View Full Version : The Naked Knight - Monk Intim Tank (A build by request)
sigtrent
01-24-2011, 03:08 PM
Build Name: The Naked Knight
Author: Sigfried Trent
Requester: Shortdevils
Last Updated: 12/22/2010
Key Words [Tank, Monk, Intimidate, AC]
Objectives
The requester loves monks, dislikes just about everything else, but wanted a character with a different sort of play, specifically a true intimidation tank. He wanted it to use Shintao and he didn’t want to be weighted down with armor or weapons unless absolutely necessary.
Design
I’m no monk expert so I started by looking at Shintao and discovered it gains a bonus to intimidate. That seemed like a good omen. Clearly though we’d need to multiclass to get that as a class skill. Wanting maximum monkness and full Shintao bonuses I only had two levels to play with and fighter, paladin and rogue are the candidates.
The requester mentioned healing amplification and I’m a big fan of it but all monk only leaves a few healing sources and that argued for rogue so I can take UMD and use some scrolls and wands to heal. I went fighter for the other slot to get a feat as tanking is a heat heavy business, especially if you want some DPS options too. For race, human seemed the best, another feat and those extra skill points would come in handy with all the cross class skill leveling.
Stats here required a deep spread and little specialization, everything was needed for one reason or another. Tome use was also pretty critical to make this build have some heft. Dex, Int, and Wisdom are all tome required on this one, although exactly when you require them varies. While dex starts the highest to get full TWF feats, Wisdom and strength are really our key stats on this build.
Feats cover the basics of tanking, anything that gives an AC bonus, anything that gives an intimidate bonus (though I skipped bullheaded), some extra hit points, and then the rest to get a minimum DPS profile with unarmed combat.
Enhancements are geared for Shintao and intimidate as well as healing and and hit points.
Character Plan by DDO Character Planner Version 3.7.2
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Neutral Human Male
(1 Fighter \ 18 Monk \ 1 Rogue)
Hit Points: 346
Spell Points: 0
BAB: 14\14\19\24
Fortitude: 16
Reflex: 16
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 19
Dexterity 15 17
Constitution 14 17
Intelligence 11 13
Wisdom 14 20
Charisma 11 13
Tomes Used
+1 Tome of Intelligence 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 Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 13
Bluff 0 1
Concentration 4 26
Diplomacy 0 1
Disable Device n/a n/a
Haggle 0 1
Heal 2 5
Hide 2 3
Intimidate 4 35
Jump 6 16
Listen 2 5
Move Silently 2 3
Open Lock 6 7
Perform n/a n/a
Repair 0 1
Search 0 1
Spot 6 9
Swim 6 8
Tumble 6 7
Use Magic Device 4 24
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Human Bonus) Least Dragonmark of Sentinel
Feat: (Selected) Two Weapon Fighting
Enhancement: Deneith Intimidation I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Improved Intimidate I
Level 2 (Monk)
Skill: Balance (+1)
Skill: Concentration (+3)
Skill: Intimidate (+0.5)
Feat: (Monk Bonus) Toughness
Enhancement: Extra Dragonmark Use I
Enhancement: Human Improved Recovery I
Level 3 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Skill Focus: Intimidate
Feat: (Monk Bonus) Stunning Fist
Enhancement: Way of the Tenacious Badger I
Enhancement: Racial Toughness I
Enhancement: Monk Wisdom I
Level 4 (Monk)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1.5)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Enhancement: Monk Improved Recovery I
Level 5 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1.5)
Enhancement: Human Adaptability Constitution I
Enhancement: Lifting the Veil
Enhancement: The Receptive Earth
Level 6 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1.5)
Feat: (Selected) Power Attack
Enhancement: Way of the Tenacious Badger II
Enhancement: Restoring the Balance
Enhancement: Racial Toughness II
Level 7 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Bonus) Dodge
Enhancement: Adept of Rock
Enhancement: Adept of Rain
Level 8 (Fighter)
Ability Raise: WIS
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Combat Expertise
Enhancement: Shintao Monk I
Level 9 (Monk)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Fists of Iron
Enhancement: Difficulty at the Beginning
Enhancement: Fighter Toughness I
Level 10 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Enhancement: Monk Improved Recovery II
Level 11 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Enhancement: Rise of the Phoenix
Level 12 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Enhancement: Human Improved Recovery II
