one-dimensional assessment of what the monk class should do. its like saying clerics shouldnt DPS.
yes this build does give up a stunning focus (although you can still land them in amarath/epics, its just a bit hit or miss) but you normally have casters throwing mass hold monster anyways. and its made to be a tanking build so stunning is irrelevant in those circumstances.
it is a gear intensive build, but once you are geared properly, you wont have any problems holding agro, even in high DPSing groups.
Pinquisitor
03-06-2011, 03:55 AM
Great build, I have a similar build but Half Orc 36 point.
I made some sacrifices compared to this build : I did put 14 in WIS for stunning fists DC 38 (having 2 stunners) STR hits 34 unraged/buffed
Using wind stance for 10% double strike and staying on Oremi's for the ki generation.
As far as I know the berserker set does not work for unarmed strikes.
Thescalybard
03-06-2011, 07:10 PM
This build is pretty slick, Hydro, gotta say. I'm actually planning on LR my current WF monk into this build, or at least something similar. How is this build for soloing/two-man running? Is there anything you'd change to it more survivable? Reason I ask is because it's usually either me running solo with a hireling, or running with a friend and a couple hirelings. He usually runs rogues, so I'd like to make this something that can take and hold the aggro while dishing out the punishment.
The0dorus
03-13-2011, 09:24 PM
I have a question about dps. Would this build make more dps in wind stance? Im too lazy to count the diference in dmg but goin wind stance instead of fire u trade +2 dmg and +1 ki per hit for higher double strike chance, lower hp. Im not sure about the numbers, ehm...., to be exact the diference of double-strike chance of hasted monk in fire stance vs. hasted monk in wind stance, coz Ive heared that haste bonus to DS chance stacks with wind stance so I cant stop thinkin about "ultimate" dps monk (pumped str and wind stance).
AylinIsAwesome
03-13-2011, 09:47 PM
I have a question about dps. Would this build make more dps in wind stance? Im too lazy to count the diference in dmg but goin wind stance instead of fire u trade +2 dmg and +1 ki per hit for higher double strike chance, lower hp. Im not sure about the numbers, ehm...., to be exact the diference of double-strike chance of hasted monk in fire stance vs. hasted monk in wind stance, coz Ive heared that haste bonus to DS chance stacks with wind stance so I cant stop thinkin about "ultimate" dps monk (pumped str and wind stance).
The tradeoff is really +4 damage/attack for +10% doublestrike, since you'd also have to change ToD sets.
But yeah, when you don't miss Wind Stance does more DPS. Sun Stance is a little better for high AC mobs.
Cardtrick
03-13-2011, 10:16 PM
The tradeoff is really +4 damage/attack for +10% doublestrike, since you'd also have to change ToD sets.
But yeah, when you don't miss Wind Stance does more DPS. Sun Stance is a little better for high AC mobs.
Plus you lose the healing amp from Jidz Tet'ka bracers (and change it for a pointless jump buff) when swapping from sun to wind. That's a big problem for a warforged dark monk intended to raid tank.
AylinIsAwesome
03-13-2011, 10:59 PM
Plus you lose the healing amp from Jidz Tet'ka bracers (and change it for a pointless jump buff) when swapping from sun to wind. That's a big problem for a warforged dark monk intended to raid tank.
That's only if you intend to continue wearing the Jidz-Tet'ka.
A Monk going for real DPS would wear the Epic Claw set, especially if they wanted to tank.
+30% healing amp
+4 damage
+20% threat
+2 exceptional CON (incredibly awesome since it can't go on rings for a Monk)
Even a Sun Monk would want that.
Wraith_Sarevok
03-14-2011, 04:01 AM
That's only if you intend to continue wearing the Jidz-Tet'ka.
A Monk going for real DPS would wear the Epic Claw set, especially if they wanted to tank.
+30% healing amp
+4 damage
+20% threat
+2 exceptional CON (incredibly awesome since it can't go on rings for a Monk)
Even a Sun Monk would want that.
Agreed, Epic Jidz-Tet'ka is somewhat outdated since the OP stopped updating after U5.
I'd recommend making your Shroud 45 HP item a Goggles slot and just wearing them when tanking bosses (Sneak Attack is inactive when you are the main tank anyway).
Goggles currently make the best stop-gap slot for shroud HP items as you are reconfiguring your gear layout.
The0dorus
03-14-2011, 08:10 AM
The tradeoff is really +4 damage/attack for +10% doublestrike, since you'd also have to change ToD sets.
I dont understand why +4 dmg. I guess it comes from ToD sets as u said but still no idea how does the stance influences the ToD set u r wearin, why +4 not +2.
AylinIsAwesome
03-14-2011, 11:36 AM
I dont understand why +4 dmg. I guess it comes from ToD sets as u said but still no idea how does the stance influences the ToD set u r wearin, why +4 not +2.
Greater Sun Stance gives you +4 STR, which gives you +2 attack and damage, which is the first 2.
Th ToD set being worn here is the Shintao Cord and Kyosho's Ring, which gives another +2 attack and damage. A Monk in Greater Wind stance will not be able to keep up Ki generation without using Oremi's necklace, especially against mobs that can't be auto-crit.
That's why it's a difference of +4.
jmonty
03-14-2011, 03:39 PM
just thought i'd share getting 769hp on my wf monk. :D he is built a little different than mentaru but as soon as i get a +3 or +4 tome i'll lesser tr into something similar to the OP.
that is with a ship buff, ddo store pot, earth stance IV, and for just a short time while double madstoned, but oh well. however, it is without exceptional con [i have exceptional con 1 but it puts me to an odd number] and just a +2 tome and 16 starting con, [no level ups into con]. a cloak with a large guild slot instead of a medium would net 5 hp more also.
since it isn't exactly news that wf monks can get high hp i figured i'd just put it here. no need to make a separate thread.
Stonehit
05-05-2011, 07:01 PM
How this build has been affected with new changes?
LargePiece
05-29-2011, 10:06 PM
Yeah, I've been wondering that. I'm using a build pretty much the same as this and it seems like the no-auto crit thing means some stuff is a it redundant. Fists of iron for example. How about other people? Any changes?
PurpleTimb
06-18-2011, 06:19 PM
Necro alert.
I'd love to see an update to this build based on the most recent changes, specifically Stunning Blow vs. Stunning Fist. Does anyone know of a similar build that's more up to date?
Ecoski
06-25-2011, 05:44 PM
<casts raise dead>
Hey, just asking if anyone else has done the same with this build? I followed it pretty much to the letter, but since I hit level 12 I've started using earth stance constantly instead, as it seems to provide better damage, as well as giving the DR bonuses too. I've noticed the smaller amount of ki, but overall I think it's better to fire off less ki strikes but stay in earth stance. Anyone else find this?
nolaureltree000
06-25-2011, 06:07 PM
Necro alert.
