View Full Version : a light human monk build
Ravendk
09-02-2010, 01:13 AM
i currently a lvl 8 allmost 9 light monk.
and i was how is this build looking for endgame.
do mind i am not a min max sort off person
just wanna know if it's even viable.
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Human Male
(20 Monk)
Hit Points: 272
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 16
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 16 19
Constitution 14 16
Intelligence 8 8
Wisdom 14 19
Charisma 8 8
Tomes Used
+2 Tome of Strength used at level 20
+2 Tome of Dexterity used at level 20
+2 Tome of Constitution used at level 20
+2 Tome of Wisdom used at level 20
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 4
Bluff -1 -1
Concentration 6 28
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 2 4
Hide 3 4
Intimidate -1 0
Jump 7 29
Listen 2 4
Move Silently 3 4
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 2 4
Swim 7 29
Tumble 7 28
Use Magic Device n/a n/a
Level 1 (Monk)
Feat: (Human Bonus) Diehard
Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 3 (Monk)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Feat: (Selected) Power Attack
Level 4 (Monk)
Level 5 (Monk)
Level 6 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Weapon Finesse
Level 7 (Monk)
Level 8 (Monk)
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Level 11 (Monk)
Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Level 14 (Monk)
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Monk)
Level 17 (Monk)
Level 18 (Monk)
Feat: (Selected) Dodge
Level 19 (Monk)
Level 20 (Monk)
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Lifting the Veil
Enhancement: Way of the Tenacious Badger I
Enhancement: The Receptive Earth
Enhancement: Restoring the Balance
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Improved Recovery III
Enhancement: Shintao Monk I
Enhancement: Shintao Monk II
Enhancement: Rise of the Phoenix
Enhancement: Difficulty at the Beginning
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: Monk Concentration I
Enhancement: Monk Concentration II
Enhancement: Monk Tumble I
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Enhancement: Monk Wisdom III
Narcissistic_Martyr
09-02-2010, 01:41 AM
While I personally dislike lightside str monks and have a strong preference for wisdom monks, it looks ok.
Couple of things for this build.
1) Rise of the phoenix is more or less useless at end game. Make a Teir 2 ++ greensteel item (shuriken isn't a bad choice now that you can repair them) for a raise dead clicky.
2) See if you can fit Void strike 4 in there with the freed up AP from the phoenix line.
3) Your going to want the Earth stances for the earth strikes since they are the best in the game (also lets you get void 4 if you master in all 3).
4) Shintao is pretty much worthless right now. Drop it for now and reconsider if it looks nice when it comes out for update 7 (helps with getting void 4 as well).
5) Try to fit in fists of iron for use while mobs are in auto crit.
6) Gearwise, get as much healing amp as possible since it stacks multiplicatively.
7) Use superior ardor 1 potions all the time since they cost basically nothing and increase you healing ki finisher by a factor of 1.75.
That's all I see for now.
Ravendk
09-02-2010, 04:54 AM
so this might look better
kinda in love with Restoration ki move. probaly not gonna drop it.:D
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Human Male
(20 Monk)
Hit Points: 282
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 17
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 16 20
Constitution 14 16
Intelligence 8 8
Wisdom 14 18
Charisma 8 8
Tomes Used
+2 Tome of Strength used at level 20
+2 Tome of Dexterity used at level 20
+2 Tome of Constitution used at level 20
+2 Tome of Wisdom used at level 20
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 5
Bluff -1 -1
Concentration 6 39
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 2 4
Hide 3 5
Intimidate -1 1
Jump 7 29
Listen 2 4
Move Silently 3 5
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 2 4
Swim 7 29
Tumble 7 30
Use Magic Device n/a n/a
Level 1 (Monk)
Feat: (Human Bonus) Diehard
Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 3 (Monk)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Feat: (Selected) Power Attack
Level 4 (Monk)
Level 5 (Monk)
Level 6 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Weapon Finesse
Level 7 (Monk)
Level 8 (Monk)
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Level 11 (Monk)
Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Level 14 (Monk)
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Monk)
Level 17 (Monk)
Level 18 (Monk)
Feat: (Selected) Dodge
Level 19 (Monk)
Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Human Adaptability Strength I
Enhancement: Human Greater Adaptability Dexterity I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Way of the Tenacious Badger I
Enhancement: Way of the Tenacious Badger II
Enhancement: Fists of Iron
Enhancement: Monk Improved Recovery I
Enhancement: Void Strike I
Enhancement: Void Strike II
Enhancement: Void Strike III
Enhancement: Void Strike IV
Enhancement: Difficulty at the Beginning
Enhancement: Adept of Wind
Enhancement: Grandmaster of Storms
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Master of Stone
Enhancement: Adept of Flame
Enhancement: Master of Bonfires
Enhancement: Adept of Rain
Enhancement: Master of the Sea
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Monk Concentration I
Enhancement: Monk Concentration II
Enhancement: Monk Concentration III
Enhancement: Monk Tumble I
Enhancement: Monk Tumble II
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Crinos
09-02-2010, 05:44 AM
Your planner isn't showing where your level ups are going as far as I can see.
What is your main attack stat, Strength or Dex?
If it's strength I'd drop weapon finesse for something more useful
If it's dex I'd drop base strength a bit to get 16 starting Con. This will let you get GM earth for the strikes.
You'd do better taking monk improved recovery II and human improved recovery II instead of human III and monk I.