Level 13 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Level 14 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Human Improved Recovery III
Enhancement: Shintao Monk II
Level 15 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Enhancement: Master of the Sea
Level 16 (Monk)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Monk Wisdom II
Level 17 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Fighter Haste Boost I
Enhancement: Racial Toughness III
Level 18 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Way of the Tenacious Badger III
Level 19 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Way of the Tenacious Badger IV
Level 20 (Monk)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Enhancement: Shintao Monk III
Enhancement: Grandmaster of Oceans
Play
The build can do a lot of different things so playing it is multi disciplinary. As a tank you need to learn the ins and outs of intimidation and to find the best gear for AC. When not playing tank the best roll is on the front lines stunning enemies for quick clean up by the DPS crew and attracting as much agro as the team wants to pull in a given fight. You can also do some good as a secondary healer, keeping the front line troops topped off.
Variations
I think most of the variations would be in enhancements, dropping rise of the phoenix for other choices. I don’t think I’d try this build with 28pts or with no use of tomes. Its very ability dependent.
jellyfish21
01-24-2011, 03:29 PM
ATM, I have a 10 paladin / 5 monk.
AC is about 70 during boss fights.
krogyy
01-24-2011, 03:34 PM
i was also considering trying a similar build, only geared for saves rather than ac.
the only question is: will the Hp's be enough for tanking?
for example, this build will reach 500-550 unbuffed. maybe a bit too low... but i have no experience with tanks so i could be wrong. (i'd like to be proven wrong as i'd love to play a tanking monk)
jeremyt
01-24-2011, 04:07 PM
Worked up a build with same level (but dwarf completionist) spread a few posts down from yours. Obviously some goals where different, but you might have a look at the feats aquired and the stats a bit closer. With combat exp (with the build points allocated to it to qualify as well). Your also splitting your ability score level ups, usually not a route to a max performance build, unless your accommodating for acquired end game gear.
Your HPs and AC are both outside intim tanking range with very little (in a tank's view) of DR. Due to your AC being outside the commonly known 'useful thresholds' you can rearrange your character to reallocate all the resources you spent, (feats, build points, abil level ups, start stats) to gaining more HP, more blocking DR or some combination of the two. I will say that intim is very situationaly useful on a build that doesn't have any outstanding survivability outside of improved evasion and only gear DR.
Your enhancements seem to be geared to save inventory space on potions, and not maximum performance. With the rogue level taken first and the fighter level early, you should have zero low performance enhancements. Haste boost, SA training, and racial enhancements (be it heal amp or tactics depending) should take up a full 80 AP, no room for fluff.
Something to keep in mind: while not intimidating this build will have a very hard time connecting in any epics where the monster has higher AC, your stunning fist will have a decent, if not outstanding DC, but your DPS contribution to the stunned target is going to be sub-par without tuning up the build.
sigtrent
01-24-2011, 04:39 PM
Thanks for the feedback! I think our builds are very different in purpose despite the level similarities.
Worked up a build with same level (but dwarf completionist) spread a few posts down from yours. Obviously some goals where different, but you might have a look at the feats aquired and the stats a bit closer. With combat exp (with the build points allocated to it to qualify as well). Your also splitting your ability score level ups, usually not a route to a max performance build, unless your accommodating for acquired end game gear.
Ability score level ups are split because the build is attempting to qualify for the grand master water stance and trying to use its initial build points as efficiently as possible. (more wisdom would cost more overall stat points than using level ups)
It's primarily an intim-tank so CE is pretty important to its performance in that role. your build is what I'd call a skirmisher (that is a DPS with some resources spent on solid defenses) this can play a skirmisher but that's not the primary goal.