I'd love to see an update to this build based on the most recent changes, specifically Stunning Blow vs. Stunning Fist. Does anyone know of a similar build that's more up to date?
i havent found that this build lost anything post-U9 save damage in auto-crit situations. but thats been lost across the board. in fire stance with the Ki generating ToD necklace (cant remember the name off the top of my head) im still running around with a full bar of Ki most of the time.
this build doesnt stun, at least not with any reliability or consistency. its just a bonus if you get a stun to land, its not something that you bet on. if youre looking for stuns, there are many other builds that are more suited to stunning.
<casts raise dead>
Hey, just asking if anyone else has done the same with this build? I followed it pretty much to the letter, but since I hit level 12 I've started using earth stance constantly instead, as it seems to provide better damage, as well as giving the DR bonuses too. I've noticed the smaller amount of ki, but overall I think it's better to fire off less ki strikes but stay in earth stance. Anyone else find this?
earth stance is better defensively for the added CON and DR. fire stance is going to generate more damage due to the increased STR. they both have their applications.
personally i also cant bring myself to give up the +25% healing amp from the Jidz-Tet'ka bracers that you get in fire stance. thats one thing i find to be a bit lacking in this build is the HA. since going from the listed enhancements in this build to going after monk improved recovery and WF healers friend + Jidz-Tet'ka in fire stance + 20% HA on DT ive gone from getting healed below my HP cap from raid heals to getting fully healed every time. i really feel that its made my toon a whole lot stronger just by switching my enhancements around.
i dropped all of those strike enhancements that allow your target to take more damage save fists of iron. while tanking i cycle through fists of iron, earth III, earth IV, earth finisher, touch of death, then repeat.
+1 Every time someone explains a build like this in this much detail I always learn a tiny bit more to make me a better builder. Now if I could only explain my own builds this well.
Ecoski
06-25-2011, 09:21 PM
I was just wondering if swapping out the master and grand master fire stance would free up the APs to chase after the healing amp, and wearing the epic claw set would be more preferable than jidz anyway. It should let you get a higher HA, whilst keeping the high dps and survivability that the earth stance seems to offer. From a healers point of view, surely they'd rather heal the earth stance over the fire stance if earth has more HP, a higher HA and a better DR.
Tsuarok
06-25-2011, 09:39 PM
I was just wondering if swapping out the master and grand master fire stance would free up the APs to chase after the healing amp, and wearing the epic claw set would be more preferable than jidz anyway. It should let you get a higher HA, whilst keeping the high dps and survivability that the earth stance seems to offer. From a healers point of view, surely they'd rather heal the earth stance over the fire stance if earth has more HP, a higher HA and a better DR.
Well, anyone with this build wearing the epic claw set will be level 20 and so will have better dr than E stance gives. The highish strength of the build could make the 3X crit from earth attractive. But as a previous poster pointed out, if you're leaving fire stance, you'll have to wear oremi's necklace, over other, higher DPS options. But hell, grab the claw set anyway and try it out. The claw set is better than Jidz whether you're in fire or earth.
Ecoski
06-25-2011, 09:52 PM
Well, anyone with this build wearing the epic claw set will be level 20 and so will have better dr than E stance gives. The highish strength of the build could make the 3X crit from earth attractive. But as a previous poster pointed out, if you're leaving fire stance, you'll have to wear oremi's necklace, over other, higher DPS options. But hell, grab the claw set anyway and try it out. The claw set is better than Jidz whether you're in fire or earth.
Whilst the perfect self gives you DR10, that doesn't work against epic mobs, so in epic, earth dr would have value wouldn't it? The only issue I see is ki, and tbh I'm not sure what I'd have to do with that. Touch of death is still insanely useful as a pseudo intimidate, so I'm not sure how I'd do it. However, before monks managed when strikes cost more ki, so I'm sure it should work fine now :D
nolaureltree000
06-26-2011, 03:56 PM
I was just wondering if swapping out the master and grand master fire stance would free up the APs to chase after the healing amp, and wearing the epic claw set would be more preferable than jidz anyway. It should let you get a higher HA, whilst keeping the high dps and survivability that the earth stance seems to offer. From a healers point of view, surely they'd rather heal the earth stance over the fire stance if earth has more HP, a higher HA and a better DR.
you can free up the APs to go after HA keeping master and grandmaster fire stance. until you really get geared out, youll need all the dps you can muster to keep aggro on sully when grouping with eSoS barbs and the like. this is a very gear intensive build.
but once you are geared and have the HA increased youre usually easy enough to heal that you dont need to go into earth stance for the defensive benefits. the only reason id go into earth stance anymore is to tank horoth, but until i can get my 20th ToD completion here for +1 exceptional CON and get the bracers of the claw for +2 exceptional CON, im a bit too low on HP to feel really comfortable tanking him.
touch of death is a bit hit or miss with such a low WIS score. this build is more about flat out, sustainable DPS than any stuns or touch of death strikes. it still lands in high end content and when tanking raid bosses, but id say at somewhere around 20% of the time. epics even less.
ill post a complete list of my enchantments later when i log into the game.
EDIT:
Monk Serenity
Way of the Patient Tortoise IV
Fists of Iron
Monk Improved Recovery III
Monk Ninja Spy II
Eagle Claw Attack (Had 1 AP leftover to spend)
Winter's Touch (Pre-req for Ninja Spy and almost all my handwraps have icy burst from Ice Games)
Adept of Rock
Master of Stone
Grandmaster of Mountains
Adept of Flame
Master of Bonfires
Grandmaster of the Sun
Racial Toughness IV
Improved Jump II (Ninja Spy pre-req)
Improved Tumbled II (Ninja Spy pre-req)
Warforged Brute Fighting I
Warforged Constitution II
Warforged Healer's Friend II
Warforged Power Attack I
for tanking i wear a 10%/15%/20% incite DT and put on Brute Fighting. my normal armor is +5 resistance/20% healing amp/guard DT.
Gulnar13
07-07-2011, 08:22 AM
earth stance is better defensively for the added CON and DR. fire stance is going to generate more damage due to the increased STR. they both have their applications.
personally i also cant bring myself to give up the +25% healing amp from the Jidz-Tet'ka bracers that you get in fire stance. thats one thing i find to be a bit lacking in this build is the HA. since going from the listed enhancements in this build to going after monk improved recovery and WF healers friend + Jidz-Tet'ka in fire stance + 20% HA on DT ive gone from getting healed below my HP cap from raid heals to getting fully healed every time. i really feel that its made my toon a whole lot stronger just by switching my enhancements around.
i dropped all of those strike enhancements that allow your target to take more damage save fists of iron. while tanking i cycle through fists of iron, earth III, earth IV, earth finisher, touch of death, then repeat.
Actually, now that Mountain deal x3 criticals, in the "middle" tier (between 40 and 120 damage for each fist) mountain is better than both fire and wind. Still, provided you hit on 2+. You also gain a bit of damage of Jidz-Tet'ka (if you're using it) and of Oremi (that you'll be using, since mountain generate less ki than fire) if the monster isn't fire resistant, and if you aren't using the RDS armor/docent.
sweez
07-07-2011, 08:28 AM
Whilst the perfect self gives you DR10, that doesn't work against epic mobs, so in epic, earth dr would have value wouldn't it?
