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Dialis
09-02-2010, 11:40 AM
Clearly when it comes to healing, light path is better, which means most soloing monks choose either a pure light path monk, or together with another class. The dark path, which seems more "fun" with the high DPS hits and cooler finishers, are usually hard to solo because neither wands, UMD or healing are available.

This build tries to make the best possible soloing dark path monk, by splashing one level of rogue for UMD and one splash of Wizard for metamagic feats and one free feat, and choosing halfling as race to get healing dragonmarks. This means you lose out on some really nice level 19-20 abilities, but I feel you gain in soloing. Note that one level of rogue also gives high enough open locks to be usable, and one level of Wizard gives a couple of nice buffs to use.

The healing of this build is over 6k (according to some other thread I read), and with a pretty decent AC it should solo very well. I haven't done any AC calculations, but it should be able to reach usable limits for most occasions except epic encounters. In a group, this build will function as a normal DPS with backup healer capabilities.

To fully enable all the special attacks available to a monk, I choose to raise mostly Wis while levelling, and also have the highest +Wis stance available. With good sneak skills, quivering palm should be a nice assassination tool, and unbalancing strike will enable sneak attacks with 4D6 + 5 extra damage. Grandmaster stances for Fire (dps) and Storm (AC) is also available.

Drawbacks: no room for improved critical or stunning fist, and the HP is a little low.

Opinions please!


Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Neutral Halfling Female
(18 Monk \ 1 Rogue \ 1 Wizard)
Hit Points: 276
Spell Points: 150
BAB: 13\13\18\23
Fortitude: 15
Reflex: 18
Will: 19

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 14 18 18
Dexterity 16 18 18
Constitution 14 16 16
Intelligence 12 14 14
Wisdom 14 19 20
Charisma 8 10 10

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 17 17
Bluff -1 0 1
Concentration 2 26 26
Diplomacy -1 0 0
Disable Device n/a n/a n/a
Haggle 3 4 6
Heal 2 5 7
Hide 7 17 21
Intimidate -1 0 0
Jump 6 17 21
Listen 2 5 7
Move Silently 7 17 19
Open Lock 7 8 8
Perform n/a n/a n/a
Repair 1 2 2
Search 1 2 2
Spot 6 9 9
Swim 2 4 4
Tumble 7 17 19
Use Magic Device 3 23 23

Level 1 (Rogue)
Feat: (Selected) Least Dragonmark of Healing
Enhancement: Rogue Haste Boost I
Enhancement: Rogue Sneak Attack Training I


Level 2 (Wizard)
Feat: (Wizard Bonus) Maximize Spell


Level 3 (Monk)
Feat: (Selected) Empower Spell
Feat: (Monk Bonus) Two Weapon Fighting
Enhancement: Extra Dragonmark Use I
Enhancement: Halfling Cunning I
Enhancement: Monk Jump I
Enhancement: Monk Tumble I


Level 4 (Monk)
Ability Raise: WIS
Feat: (Monk Bonus) Toughness
Enhancement: Halfling Guile I
Enhancement: Way of the Clever Monkey I
Enhancement: Racial Toughness I
Enhancement: Monk Wisdom I


Level 5 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Enhancement: Monk Improved Recovery I


Level 6 (Monk)
Feat: (Selected) Lesser Dragonmark of Healing
Enhancement: Extra Dragonmark Use II
Enhancement: Static Charge
Enhancement: Racial Toughness II
Enhancement: Monk Jump II
Enhancement: Monk Tumble II


Level 7 (Monk)
Enhancement: Way of the Clever Monkey II


Level 8 (Monk)
Ability Raise: STR
Feat: (Monk Bonus) Dodge
Enhancement: Monk Ninja Spy I
Enhancement: Unbalancing Strike
Enhancement: Adept of Rain


Level 9 (Monk)
Feat: (Selected) Greater Dragonmark of Healing
Enhancement: All-Consuming Flame
Enhancement: Adept of Flame


Level 10 (Monk)
Enhancement: Porous Soul
Enhancement: Winter's Touch


Level 11 (Monk)
Enhancement: Touch of Death


Level 12 (Monk)
Ability Raise: STR
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Extra Dragonmark Use III
Enhancement: Void Strike I


Level 13 (Monk)
Enhancement: Adept of Wind
Enhancement: Adept of Rock


Level 14 (Monk)
Enhancement: Monk Ninja Spy II


Level 15 (Monk)
Feat: (Selected) Power Attack
Enhancement: Master of the Sea


Level 16 (Monk)
Ability Raise: WIS
Enhancement: Extra Dragonmark Use IV
Enhancement: Master of Thunder