Your HPs and AC are both outside intim tanking range with very little (in a tank's view) of DR. Due to your AC being outside the commonly known 'useful thresholds' you can rearrange your character to reallocate all the resources you spent, (feats, build points, abil level ups, start stats) to gaining more HP, more blocking DR or some combination of the two. I will say that intim is very situationaly useful on a build that doesn't have any outstanding survivability outside of improved evasion and only gear DR.
We disagree. The AC potential for the build is substantial.
10 Base
5 CE
10 from various dodge bonuses (feat+1,Icy+4,Chatter+3,Cloak+2)
4 Monk AC
5 Deflection (6 is available though)
8 from 26 dex
11 from 32 wis
8 Armor
2 Blocking
4 Insight
Thats 69
Typical raid buffs
Bark-skin 5
Bards Song 5
Haste 1
Thats 80 which is fine for nearly any raid boss
And you can go up from there
Yugo pots +2
Recitation +2 or is it 1? I forget
Alchemical pots +2
Tumbling +8 (water stance)
94..
And there are others too.
HP is in the low 500s with gear, plenty for tanking when you have evasion, 80+ AC, healing amp and stellar saves.
Your enhancements seem to be geared to save inventory space on potions, and not maximum performance. With the rogue level taken first and the fighter level early, you should have zero low performance enhancements. Haste boost, SA training, and racial enhancements (be it heal amp or tactics depending) should take up a full 80 AP, no room for fluff.
I have no idea what you are talking about here. Its a tank, not a DPS character. Its enhancements are built for tank duty, not to save inventory space. You may be talking about the light monk healing moves, thats to prerequisite for rise of the phoenix.
Something to keep in mind: while not intimidating this build will have a very hard time connecting in any epics where the monster has higher AC, your stunning fist will have a decent, if not outstanding DC, but your DPS contribution to the stunned target is going to be sub-par without tuning up the build.
Its not a DPS build. When working the stun angle it would switch to Fire stance and employ accuracy increasing items to help with to-hit values. Its not an optimal stunner but that isn't the builds primary mission anyhow.
Alektronic
01-24-2011, 05:23 PM
To accomplish what Jeremy(^) said, I would turn this into a finesse halfling with 2 fighter instead of 2 rogue.
-Why finesse? Finesse will allow you to focus lvl ups on one stat (dex). This will increase your AC, to-hit, and reflex saves.
-Why halfling? Halfing will allow you to get the SA line (helps for DPS on tank build) in those situations where a tank is not needed (ie epic, running with high DPS grps, or when you just dont have the gear to pull this build off). The bonus to dex in ability points, and also racial bonuses, will also allow you to further pump ur AC.
-Why 2 fighter? UMD, I would argue, doesn't benefit a shintao monk greatly. Raise dead? Light monks can train this as an enhancement. Self heal? Monks can meditate and drink pots to regen. Group heal/buffs? Light monks get this as finishers. The only arguable benefit to UMD is using RR items. The fighter lvl gives you a free feat (weapon finesse), which I think molds nicely into this build, since you need all the feats you have already taken. The SA from rogue will be compensated by the halfling enhancements.
Intim:
23 (ranks)
5 (0 base, 3 from +6 char item, 2 from +3 tome)
5 (GS item)
4 (GH)
2 (luck bonus)
3 (feat bonus)
15 (intim hat)
2 (bard song)
5 (moment of clarity)--> -3 if you only want to consider walk of the sun
1 (exceptional char slot)
4 (for being a naughty badger)
1 (fighter enhancement?)
------
65 attainable intim--> if you go halfling -4... everyone gets this vs Sulo, Giants, etc... do halflings get -8? I don't know the answer to this question, if -8 then halfling would be a horrible idea. If you go half-elf you can still get the dex bonuses, plus an extra intim timer, but you'll lose out on SA dmg.