AFAIK, most epic mobs don't break epic DR
AceWolver
07-26-2011, 09:50 AM
What i do worry about with this guild is the AC.
Will it not be to low for tanking end game? even with the incorp and epic DR?
Also if you take the claw set [ i assume its the red fens one? ] are u then not off worse ? at low levels ? sinds you cant wear jidz then.
Ecoski
07-26-2011, 07:15 PM
What i do worry about with this guild is the AC.
Will it not be to low for tanking end game? even with the incorp and epic DR?
Also if you take the claw set [ i assume its the red fens one? ] are u then not off worse ? at low levels ? sinds you cant wear jidz then.
At the moment (I'm 17, not quite at epic yet) my monk is able to tank most things very comfortably, I don't have a worthwhile AC, but I do have a standing hp of about 420, and thanks to my heal amp, I can be healed almost to full by a heal, and I no longer see those dark green numbers :D This build is very capable of keeping agro on most bosses, even when not completely kitted out.
Up until level 20, I'm going to be wearing jidz, for the 25% heal amp, but once I get the epic claw set I'll switch, as it not only increases your hate gain, but also offers a higher healing amp than the jidz tetka anyway, making it better no matter what stance you're in.
nolaureltree000
07-26-2011, 08:32 PM
What i do worry about with this guild is the AC.
Will it not be to low for tanking end game? even with the incorp and epic DR?
Also if you take the claw set [ i assume its the red fens one? ] are u then not off worse ? at low levels ? sinds you cant wear jidz then.
AC is an all or nothing stat. either you have it or you dont. this build doesnt even consider AC.
AceWolver
07-29-2011, 01:41 PM
but then you'll be taking more damage overall then somebody who does go for AC ?
Ecoski
07-29-2011, 07:00 PM
AC is only worth it if you REALLY go for it, it isn't Damage Reduction, that's different. For end game content you have to sacrifice a great deal to get a meaningful AC, and in many cases the trade off isn't worth it. A while ago I was playing with a light monk who boasted of his "amazing AC". At the end of the quest he'd died twice from disintegrate, and only managed to get 9 kills. In comparison, the ranger who insisted on only using a bow got about 30, the cleric got about 50 and I felt really smug when I pointed out that if you got the "amazing AC" the monk claimed he had, added his number of kills to it, then doubled it, it still didn't reach my kill count ^^
Moral of the story: If you can get a good AC whilst maintaining high dps, go for it, this build doesn't do that, but it does everything else so well, I think I can forgive it ;)
Helexax
07-29-2011, 10:18 PM
I've got a 10th lvl dwarf monk, and a lesser heart of wood, besides losing WF immunities what else would i lose if going dwarf, instead of WF ( first life, anyways )? Conversely, what would I gain?
Roguish_Existence
07-30-2011, 06:56 PM
I would like to make a monk as well and this is the first build I have seen that I think I would enjoy but due to the updates I question wether I should take Stunning Blow or go Stunning Fist, anyway I have another question and a suggestion.
Does Warforged Tactics effect Stunning Fist?
If it doesn't then you could alter this build to incorporate Stunning Fist by Changing starting stats to...
STR 16
DEX 16
CON 16
INT 8
WIS 12
CHA 6
Drop WF Tactics, Animal Path 3, plus the 2 to 4 extra points you have left over somewhere towards the end of the build (I worked this out on a whim, correct me if I am wrong.) and you would have enough points to take Monk WIS 1&2. WIS 12 + 2 Tome + 2 Monk WIS + 6 Item = 22. You should be able to use Stunning Fist and ToD a bit more effectively now with only sacrificing 5 Hp's , yes?
If I am wrong then I am wrong. Just trying to contribute to adapting this build to the most recent updates for people who see this build and want to start a monk like me.
masterzzan
07-31-2011, 02:01 PM
wf tactics apply to stunning fists. i checked it :)
nolaureltree000
07-31-2011, 07:44 PM
I've got a 10th lvl dwarf monk, and a lesser heart of wood, besides losing WF immunities what else would i lose if going dwarf, instead of WF ( first life, anyways )? Conversely, what would I gain?
ability to be healed by arcanes is the biggest thing. also WF brute fighting and power attack enhancements.
the ability to tank goes down drastically when selecting another race besides WF for this build.
I would like to make a monk as well and this is the first build I have seen that I think I would enjoy but due to the updates I question wether I should take Stunning Blow or go Stunning Fist, anyway I have another question and a suggestion.
Does Warforged Tactics effect Stunning Fist?
If it doesn't then you could alter this build to incorporate Stunning Fist by Changing starting stats to...
STR 16
DEX 16
CON 16
INT 8
WIS 12
CHA 6
Drop WF Tactics, Animal Path 3, plus the 2 to 4 extra points you have left over somewhere towards the end of the build (I worked this out on a whim, correct me if I am wrong.) and you would have enough points to take Monk WIS 1&2. WIS 12 + 2 Tome + 2 Monk WIS + 6 Item = 22. You should be able to use Stunning Fist and ToD a bit more effectively now with only sacrificing 5 Hp's , yes?
If I am wrong then I am wrong. Just trying to contribute to adapting this build to the most recent updates for people who see this build and want to start a monk like me.
it wouldnt be advisable to start this build with anything but max STR if you want to retain tanking ability. you are competing to hold aggro against horc barbs with eSoSs. every little bit of dps you can irk out will be needed. stuns are an after thought to this build. you cant stun raid bosses while tanking.
those changes would be fine for a more well rounded monk, but not for a tanking monk imo.
goodspeed
09-15-2011, 09:31 PM
Id say if not a robot then a horc. Giving up that extra power attack can hurt a bit. Plus horcs are just str machines. You get to 18 easy leaving more then enough points for a 16 in dex and con, and still coming out with a 10 for wis.
Their isn't even any doubt that you'll have to worry about missing anything starting up. Just hit PA, drink a hero pot, a bark pot and go. Equip those shocking gloves and ur in business. It's like vorping mobs when you crit. 120 hp just gushes out.
Dwarf doesn't really bring a whole lot to the table. They're survivable but for that extra hp and toughness you lose alot. Maybe if you wanted to go light monk, but even then id say both the robot and the horc fit the bill. Unless you wanted to go ac based then the halfman's ur guy.
huh just noticed this is about 2 months old..... RISE DARK BUILD RISE!!!! (lv 6 and kickass. good job)
Munkenmo
09-15-2011, 09:34 PM
Wisdom
This build does not rely on WIS for anything besides Will saves and even with a 6 starting WIS you will still have a Will save that beats most fighters and barbarians. You’re Will save will be more than enough for any content in the game especially with all your immunities. I cannot stress this enough a 6 base WIS is fine for this build and there is no reason to start with it any higher if it requires taking points from STR or CON.
This build is out of date and kinda lacking now.
The above quote is why.
In short, this build needs wisdom to land touch of death these days.
anto_capone
09-27-2011, 11:48 AM
This build is out of date and kinda lacking now.
The above quote is why.