Level 17 (Monk)
Enhancement: Eagle Claw Attack
Enhancement: Master of Bonfires


Level 18 (Monk)
Feat: (Selected) Greater Two Weapon Fighting


Level 19 (Monk)


Level 20 (Monk)
Ability Raise: WIS
Enhancement: Grandmaster of Storms
Enhancement: Grandmaster of the Sun
Enhancement: Grandmaster of Oceans

TPICKRELL
09-02-2010, 11:59 AM
I've had absolutely no problems soloing with my pure Dark Path monk, so for me, the splashes are not worth the tradeoffs here.

In fact I can't think of any splashes into a monk that would be worth giving up the capstone. I'd either go enough of another class to get a solid prestige enhancement, or stay pure monk.

Dialis
09-02-2010, 02:58 PM
I've had absolutely no problems soloing with my pure Dark Path monk, so for me, the splashes are not worth the tradeoffs here.

In fact I can't think of any splashes into a monk that would be worth giving up the capstone. I'd either go enough of another class to get a solid prestige enhancement, or stay pure monk.I'm happy to hear that you don't have any problem to solo, but you have to admit that this build will be able to solo tougher situations than a pure dark monk?

Besides, if I reach 20 and don't like it, I can use a +3 Lesser reincarnation to go pure. That is one benefit of one-level splashes.

TPICKRELL
09-02-2010, 03:20 PM
I'm not telling you to avoid this build, but if the premise is to make the toon solo better, then I don't think it is necessary. If you don't mind the turbine points for a LR then go ahead and try it.

I'm all in favor of running whatever you like and are comfortable with, so if this makes the toon more interesting for you, then go for it.

I'm on my first dark monk now, just about to hit level 18 and I've soloed about half of the content to get that far. I can't think of any quests where the splashes would have made a noticable difference in soloing. Monks solo/or duo with hireling healer pretty darn well as is.

I'm not against splashes or multi's... I have a pure light monk capped and TRed, a Kensei II/light monk unarmed fighter (capped) and now a Dark Monk almost 18.

I splash fighter or rogue into a lot of my other toons. So I'm all in favor of splashing when there is value to be had. I just don't see the value for splashing into a almost pure monk, you give up a lot for an improvement that I don't think will translate into any real difference in your ability to solo.

efreet5
09-02-2010, 03:28 PM
First, why would you wait til 18 to get Greater Two Weapon Fighting? This feat increases your dps far beyond what improved crit would do for you. If this is really the way you want to go, I'd even suggest dropping improved crit and taking power attack. It's +5dmg per hit! Dead mobs = less damage taken. Also, you want to take the TWF feats right when you qualify for them. The 20% offhand proc per tier of twf is too good to pass up.

DR10/Epic is just too good to pass up. Besides, with healing amp you shoudl be able to hit yourself with potions for over 60pts and our little healy meditation thing gives me all the healing I need. Drawbacks to both, but I'd lean more towards the pure monk just for the DR. It's just too good to pass up. In addition, if find that I'm running PA more than anything else. Dead mobs=less damage taken.

My monk I have now used to be a light monk with dragon marks in his first life, so I know where you're coming from, but I found that they just weren't worth other feats I'd be giving up to take them once I got some healing amp items. I could see this as a compromise for someone to use to level up with until they get some healing amp items, but once you have enough healing amp the dragon marks aren't needed.

Lastly, the finishers aren't good enough to me to warrant going wisdom based monk over strength. Wisdom gives you higher dc's and ac, but going dex based and raising dex woudl do the same as well as raising your to-hit. Most mobs that are worth killing right away I usually stun immediately. Stunning Fist, even with a moderate wisdom of 24 or so with Stunning +10 Wraps (dc37) will land on 90% or more of the things you run into, even on epics. Quivering Palm is okay, but even a 40Wisdom monk only has a dc 35 quivering palm. The benefits of going with really high Wisdom over increasing your dps just aren't there right now. Besides, this ability doesn't work on enemies with Deathward or on epics, so it becomes much less useful against any real threats in the later end of the game.

Summary: Get PA, take Gtwf earlier, go pure. You can even go pure and take the dragon marks! The feats you took with wizard levels aren't even necessary with healing amp. As I mentioned before, items that increase your healing amp can make things like your cure light wounds dragon mark hit for quite a bit. The idea is sound, but you're giving up too much and you'd probably be better off with a different build, even for soloing.