I won't do the AC breakdown, but if go dex/finesse, get some good wis items/tomes, get the necessary gear (icy raiments, jedzik bracers/chaos guards, etc...), and you'll have workable AC for high lvl content.
With 14 wis starting, you're stun will look like:
10 (base)
9 (monk lvl)
2 (base wis)
3 (wis item)
2 (+4 tome, hehe)
1 (exceptional wis item +2 and +1)
2 (enhancements)
----------------
29... won't work in epic until they fix the handwraps but when they do 29+10=39, which is very nice x).
EDIT: You put your post in right before mine. Looks like you got it, haha. I'll stay out of the flame fest.
jeremyt
01-24-2011, 05:23 PM
Hey sig, few comments:
You list icy's in your AC breakdown as well as chattering. Also 6 deflection AC is available to true neutral shield users only from IQ shield right? Ive also never seen an intim tank tumbling back and forth, which would cause general havok if not done against a wall to keep boss from chasing. Is this a common tactic you use effectively? or are you adding in 8ac on the top that will realistically never be utilized? This leaves slots avail for heal amp (example: DT 10/20) pretty slim, while it also looks like you wont have the slot to fit in epic claw and still receive set bonus unless you already have some pretty interesting items epiced while using a heal amp and insight kama? With the synergies of light monk and human your build will be extremely easy to heal in shrouds grabbin harry with intim etc to make sure those late night multi language pug shroud complete nice and smooth. And your ability to grab and hold sulu in vod and tod will make you a great resource for those raids, as sulu will miss significantly on hard and less against 80AC.
I guess the language of my first response didn't give accolades where required first before getting into he nitty gritty. Depends on what content you see yourself running a majority of the time. It looks like a build that needs some pretty substantial epic grinding investment, but on the other hand with some tweaking away from AC (in content where 80ac isn't going to be worth the amount of effort you put into it) to increase the build's effectiveness to cover most all content.
But yes, if you do nothing but raid with this character in shrouds, vods, hounds, norm or hard tods etc: great toon that id love to have along any time. Short man, epic farming, epic completion runs, filling other raid duties. these are things that can be greatly enhanced by shifting focus a bit. It all comes down to content 80ish (not realistic) AC is useful vs content where having 8-15 untyped DR, 220 more HPs and viable to-hit/damage will be more adventagious.
As far as my blurb on useless enhancements, yes it was in reference to the prereqs for raise of the P. You spending 4 AP for that enhancement alone, while having the UMD to use a raise dead scroll that doesnt take a massive amount of your ki and health away. while also having a laundry list of other required enhancements. Thats what I ment by saving inventory space. Shintao monk II requires either monk improved recovery OR rise of the P. You already are taking imp recovery III. Why are you spending nearly 1/8th of your total APs on monk ki moves that are completely (and i mean completely) covered by the UMD this toon already has?
jeremyt
01-24-2011, 05:37 PM
*snip*
-Why halfling? Halfing will allow you to get the SA line (helps for DPS on tank build) in those situations where a tank is not needed (ie epic, running with high DPS grps, or when you just dont have the gear to pull this build off). The bonus to dex in ability points, and also racial bonuses, will also allow you to further pump ur AC.
-Why 2 fighter? UMD, I would argue, doesn't benefit a shintao monk greatly. Raise dead? Light monks can train this as an enhancement. Self heal? Monks can meditate and drink pots to regen. Group heal/buffs? Light monks get this as finishers. The only arguable benefit to UMD is using RR items. The fighter lvl gives you a free feat (weapon finesse), which I think molds nicely into this build, since you need all the feats you have already taken. The SA from rogue will be compensated by the halfling enhancements.