It will get you 2 extra APs and a negligible improvement in healing amp (144% vs 143).
rodallec
09-02-2010, 07:16 AM
with +10 stun wraps and at least a +6 wis item your stunning blow should be 35+??
thats ok for epics and you can use shining star which might be around a DC28 for your build.
if you get smite use it when its a free crit and should give you a nice hit every 15 seconds.. or is it 30 ? :|
around 200 dmg on a smite crit that might double strike
invest in some earth stances for the strikes and yes get fists of iron for the stunned mobs
dont forget to use earth earth earth, earth finisher on those stunned mobs!
fists of iron can be included as 1 of those earth strikes...
so if played well and built decent should be viable for epic content
Narcissistic_Martyr
09-02-2010, 09:20 AM
Alright, what you have works but I have a few suggestions that will make the character stronger.
1) Badger is not as good as crane, tortoise or monkey paths (how much time do you spend below 20-30% HP?). I recommend crane path since you're going to stun mobs to generate ki off of them. Also, at endgame, pretty much everything that requires a fort save will be prevented by spells and items.
2) Ditch the skill enhancements unless you need them to unlock more enhancements or to hit a concentration skill of 30 so you can align heavens before the casters buff.
3) Cleave is terrible for monks IMO but if you like it, keep it. If not, I recommend you get stunning blow if you LR/reroll instead since you're strength based and should be able to get the DC up decently high, but since you're lightside you really ought to avoid madstone boots and keep the casters aligned instead which will lower the maximum DC to the low 30s since you aren't dwarf or wf.
4) Swim is not very useful most of the time, try balance instead for the rest of your levels.
5) Die Hard is also not a very useful feat, could get stunning blow here if you were to reroll/lr or another toughness since monks are kind of low on HP anyways.
6) You can keep the lesser restoration ki move, or ditch it and use lesser restoration pots and free up some ap.
7) if you follow my above suggestions, get more healing amp with the freed up AP. If you get improved recovery 3 in both and then get 20% healing amp on your DT armor, you will get 2s and 4s on your healing curse which is nice.
8) if you are strength based (which I strongly suspect) put all level ups into strength instead of the 1 into dex and 4 into strength as the extra to it and damage are worth it. If you've already put the one into dex it isn't a big deal.
9) If you don't have extremely high AC (70+) by end game take something else instead of dodge. More toughness perhaps?
10) You really don't need weapon finesse if you are strength based.
Hope this helps a little.
Jamma
09-02-2010, 11:11 AM
so this might look better
kinda in love with Restoration ki move. probaly not gonna drop it.:D
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Human Male
(20 Monk)
Hit Points: 282
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 17
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 16 20
Constitution 14 16
Intelligence 8 8
Wisdom 14 18
Charisma 8 8
Tomes Used
+2 Tome of Strength used at level 20
+2 Tome of Dexterity used at level 20
+2 Tome of Constitution used at level 20
+2 Tome of Wisdom used at level 20
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 5
Bluff -1 -1
Concentration 6 39
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 2 4
Hide 3 5
Intimidate -1 1
Jump 7 29
Listen 2 4
Move Silently 3 5
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 2 4
Swim 7 29
Tumble 7 30
Use Magic Device n/a n/a
Level 1 (Monk)
Feat: (Human Bonus) Diehard
Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 3 (Monk)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Feat: (Selected) Power Attack
Level 4 (Monk)
Level 5 (Monk)
Level 6 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Weapon Finesse
Level 7 (Monk)
Level 8 (Monk)
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Level 11 (Monk)
Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Level 14 (Monk)
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Monk)
Level 17 (Monk)
Level 18 (Monk)
Feat: (Selected) Dodge
Level 19 (Monk)
Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Human Adaptability Strength I
Enhancement: Human Greater Adaptability Dexterity I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Way of the Tenacious Badger I
Enhancement: Way of the Tenacious Badger II
Enhancement: Fists of Iron
Enhancement: Monk Improved Recovery I
Enhancement: Void Strike I
Enhancement: Void Strike II
Enhancement: Void Strike III
Enhancement: Void Strike IV
Enhancement: Difficulty at the Beginning
Enhancement: Adept of Wind
Enhancement: Grandmaster of Storms
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Master of Stone
Enhancement: Adept of Flame
Enhancement: Master of Bonfires
Enhancement: Adept of Rain
Enhancement: Master of the Sea
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Monk Concentration I
Enhancement: Monk Concentration II
Enhancement: Monk Concentration III
Enhancement: Monk Tumble I
Enhancement: Monk Tumble II
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Its lesser restoration. You can get that in a bottle. Anything you can fix drinking an easily available and cheap potion is usually best left to the potion.
Monk tumble is unneeded if light path. Monk concentration is unneeded as well, at least once you reach a certain level. Two levels needed as pre for Shinto, but currently Shinto is DOA. Tenacious badger's only useful for intimidate builds, which you're not.
Diehard is junk, better to have an extra toughness feat, that 22 hp will keep you alive more than the neg 1-9 margin die hard provides (-9+22= 13 hp's, golly not lying around on the floor), Cleave is weak for a two weapon build (a better pre feat for ****o monk would be luck of heroes).
No real str<dex delta there to justify weapon finesse. I think weapon finesse builds work better on halflings, as those are effectively AC builds. I assume you're pumping all your level up stat increases into dex?
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