In short, this build needs wisdom to land touch of death these days.
idk, my monk is still getting 250-1500 damage each touch of death with no viable WIS.
jmonty
09-29-2011, 07:19 PM
idk, my monk is still getting 250-1500 damage each touch of death with no viable WIS.
good to hear!
i tr'd into this, from wf monk, and i haven't played much the last 5 months or so. my tr is only lvl 5 so far but is fun to play and i've solo'd everything so far
Munkenmo
09-29-2011, 07:35 PM
idk, my monk is still getting 250-1500 damage each touch of death with no viable WIS.
of course you're getting 250-1500 negative damage each touch of death, that covers the entire range of damage possible without vulnerabilities being added in.
on average though this build now does roughly half the damage from touch of death that it used to, whilst still being ok in some peoples minds, it's not as viable as it once was.
Snarglefrump
09-30-2011, 10:25 AM
on average though this build now does roughly half the damage from touch of death that it used to, whilst still being ok in some peoples minds, it's not as viable as it once was.
The build start with 6 wisdom. A heavily wisdom-focused monk might start with 16 wisdom, put all 5 level ups into wisdom, and use water stance, for a total of 25 before gear, buffs, and tomes (where assume both builds will have access to similar items). That's a 19 point advantage. Let's round up and call it 20.
A difference of 20 points of wisdom translates into an average wisdom bonus difference of 10. That's not enough of a difference to make mobs go from saving 100% of the time to 0% of the time. At most, they'll go from saving 100% of the time to 50% of the time, or from 50% to 0% of the time.
Muckle
10-10-2011, 01:46 PM
Followed this build to 20, absolutely loved it.
However now at 20 it turns out I don't tank as much as I expected, which is fine, so I'm thinking of TR'ing into another monk.
Can someone update this slightly to fit the current game update, tweak it more for pure DPS. Warforged or dwarf, can't stand the helf looks unfortunately and halflings are no good as strenght monks ;)
Thanks in advance, Muckle.
Munkenmo
10-10-2011, 01:57 PM
snip
A difference of 20 points of wisdom translates into an average wisdom bonus difference of 10. That's not enough of a difference to make mobs go from saving 100% of the time to 0% of the time. At most, they'll go from saving 100% of the time to 50% of the time, or from 50% to 0% of the time.
a 10 dc difference of 10 can indeed constitute the difference between 95% and 5% (due to 1's and 20's) esp on boss mobs where your touch of death was never guaranteed to pass the fortitude save.
ask any arcane out there how much of a difference they see in their success rate by simply going from a 40-41dc or 40-42.
Darkrok
10-10-2011, 02:20 PM
Can someone update this slightly to fit the current game update, tweak it more for pure DPS. Warforged or dwarf, can't stand the helf looks unfortunately and halflings are no good as strenght monks ;)
Ok, here's my take on it. This is just my take - I'm not the original creator of the build - but I think I see a path to a viable build here. Thoughts will come in a following post.
Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
The Metaru U11
Level 20 Lawful Neutral Warforged Male
(20 Monk)
Hit Points: 342
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 16
Will: 11
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 18 25 25
Dexterity 16 18 18
Constitution 17 19 21
Intelligence 8 10 10
Wisdom 6 8 8
Charisma 6 8 8
Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+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 Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 3 4 8
Bluff 0 1 1
Concentration 7 9 21
Diplomacy -2 -1 -1
Disable Device n/a n/a n/a
Haggle -2 -1 -1
Heal -2 -1 -1
Hide 3 4 8
Intimidate -2 -1 -1
Jump 7 10 12
Listen -2 -1 1
Move Silently 3 4 4
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 0 0
Search -1 0 0
Spot -2 -1 -1
Swim 4 7 7
Tumble 4 5 7
Use Magic Device n/a n/a n/a
Level 1 (Monk)
Skill: Bluff (+2)
Skill: Concentration (+4)
Skill: Jump (+3)
Skill: Tumble (+1)
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Power Attack
Feat: (Monk Bonus) Two Weapon Fighting
Feat: (Automatic) AC Bonus
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Disciple of Breezes
Feat: (Automatic) Disciple of Candles
Feat: (Automatic) Disciple of Pebbles
Feat: (Automatic) Disciple of Puddles
Feat: (Automatic) Exotic Weapon Proficiency: Kama
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Finishing Moves
Feat: (Automatic) Flurry of Blows
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Fortification
Feat: (Automatic) Martial Weapon Proficiency: Handaxe
Feat: (Automatic) Simple Weapon Proficiency: Club
Feat: (Automatic) Simple Weapon Proficiency: Dagger
Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
Feat: (Automatic) Simple Weapon Proficiency: Unarmed
Feat: (Automatic) Sneak
Feat: (Automatic) Unarmed Strike
Feat: (Automatic) Warforged Immunities
Level 2 (Monk)
Feat: (Monk Bonus) Toughness
Feat: (Automatic) Evasion
Feat: (Automatic) Meditation
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Level 3 (Monk)
Feat: (Selected) Past Life: Disciple of the Fist
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Feat: (Automatic) Fast Movement
Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
Feat: (Automatic) Still Mind
Level 4 (Monk)
Ability Raise: STR
Feat: (Automatic) Ki Strike: Magic
Feat: (Automatic) Slow Fall
Level 5 (Monk)
Feat: (Automatic) Ki Strike: Damage
Feat: (Automatic) Purity of Body
Level 6 (Monk)
Feat: (Monk Bonus) Dodge
Feat: (Selected) Stunning Blow
Level 7 (Monk)
Feat: (Automatic) Wholeness of Body
Level 8 (Monk)
Ability Raise: STR
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Automatic) Improved Evasion
Level 10 (Monk)
Feat: (Automatic) Curse of the Void
Feat: (Automatic) Ki Strike: Lawful
Feat: (Automatic) Moment of Clarity
Level 11 (Monk)
Feat: (Automatic) Diamond Body
Level 12 (Monk)
Ability Raise: STR
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Feat: (Automatic) Abundant Step
Level 13 (Monk)
Feat: (Automatic) Diamond Soul
Level 14 (Monk)
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Automatic) Quivering Palm
Level 16 (Monk)
Ability Raise: STR
Feat: (Automatic) Ki Strike: Adamantine
Level 17 (Monk)
Feat: (Automatic) Timeless Body
Level 18 (Monk)
Feat: (Selected) Improved Sunder
Level 19 (Monk)
Feat: (Automatic) Empty Body
Level 20 (Monk)
Ability Raise: STR
Feat: (Automatic) Perfect Self
Feat: (Automatic) Shining Star
Enhancement: Monk Serenity
Enhancement: Static Charge
Enhancement: Way of the Faithful Hound I
Enhancement: Way of the Faithful Hound II
Enhancement: Touch of Death
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Void Strike I
Enhancement: Void Strike II
Enhancement: Winter's Touch
Enhancement: Adept of Wind
Enhancement: Grandmaster of Storms
Enhancement: Master of Thunder
Enhancement: Adept of Flame
Enhancement: Grandmaster of the Sun
Enhancement: Master of Bonfires
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Racial Toughness IV
Enhancement: Improved Jump I
Enhancement: Improved Jump II
Enhancement: Improved Tumble I
Enhancement: Improved Tumble II
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Power Attack I
Enhancement: Warforged Power Attack II
Enhancement: Warforged Power Attack III
Enhancement: Warforged Tactics I
Enhancement: Warforged Tactics II
Muckle
10-10-2011, 02:39 PM
Ok, here's my take on it. This is just my take - I'm not the original creator of the build - but I think I see a path to a viable build here. Thoughts will come in a following post.