*snip*
With 14 wis starting, you're stun will look like:
10 (base)
9 (monk lvl)
2 (base wis)
3 (wis item)
2 (+4 tome, hehe)
1 (exceptional wis item +2 and +1)
2 (enhancements)
----------------
29... won't work in epic until they fix the handwraps but when they do 29+10=39, which is very nice x).
Firstly, stunning fist DCS:I think he ended up putting some level ups into Wis. So i think he gets 1-3 more DC. Also wraps work now. So 40-42 DC, which I disagree is marginal at best and bad in most endgame content (epic being my current endgame, so your mileage may vary). Add in another 2 for grandmaster water stance and it becomes 42-44. Decently reliable, still not great. (my main has 42 DC in fire stance and i find it highly annoying), 43+ its noticeably better against non tanky epic monsters, 45+ is noticeably better against higher fort tanky epic monsters. sub 40 and its nearly useless if you epic at all or run in amrath.
Secondly: the advice of picking up a second fighter level instead of rogue if he isnt going to utilize the UMD is decent advice :) ..i think a better route would be to keep the rogue level and clean up the enhancements for overall better performance.
Thirdly: SA damage does nothing to help a tank hold hate (maybe helps regain hate after a DPS toon takes it? but good luck grabbing hate back from anything with an intim build trying to hate gen) it just adds a bit of DPS utility when he isn't standing in front of something, which is what he is aiming to do when he plays this toon.
Fourthly: Halfling is an interesting choice with one synergy: the extra +1 AC and three non synergies: halfling guile is extremely expensive AP wise and MUCH less useful than human heal amp as a racial option for this build (wf or dwarven tactics would shore up DC utilities into a much more useful range, but also dont fit quite as well for main focus of build). Also the feat you gain for suggesting the second level of fighter, you lose by going halfling instead of human.
jeremyt
01-24-2011, 06:26 PM
EDIT: You put your post in right before mine. Looks like you got it, haha. I'll stay out of the flame fest.
heh, hey alek. Dont know if sig knows who i am in-game but i know him and have nothing but respect for the guy. I might come off a bit harsh via text, but its usually just a result of me typing while number crunching, nothing more, i promise :)
sigtrent
01-24-2011, 06:49 PM
Hey sig, few comments:
You list icy's in your AC breakdown as well as chattering. Also 6 deflection AC is available to true neutral shield users only from IQ shield right?
Chattering is a pain to get, but Icy is pretty easy if you have some palls to help you. I didn't actually calculate with 6 deflection, just mentioned you can get it (either from levics, some epics, and the neutral shield (but thats out on this build). I just included the 5 from its dragonmark shield of faith or a standard protection item. That stuff is pretty standard for most AC evasion tanks. I left out any tomes above +2 any epic gear use, and quite a few other tricks you can use like shield wands etc... It can hit 80 with pretty much the standard stuff.
Ive also never seen an intim tank tumbling back and forth, which would cause general havok if not done against a wall to keep boss from chasing. Is this a common tactic you use effectively? or are you adding in 8ac on the top that will realistically never be utilized?
You would tumble back into a wall if you used that. I've never seen it done, and this would wouldn't realistically need to use it but it is in there if for some reason you need to hit 90s AC. The 80pt mark comes before adding in the tumbling. (I forgot you have to take away 2 since you are not blocking so it would really be net +6)
The build is top end AC so far as tanks go. You can only do much better with some very specialized builds (like the halfling finesse which has Intim issues, or a dwarven defender build with over loaded Dex and epic red dragon scale)
This leaves slots avail for heal amp (example: DT 10/20) pretty slim, while it also looks like you wont have the slot to fit in epic claw and still receive set bonus unless you already have some pretty interesting items epiced while using a heal amp and insight kama?
I didn't consider epics at all (well epic Jidz-Tetka would certainly help so I can slot 8 armor and Amp together). Insight is just greensteel and greensteel can hold the amps as well on a triple positive kama. Takes some work for those but nothing unusual for an end game player. Honestly I don't know the epics too well as I hate farming for anything personally so I rarely include them in builds. (I did do a Max AC paladin once and researched epics for it due to the request wanting "Max" AC)
I guess the language of my first response didn't give accolades where required first before getting into he nitty gritty.