Hokonoso
09-02-2010, 03:36 PM
I've had absolutely no problems soloing with my pure Dark Path monk, so for me, the splashes are not worth the tradeoffs here.

In fact I can't think of any splashes into a monk that would be worth giving up the capstone. I'd either go enough of another class to get a solid prestige enhancement, or stay pure monk.

this, and my build post (somewhere in forums) shows you can still get managable umd to used heal scrolls while being a pure dps dark monk.

RATRACE931
09-02-2010, 03:44 PM
I'm happy to hear that you don't have any problem to solo, but you have to admit that this build will be able to solo tougher situations than a pure dark monk?.

I, we, absolutly do NOT have to admitt that.
Speaking from Experiance the 10dr/epic is a huge boon for an AC toon against those pesky glancing blows, plus between silver flame pots(heck with high AC even cure serious is fine) and the meditation healing you dont need healing marks (Used to have them before dark path, i dont miss them) and furthermore u can UMD heal scrolls on every class in the game with some dedication to items.

I love multiclassing to death, creating a unique build is the entire reason i've played D&D my entire life, but multiclassing a monk before lvl 21 u lose more than u gain imho, Even in ddo.

Dialis
09-02-2010, 03:47 PM
I agree about the PA, I will take gtwf at 15 and PA at 18 and skip improved critical. This build is not dependent on crits anyway. But I don't agree about the soloing. This build can also use hirelings, and even the clw dragonmark will heal a fair amount with ardor potion + maximize + empower. And since I can use scrolls and wands I can buy cheaper healing than potions (that goes for buffs as well), as well as use items from other alignments.

And to offset the loss of DR, I can for example use stoneskin wands, as well as lots of other wizard wands with nice effects *me dreams about a room full of haste and displacement wands* :-)

I am not saying that pure monks solo bad, I am just trying to present something that solo a little better. And unlike many other solo builds, this build should be wanted in groups as well as DPS and backup healer.

RATRACE931
09-02-2010, 04:02 PM
My point was, aside from the healing marks, I dont really understand what it is you can do better than my pure monk, with UMD i can use heal scrolls and shield wands and im crafting a displace clicky after my all monk shroud this Sat, currently use blur wands. Oddly i also could use a hireling if i thought i needed one. Granted I cant use the wands/scroll no fail like you would be able too, but if i have to use an extra wand charge or extra scroll to gain 10dr and the capstone(And extra ac? when did i get the 5th centered bonus?)... fine by me.

Dialis
09-02-2010, 04:53 PM
My point was, aside from the healing marks, I dont really understand what it is you can do better than my pure monk...Well, healing is pretty important when soloing. But generally speaking, this is a monk with extra healing, but loss of capstone abilities. And since I lost the capstone, I might as well splash a rogue into the mix, to gain full UMD and open locks, as well as 1D6 +3 extra sneak damage. Of course you could go halfway to this build, as a pure halfling monk with dragonmark abilities, but I feel that in order to make the healing dragonmarks truly useful, you need maximize + empower.

Compared to a pure monk, this is what I gain:
- Very good uninterruptable and quick healing.
- Full UMD, for things like cross alignment items, healing wands, etc.
- Full use of wizard wands and scrolls, especially buff wands like stoneskin will be very good when levelling.
- Open locks
- Rogue haste boost

What I lose compared to pure monk:
- 2 less in BAB
- Lower handwraps dice (2D8 instead of 2D10)
- Level 19-20 abilities (DR10/epic, +10 concentration, shadow walk)
- 1 in AC
- 4 feats, most noticeable improved critical

I still claim that what I gain outweights what I lose when it comes to soloing. But even if it does not, at the very least this build should be very good for levelling to 20 (it has full healing from level 9). And if I am not happy with him, I either TR or +3 reincarnate him to a pure monk. But I think I will own :-)

Dialis
09-04-2010, 10:54 AM
I made some smaller changes, now this build have higher strength and grandmaster stance in fire as well (together with air and water), at the cost of 2 less Wisdom and +1/+2 in backstab damage. This means I can select +4 in dex, str or wis depending on situation, and also that I have 3 of the 4 highest stance-damage abilities.

One could argue that I miss out on the best soloing stance (earth), but since I will be able to use stoneskin wands I don't feel the loss of DR is that bad, and without improved critical the earth-damage ability loses some of its punch anyway.