Thank you, that looks interesting indeed. Looking forward to your follow up post.
Still a bit low on wisdom, judging to the latest updates to Death Touch?
Darkrok
10-10-2011, 02:39 PM
Ok, first of all the idea of tanking with this build is probably dated. Given the same gear level among all toons in the raid you'll be less likely both to survive and to hold agro given the changes that have happened since this build's creation.
However, this build already set up to do a lot of damage. And on a TR we only took 1 extra Toughness feat. Fairly simple to convert this build to something useful in U11.
Feats: Drop the extra Toughness for Improved Sunder. Given that we're a max-str monk in a race with Tactics options we'll be able to get a pretty good DC for it. Other than that the feats of PA, TWF, iTWF, gTWF, Dodge, Toughness, iCrit: Bludgeoning, Stunning Blow, and the Past Life: Monk look good.
Enhancements: Also not a lot changing here. I only went Tier 2 on animal path (required for Ninja Spy II or I wouldn't have even gone there) and set it up for a better chance to hit in epics. I know I posted with only Tactics II but personally I would drop PA III and the Void I/II to pick up Tactics III. I really like the tactics options though so I tend to overdo those. Both methods are viable. I took Wind IV over Earth IV for our primary non-ToD ki consumers mainly because there are times you may not get consistent haste and don't want to/can't pop a haste pot (ToD raid for example). Given the change to crits I think both Wind IV and Earth IV are viable choices...I just like the option to run without haste if needed. That's a choice I'm making there though that could go either way.
Gear: We actually have 3 different tactics-based moves we'll be using. Trip, Improved Sunder, and Stunning Blow. I would give serious thought to the new Epic Blademark's Docent. +15 to trip DC's is really juicy on a max-str toon with an extra +2 or +3 to trip DC's from enhancements. That would make Trip viable in most content without a gear swap. You'll want to have some handwraps with shatter + 10 for bosses and with stunning for other times (Vampiric Stonedust are pretty nice for that even though they're not +10). I would consider the Quickdraw feat on a first-life toon to be able to quickly swap between stunning and dps wraps on trash and between shatter and dps wraps on bosses.
Overall I think this is a highly viable toon. I would run it with some madstone boots on, selling out for str, skipping the finishers and basically playing it as a highly durable tactics/dps toon.
Darkrok
10-10-2011, 02:42 PM
The more I think of it the less I like bothering with PA III. Not when giving it up lets us cut out the Void I/II to grab an extra point on all tactics DC's. Again, just personal preference but I'd lean very strongly to fitting in Tactics III and this is the best path I see to getting there.
Darkrok
10-10-2011, 03:07 PM
Other thing I'd consider with my build from a metagaming standpoint...
Extra con is expensive. On a 36-point build we'd be giving up the extra points for at most 20hp's.
I'd consider going a different route and getting the wisdom to 12. Assuming we have a +3 tome or decide to go Earth IV rather than Wind IV we can dumpstat dex down to 15. 18/15/16 start is only 30 points spent, leaving us 2/4/6 extra points on 32/34/36 point builds. While we could take those extra points and put them into con we could also spend them in wisdom. Seems pointless, right? Not so much.
Touch of Death (http://ddowiki.com/page/Touch_of_Death): You strike your opponent down with twisted ki, dealing 500 additional negative energy damage. A successful Fortitude save reduces the damage to half (the DC is 10 + Monk level + wisdom modifier).
So our DC on Touch of Death would be 28 without spending the wisdom, 31 if we do. That's not going to be high enough to get most enemies. However, on bosses we've got a trump card to play:
Improved Sunder (http://ddowiki.com/page/Improved_Sunder): Using this melee special attack, you may reduce the target's Armor Class by 5, and fortification by 10% on a failed saving throw for 24 seconds. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. Additionally, Improved Sunder will apply a -3 Fortitude Saving Throw penalty that lasts for 24 seconds on a successful hit (regardless of if they save). The saving throw penalty stacks up to five times. (DC 14 + Str mod)
So while our save is normally 28 or 31, neither of which are overly exciting, once we start stacking up those saving throw penalties we get into much more interesting territory. Even after 10 seconds (opening hit w/ Imp. Sunder, wait 10 seconds, redo it) we're at 34 or 37. 37's starting to get into meaningful territory. Once fully stacked we're looking at 43 or 46. That's the kind of number where each point is meaningful. That's why I'd give serious thought to the extra wisdom. It might not matter early on in a fight but any fight that gives the time to improved sunder repeatedly will up the damage on Touch of Death and slowly make that wisdom more meaningful, both for ToD saves as well as making Touch of Despair (http://ddowiki.com/page/Touch_of_Despair) viable for even more fortification reduction.
Honestly, I've got a fighter/monk that's been on the shelf for awhile because I've been underwhelmed with the options available now. He's sitting at 15 or 16 but I may consider pulling him back to give this a try. Definitely an interesting thought to have a highly capable tactics build on a dark monk.
jmonty
10-10-2011, 04:40 PM
i was thinking about improved sunder as well. maybe i'll try that instead of a 2nd toughness
Darkrok
10-10-2011, 04:50 PM
i was thinking about improved sunder as well. maybe i'll try that instead of a 2nd toughness
Improved Sunder is practically mandatory for any melee toon that can fit in a non-core feat (PA, TWF line, iCrit, Toughness + any class related feat they need in addition). When you take a toon that already has reason and opportunity to bump up its melee combat dc's...just a no-brainer now.
jmonty
10-10-2011, 04:53 PM
ah, thanks. i haven't been keeping up with ddo much since around springtime :)
Darkrok
10-10-2011, 05:03 PM
ah, thanks. i haven't been keeping up with ddo much since around springtime :)
No problem.
Just to explain the why part a bit, fortification on many boss mobs was raised while Improved Sunder had the ability to lower fortification added to it. The combination of those two things greatly raised the importance of the feat.
anto_capone
10-10-2011, 05:06 PM
of course you're getting 250-1500 negative damage each touch of death, that covers the entire range of damage possible without vulnerabilities being added in.
on average though this build now does roughly half the damage from touch of death that it used to, whilst still being ok in some peoples minds, it's not as viable as it once was.
Well, it seems mine hits more often for 500+ on tod than not. Not trying to argue, but the DPS w/ the monk attack speed, the touch of death just seems extra bonus. Alchemical handwraps might bring this build back into form, perhaps with some modifications. I like the improved sunder idea. :)
It's still a great DPS/tanking build as is, imo; and really fun to play. :)
Muckle
10-24-2011, 10:30 AM
Thanks for your input, Darkrok!