Its all good, you were plenty polite about it. I just didn't think your analysis was looking at the full aspects of the build. I tend to post them without gear and super tomes and pots and all that stuff since any build can use any of that, it doesn't speak to the build itself. But that means my builds sometimes look like they have low numbers. I like the nitty gritty :)
Compliments are great, but they don't make for interesting discussion. :)
Depends on what content you see yourself running a majority of the time.
Agreed. Tanking is mostly something you need for raids and is only an optional tactic in normal content, and frankly I've never seen it tried in epic. My groups tend to "tag and bag" or "hammer and heal" with a bit of kiting when needed. Sounds like you do more epics than raiding or at least build that way. My raid guild mostly does raids and does epics on occasion.
I was working up a half orc warhammer Kensei 2/Tempest/Monk that I think would be a beast in epics. Really high stun DC and great damage without weapon switching.
As far as my blurb on useless enhancements, yes it was in reference to the prereqs for raise of the P. You spending 4 AP for that enhancement alone, while having the UMD to use a raise dead scroll that doesnt take a massive amount of your ki and health away. while also having a laundry list of other required enhancements. Thats what I ment by saving inventory space. Shintao monk II requires either monk improved recovery OR rise of the P. You already are taking imp recovery III. Why are you spending nearly 1/8th of your total APs on monk ki moves that are completely (and i mean completely) covered by the UMD this toon already has?
Honestly at first it was my misunderstanding on the requirements for Shintao 2. :) (I did the build a couple months back but hadn't had time to post it) It was pointed out to me while doing DDOCast for this build but I decided to leave it in. Why? Partly to be unique, but also because while the UMD is great stuff, you can't really throw it while in the thick of a fight as well as you can fire off the monk moves (depending on how practiced you are at them) and the scrolls can be interrupted etc.. (then again trowing raise off your tripple P is easiest)
I'd agree if I were to change the build, that would be my first change, though probably I'd shift those points to max Amp and HP a bit more rather than try for more DPS.
sigtrent
01-24-2011, 06:51 PM
heh, hey alek. Dont know if sig knows who i am in-game but i know him and have nothing but respect for the guy. I might come off a bit harsh via text, but its usually just a result of me typing while number crunching, nothing more, i promise :)
I'm not aware of who you are in game but you seem like a nice guy. I love throwing down with the analysis! I think its great for the requester or for others considering the build. An idea unchallenged or untested is not really worth all that much. :)
jeremyt
01-24-2011, 07:00 PM
*bunch snipped*
I'd agree if I were to change the build, that would be my first change, though probably I'd shift those points to max Amp and HP a bit more rather than try for more DPS.
Well being as this build is a tad (not horribly for AC tank) light on HP, the AP reallocation might really supercharge the durability and lower healer blood pressure in ToDs.
Alektronic
03-17-2011, 02:06 PM
Was looking at this variant off the naked knight (so I called it naked knight 2.0). This guy would go mountain stance for tanking (+4 con, 8DR/- and extra blocking DR), then ocean stance for "dps" mode. Geared/buffed standing hp would be >630. AC can definately break 100. Saves should also break 30 fully geared. Intim can also break 80.
I took 2pally for the bonus to saves, but I think 2 fighter would make an equally strong build (and you could go lawful neutral instead.... kinda sux you gotta do lawful good on this build). PL pally is from my current 18/2 pally, but obviously could be from w/e. Drop 2 char for the 32 point version (ouch).
Still working on the gear, but probably a very similar setup to an 18/2 pally monk i.e. greater might of abishai, hp GS item, belt of morenon, intim ring... Not sure whether to go unarmed or dual min II kama when in tank mode. Depending which you go, really changes what goes on the necklace and other ring. Really the only part of the gear I'm on the fence about. Will run AC/hp/intim... numbers in full as soon as I get off the fence :D.