I've TR'd my monk, and I'll stick pretty close to the original Metaru-build, since it worked so well, but I'll definately give your build a shot when I hit 20.
elg582
10-24-2011, 10:38 AM
Other thing I'd consider with my build from a metagaming standpoint...
Extra con is expensive. On a 36-point build we'd be giving up the extra points for at most 20hp's.
I'd consider going a different route and getting the wisdom to 12.
This was how I built my Metaru (well, no imp sunder, but one less feat overall), but that was a LONG time ago (i.e. level cap was 16).
Purgatorii
11-04-2011, 08:24 PM
With the upcoming u12 changes to Grandmaster Earth stance I'd say this build is a viable tank once more.
20% reduced physical damage and 70% threat generation with the fabricators bracers for the added 25.. throwing touches of death..
Seems like WF monk is going to make a very viable hate tank now.
Taimasan
11-04-2011, 11:10 PM
A little light on the wisdom for my liking but would be a solid metal-shield.
jmonty
11-07-2011, 12:00 PM
With the upcoming u12 changes to Grandmaster Earth stance I'd say this build is a viable tank once more.
20% reduced physical damage and 70% threat generation with the fabricators bracers for the added 25.. throwing touches of death..
Seems like WF monk is going to make a very viable hate tank now.
it worked great before, but this is great news. guess i'll cut back on playing bf3 and get back to leving up my 34 point wf monk :D
Caliban
11-25-2011, 02:56 PM
Yes, I'm running a modified version of this build for my 2nd monk life.
Main changes:
Base Dex of 15 (+2 tome gets me to 17 Dex for GR TWF), kept base Con at 16.
Put the extra points into Wisdom, giving a base of 10. (Wis at cap should be 22 in Earth Stance, 20 in Fire stance.
Taking Improved Sunder for the 20th level feat (not selected in the originally posted build).
bigdmag
12-16-2011, 10:38 PM
Im thinking of trying to roll a Monk that will be the main "tank" of an all WF group. This build looks very nice, but I have a few questions.
1. Is this build still relevant?
2. Can he get his HP's high enough to tank without top notch AC?
3. With such a low Wisdom, wont the ToD be fairly ineffective?
I was under the impression that its 10 +monk level + wisdom modifier. Which would put the DC at around
30 or 31 sounds a bit low to me for epic and end game
4. Do you prefer blonds or brunettes?
5. Can this build really be counted on to grab and keep aggro and survive the "big boys", ; "Keep" being the key
word.
6. Is there any other builds for "tank" Monks out there that are good in that role?
Love the look of it but I'd hate to roll one up and then fail when trying to keep aggro, or worse not be able to survive the onslaught of the boss's aggro. Thank all :)
Wraith_Sarevok
12-17-2011, 05:30 AM
Im thinking of trying to roll a Monk that will be the main "tank" of an all WF group. This build looks very nice, but I have a few questions.
1. Is this build still relevant?
VERY! It may need some minor tweaking to adjust to the new changes, but it's perfectly capable of running and tanking any of the content in U12.2 without problems.
2. Can he get his HP's high enough to tank without top notch AC?
AC is worthless, and yes he can get them high enough with some adjustments and the right gear. 800+ HP is solid enough to tank everything in the game.
3. With such a low Wisdom, wont the ToD be fairly ineffective?
I was under the impression that its 10 +monk level + wisdom modifier. Which would put the DC at around
30 or 31 sounds a bit low to me for epic and end game
If you read, the author specifically stated that this isn't a wisdom build. It's mostly a Strength build. That said, his ToD still deals boatloads of damage, even with the save. And it can also proc on 100% of offhand strikes, which effectively doubles the saved 250 damage back up to 500.
4. Do you prefer blonds or brunettes?
Blondes. Always blondes.
5. Can this build really be counted on to grab and keep aggro and survive the "big boys", ; "Keep" being the key
word.
Aggro is representation of where you are on a monster's hate list. Characters at the top of the list are the target of all of the monster's attacks. That said, aggro is mostly measured by the amount of damage you deal to a monster. Damage = hate. Like most melees specifically built to tank, this one is perfectly capable of holding aggro, but whether it WILL or not depends on the player's skill.
6. Is there any other builds for "tank" Monks out there that are good in that role?
I'm very sure there are. I saw a Half-Orc Light Monk build with Void Strike IV somewhere on the forums a few months ago. Search that one up, it's also a solid tank.
Love the look of it but I'd hate to roll one up and then fail when trying to keep aggro, or worse not be able to survive the onslaught of the boss's aggro. Thank all :)
Answers in red.
Caliban
12-19-2011, 06:08 AM
Im thinking of trying to roll a Monk that will be the main "tank" of an all WF group. This build looks very nice, but I have a few questions.
1. Is this build still relevant?
Yup, I'm running one right now, he's lvl 18 on his 2nd life.
2. Can he get his HP's high enough to tank without top notch AC?
At lvl 18 I get 567 hp when in Earth Stance, without factoring in Rage, Madstone, or yugo pots.
3. With such a low Wisdom, wont the ToD be fairly ineffective?
I was under the impression that its 10 +monk level + wisdom modifier. Which would put the DC at around
30 or 31 sounds a bit low to me for epic and end game
Even if they save, it's still an extra 250 damage, and if your off-hand attacks proc, each one will also be a ToD.
That being said - getting Improved Sunder (with its stacking fort save penalty)at lvl 20 will help, especially if other melees in your group have the feat. And, as mentioned in my last post, I opted to increase the Wis on the 2nd life. (also, Update 12 has the capstone giving a +2 Wis, for another +1 DC).
4. Do you prefer blonds or brunettes?
Yes.
5. Can this build really be counted on to grab and keep aggro and survive the "big boys", ; "Keep" being the key word.
I can't speak to tanking Horoth (yet), but with the changes to Earth Stance you can definitely hold aggro when you need to. I've tanked VoD successfully.
Ultimate Mountain Stance grants +4 Constitution, 20% physical damage resistance, a +3 Insight bonus to Natural Armor, a +70% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Ultimate Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'
Love the look of it but I'd hate to roll one up and then fail when trying to keep aggro, or worse not be able to survive the onslaught of the boss's aggro. Thank all :)
Remember, it's not just about HP. Despite the lower AC, you still have Improved Evasion, the Ninja Fade (25% incorporeal miss chance, even against raid bosses), and the 20% physical damage resistance on top DR 10/Epic at lvl 20.
bigdmag
12-21-2011, 12:25 PM
All right, I think I have made up my mind to TR into one of these. Ive seen a lot of debat on whether to drop 2 strength to add some wisdom to this build. The argument is loosing a little DPS to gain some DC on stuns. I will be part of a static group that has a detecated Warchanter so our DPS will have quite a boost at all times. Would it make sense for me to add more wisdom and drop a little strength since I will have permenent access to the Bard DPS buffs? I believe that it is + 8 to hit and +9 to damage which is the equivelent of having a +16 to strength right? Any thoughts would help as I will be the main tank of my group and want to be able to reliably keep aggro at end game and be able to survive the beatings.
Darkrok
12-22-2011, 01:54 AM
All right, I think I have made up my mind to TR into one of these. Ive seen a lot of debat on whether to drop 2 strength to add some wisdom to this build. The argument is loosing a little DPS to gain some DC on stuns. I will be part of a static group that has a detecated Warchanter so our DPS will have quite a boost at all times. Would it make sense for me to add more wisdom and drop a little strength since I will have permenent access to the Bard DPS buffs? I believe that it is + 8 to hit and +9 to damage which is the equivelent of having a +16 to strength right? Any thoughts would help as I will be the main tank of my group and want to be able to reliably keep aggro at end game and be able to survive the beatings.
It depends on which tactics you decide to use. If you end up using trip, imp. sunder, stunning blow, and stunning fist then 3 of your 4 tactics get a +1 from the 2 points of str (not to mention a +1 to hit and damage) while if you take the 6 points of wis you get a +3 to the stunning fist but nothing to the other ones. Trip is very viable on this build now if you can make an epic blademark's docent so basically you can have stunning handwraps for trash and sundering for bosses and still have the trip available at all times.
Habreno
12-22-2011, 01:26 PM
Was going to do one of these as a HOrc for my third life. What main difference would there be (aside from the WF immunities and Reconstruction) in the ability to tank?
PL's would be Monk and Paladin, both Active and Passive.
jackflash
01-13-2012, 03:45 PM
I created this Monk and it worked well. I do have a lvl 20 halfling light monk so I can compare both. I have TR this WF monk into a half-orc doing 12 lvls of monk and 8 lvls of fighter and the DPS is just awesome. Below is what I am building on. This seems to work better as you can get better armor for flesh versus the WF. You can use the orc PA to replace the WF PA. If you add the +6 for STR, DEX, CON and WIS you will have the following and without buffs and only +2 tomes.
str = 37
dex = 23
con = 24
wis = 19
Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Neutral Half-Orc Male
(8 Fighter \ 12 Monk)
Hit Points: 360
Spell Points: 0
BAB: 17\17\22\27\27
Fortitude: 21
Reflex: 16
Will: 14
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 20 31
Dexterity 15 17
Constitution 16 18
Intelligence 6 8
Wisdom 8 13
Charisma 6 8
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 6 22
Bluff -2 0
Concentration 7 24
Diplomacy -2 0
Disable Device n/a n/a
Haggle -2 -1
Heal -1 1
Hide 2 13
Intimidate -2 0
Jump 5 20
Listen -1 1
Move Silently 2 7
Open Lock n/a n/a
Perform n/a n/a
Repair -2 -1
Search -2 -1
Spot -1 1
Swim 5 10
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Monk)
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Stunning Blow
Feat: (Monk Bonus) Two Weapon Fighting
Enhancement: Improved Jump I
Enhancement: Improved Tumble I
Level 2 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Strategy (Stunning Blow) I
Level 3 (Monk)
Feat: (Selected) Past Life: Disciple of the Fist
Feat: (Monk Bonus) Power Attack
Enhancement: Monk Wisdom I
Level 4 (Monk)
Ability Raise: STR
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Enhancement: Orcish Power Attack I
Enhancement: Orcish Strength I
Enhancement: Way of the Patient Tortoise I
Level 5 (Monk)
Enhancement: Static Charge
Enhancement: Improved Jump II
Enhancement: Improved Tumble II
Level 6 (Monk)
Feat: (Selected) Dodge
Enhancement: Way of the Patient Tortoise II
Enhancement: Porous Soul
Level 7 (Monk)
Feat: (Monk Bonus) Stunning Fist
Enhancement: Winter's Touch
Enhancement: Adept of Flame
Enhancement: Monk Wisdom II
Level 8 (Monk)
Ability Raise: STR
Enhancement: Monk Ninja Spy I
Level 9 (Monk)
Feat: (Selected) Toughness
Enhancement: Orcish Strength II
Level 10 (Monk)
Enhancement: All-Consuming Flame
Level 11 (Monk)
Enhancement: Monk Wisdom III
Level 12 (Monk)
Ability Raise: STR
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Touch of Death
Level 13 (Monk)
Enhancement: Orcish Power Attack II
Enhancement: Monk Ninja Spy II
Level 14 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Enhancement: Master of Bonfires
Enhancement: Fighter Toughness I
Level 15 (Fighter)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Racial Toughness I
Enhancement: Fighter Strength I
Level 16 (Fighter)
Ability Raise: STR
Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
Enhancement: Fighter Attack Boost II
Enhancement: Orcish Power Attack III
Level 17 (Fighter)
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Strategy (Stunning Blow) II
Level 18 (Fighter)
Feat: (Fighter Bonus) Oversized Two Weapon Fighting
Feat: (Selected) Toughness
Enhancement: Fighter Kensei I
Level 19 (Fighter)
Enhancement: Kensei Unarmed Mastery I
Level 20 (Fighter)
Ability Raise: STR
Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
Enhancement: Fighter Unarmed Specialization I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness II
Lord_Darquain
01-15-2012, 01:32 PM
AC is worthless
Hunh?
It seems to me that if you can build to AC, and given the changes to Mountain stance, you could potentially tank anything in the game - even LoB.
And since that would mean putting more into Wis, you would also be able to Stunning Fist, Touch of Death, Touch of Despair, etc. the whole way to 20, doing more damage both the whole life and at cap. You'd be able to tank more (all?) of the game while also DPSing.
Stunning Fist + all other damage
ToDeath 750 + (all other damage +50%)
ToDeath 750 + (all other damage +50%)
ToDeath 750 + (all other damage +50%)
ToDespair (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
And in between the ToDeaths, you could drop Void Strikes to do as much damage as earth's against most enemies and they would speed up the procing of ToDespair AND they would do +50% damage post-ToDespair.
It seems like this strength build is building like a fighter instead of taking advantage of the increased DPS monk offers via procs while also being able to do things like insta-kill (Quivering Palm), tanking (2 stats to ac, mountain stance, etc), control (Curse of the Void, Freezing the Life Blood), and debuffs that increase both yours and the rest of the party's dps (Karmic Strike, Eagle Claw, Unbalancing Strike).
Habreno
01-15-2012, 03:47 PM
Touch of Despair (Dark - Dark - Dark finisher) is a 25% fortification debuff and a 25% negative energy vulnerability. Best you could do on a helpless mob would be 925 on failed saves, unless they are debuffed further from outside sources.
Wraith_Sarevok
01-15-2012, 04:59 PM
Hunh?
It seems to me that if you can build to AC, and given the changes to Mountain stance, you could potentially tank anything in the game - even LoB.
And since that would mean putting more into Wis, you would also be able to Stunning Fist, Touch of Death, Touch of Despair, etc. the whole way to 20, doing more damage both the whole life and at cap. You'd be able to tank more (all?) of the game while also DPSing.
Stunning Fist + all other damage
ToDeath 750 + (all other damage +50%)
ToDeath 750 + (all other damage +50%)
ToDeath 750 + (all other damage +50%)
ToDespair (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
ToDeath 1000 + (all other damage +50%)
And in between the ToDeaths, you could drop Void Strikes to do as much damage as earth's against most enemies and they would speed up the procing of ToDespair AND they would do +50% damage post-ToDespair.