Character Plan by DDO Character Planner Version 3.8.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Naked Knight 2.0
Level 20 Lawful Good Dwarf Male
(2 Paladin \ 18 Monk)
Hit Points: 356
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 20
Reflex: 18
Will: 17
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 12 13
Dexterity 15 22
Constitution 16 20
Intelligence 12 13
Wisdom 16 20
Charisma 8 8
Tomes Used
+1 Tome of Strength used at level 1
+2 Tome of Dexterity used at level 1
+2 Tome of Constitution used at level 1
+1 Tome of Intelligence used at level 1
+2 Tome of Wisdom used at level 1
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 27
Bluff -1 -1
Concentration 8 31
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 4 5
Hide 3 6
Intimidate 3 30
Jump 1 1
Listen 4 5
Move Silently 3 6
Open Lock n/a n/a
Perform n/a n/a
Repair 1 1
Search 1 3
Spot 4 5
Swim 1 1
Tumble 4 7
Use Magic Device 0 10
Level 1 (Paladin)
Feat: (Past Life) Past Life: Paladin
Feat: (Selected) Weapon Finesse
Level 2 (Monk)
Feat: (Monk Bonus) Two Weapon Fighting
Level 3 (Monk)
Feat: (Monk Bonus) Combat Expertise
Feat: (Selected) Toughness
Level 4 (Monk)
Ability Raise: DEX
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 5 (Monk)
Level 6 (Monk)
Feat: (Selected) Dodge
Level 7 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 8 (Monk)
Ability Raise: DEX
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Level 11 (Monk)
Level 12 (Monk)
Ability Raise: DEX
Feat: (Selected) Skill Focus: Intimidate
Level 13 (Monk)
Level 14 (Monk)
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Monk)
Ability Raise: DEX
Level 17 (Monk)
Level 18 (Monk)
Feat: (Selected) Power Attack
Level 19 (Monk)
Level 20 (Paladin)
Ability Raise: DEX
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Spell Defense I
Enhancement: Way of the Tenacious Badger I
Enhancement: Way of the Tenacious Badger II
Enhancement: Way of the Tenacious Badger III
Enhancement: Way of the Tenacious Badger IV
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Improved Recovery III
Enhancement: Shintao Monk I
Enhancement: Shintao Monk II
Enhancement: Shintao Monk III
Enhancement: Void Strike I
Enhancement: Adept of Rock
Enhancement: Grandmaster of Mountains
Enhancement: Master of Stone
Enhancement: Adept of Rain
Enhancement: Grandmaster of Oceans
Enhancement: Master of the Sea
Enhancement: Paladin Focus of Good I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Racial Toughness IV
Enhancement: Improved Intimidate I
Enhancement: Paladin Devotion I
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Enhancement: Paladin Toughness I
sigtrent
03-17-2011, 05:34 PM
My wife rolled up the character and is level 13 with it now. So far its been a great character, enough DPS to contribute and enough AC/Intim it can Inim anything in elite quests and not be in any real danger. Stun is working great at mid level (it was a bit weak at low level).
She hasn't hit any raids yet but at level 13 she's running 51 intim and 50ish AC and nothing too special gear wise yet.
Alektronic
03-18-2011, 09:53 AM
Cool ^.^
Hakuiun
05-22-2011, 05:33 PM
My wife rolled up the character and is level 13 with it now. So far its been a great character, enough DPS to contribute and enough AC/Intim it can Inim anything in elite quests and not be in any real danger. Stun is working great at mid level (it was a bit weak at low level).
She hasn't hit any raids yet but at level 13 she's running 51 intim and 50ish AC and nothing too special gear wise yet.
If Sigtrent or someone else could tell me, what gear can a 13th lvl monk get his hands on to provide AC like this?
Any help would be great.
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