It seems like this strength build is building like a fighter instead of taking advantage of the increased DPS monk offers via procs while also being able to do things like insta-kill (Quivering Palm), tanking (2 stats to ac, mountain stance, etc), control (Curse of the Void, Freezing the Life Blood), and debuffs that increase both yours and the rest of the party's dps (Karmic Strike, Eagle Claw, Unbalancing Strike).
What would be the point though? You tell me.
The OP specifically designed his monk to take advantage of the increased DPS and +25% healing amp that Fire stance offers. It's been shown many times that monks can deal insane DPS, in some cases even higher than frenzied barbs and manyshotting rangers can pull off.
If you wanted to build for WIS or DEX and focus on high AC, you'd have to hit numbers like 90+ in order to start taking reduced damage from mobs like epic lord of blades. And even if you were invulnerable to his regular hits, you'd still have to take his massive grazing hit damage. That all costs tradeoffs in STR and DPS, and don't forget that certain mobs can cast deathward making them immune to ToD or that golems and undead are immune to ToD procs. I also doubt it's possible to raise your DC high enough to make Horoth fail his fort save often since most mobs tend to have high fort saves.
This build is already walking around with -20% reduced damage taken from Mountain Stance, a 20% chance to dodge any physical attack from Shadow Fade, on top of a potential 50% dodge chance from Displacement against trash and most bosses. He has access to Repair spells, +25% healing amp from the epic Jidz in Fire Stance on top of his +10-30% monk enhancement line, the +15-25% WF enhancement line, and the standard healing amp boosts available to everyone else. Finally, his HP is scratching 800 and he has all the WF immunities along with high saves all around from being a monk. Oh, did I forget to mention the 10 DR/epic? He's pretty much unkillable with a decent healer behind him.
Heck, all you'd need to throw in is Intimidate to make it a perfect tank, which is easily doable to 60 with max points and the right gear. Play around with the AC mechanic a bit and you'll quickly see that it costs way too much investment and tradeoff in DPS for not enough gain. Best players I know dump stat AC in this game and go all out DPS, HP, and healing amp for defense.
Taimasan
01-15-2012, 07:45 PM
To be honest, to be a main tank as a monk you need balance. Of course if you build for healing amp with a human build with pally past lives it may be a different story. Anyway, Unbuffed Quis sits at:
http://my.ddo.com/character/sarlona/quis/
36. 26. 31, 10, 31, 10
And AC is at a 54, not even ship buffed. Raid buffed I hit 70s easy.
As a monk, my job is not to take damage. But rather build my toon so that I never take damage at all. Saves are 28 28 30 unbuffed. Long story short its what makes a monk a monk. If you want to see a build that utilizes DPS and AC with a tanking/dps role I would recommend the link in my sig. And the bottom line is that if you build your Earth stance monk to not get hit. You will not build the amount of ki that you will need to keep that yellow bar at 20-30 at all times. Or lower. If you find yourself constantly at 50-60 ki during combat with ToD on cooldown. You are losing DPS. Find a method that is comfortable for you to dump ki. Fast. Just try. =)
Would also like to say this toon has tanked every raid in the game which it is applicable. Including LoB, albiet only Hard difficulty.
Tl;dr: As-is the build is lackluster as a real tank, with some tweaking yes. But is it outdated to the max.
jmonty
02-05-2012, 12:52 AM
To be honest, to be a main tank as a monk you need balance.
i haven't seen evidence of that in the last few years. but i haven't played the last few months..
Taimasan
02-05-2012, 09:06 AM
i haven't seen evidence of that in the last few years. but i haven't played the last few months..
Then maybe you should play, then enter a valid comment.
Munkenmo
02-05-2012, 10:09 AM
Then maybe you should play, then enter a valid comment.
got a feeling he assumed you meant as in the skill, rather than balanced over all.
Taimasan
02-05-2012, 10:53 AM
nvm, maya culpa.
Is there a half-elf variation of this build? My 2nd life monk has almost all his gear and I'd rather keep the outfits he has than farm for docents. I'm planning to make him a dark monk. If anybody has a good Helf dark monk build please link it. Thanks!
Oh yeah a dps build? If that is possible for a Half elf.
Dr_Kyrgenstein
08-04-2012, 05:08 AM
Necroin' is bad m'kay, but update 14 has changed the playing field.
I've got a 36 point Metaru build sitting at Lvl 17 and looking at the new Epic Destinies and the Epic Moment in particular are making me think that dumping Wis may have been a mistake, especially given the fact I could have achieved an even balance of scores with my 36 build points.
That's not even going into the changes to AC, which, imo have no bearing on the majority of DPS builds since you can achieve a decent AC without building for it.
Thoughts?
Hydro
08-05-2012, 03:39 PM
Wow, can’t believe this thread is still going. Metaru is now a Half-Orc monk with 42 Str and 32 Wisdom in fire stance with no other buffs or destinies.
As it stands today Half Orc > WF in all aspects besides tanking. I do not have the hit points a Warforged can have but my DPS is definitely higher. I can still tank just fine with Fury Destiny and earth stance but my HP won’t pass 1000.
When I tested the destinies during beta I quickly realized that Wisdom became much more valuable then when I first made this build and with Half Orc initial stats it was very easy to come up with a great monk build that didn't dump stat wisdom.
I will post up my Metaru 2.0 build soon just have not had the time lately.
valewalker
08-09-2012, 12:58 PM
I will post up my Metaru 2.0 build soon just have not had the time lately.
Woo! New Metaru guide, just as I'm approaching TR for the first time. Shame the old character link doesn't work :(
Hydro
08-09-2012, 07:10 PM
New build out, it isnt 100% finished but good enough to get posted.
Here is the link:
http://forums.ddo.com/showthread.php?t=387993
mikeNEIN
12-27-2012, 09:59 AM
That's what they said as I slowly built him! I am right there with ya almost exactly! A few differences!
I'm just curious to compare and analyze! However I don't find metaru or " monk the metaru" on any server. Actually there's a metaru lightfoot on ghallanda but not anything you would be building so ??? You mind comparing!? We can swap email, do it here, meet up,... Idcare! I'm on ghallanda please respond so I know how to proceed!
Thanks.
LargePiece
02-25-2013, 02:24 AM
Does anyone have an comments on the viability of this ver 1.0 metaru as compared to the horc v2? I got to level 9 on a TR nearly 2 years ago now and have come back to play again. Still keen to keep playing my v1 though! Just a little sad about the nerfing of WF immunities. :(
Can anyone please summarise the main differences between the two builds? I noticed the addition of the greater sundering, high wis and obviously the various horc bonuses but I have little idea as to what they actually do. I'm also wondering what U17 has meant for the builds too.
KoboldKiller
05-01-2013, 11:18 PM
I have the original Metaru capped and love it.
The link to your new build is broken due to forum nerf.
Would you mind linking it with the new forum as I am curious as to what the differences are.
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