SensaiRyu
08-08-2011, 06:44 PM
Outdated. This is my pre-MoTU build.
Dark monk turned light. Reference Build. Void IV, Vers IV, Earth IV.
(Was: Tweaked for trap evasion. Void IV. Able to swap Sun IV, Earth IV for Air IV.)
I want more DPS... Made a second DT item for +10%/+15% incite at the moment. Reworking enhancements near term.
New goal is to be an effective hate tank.
Updated the post (mostly). Incredible epic stuns. Changed to Improved Sunder, Eagle Claw, and dropped down to one Grandmaster stance. Also added Vers IV which gives me a nice boost to dmg when I remember to use it.
Similar to Marten's (http://forums.ddo.com/showthread.php?t=305216) build - I apparently converged with him. Haven't check recently but I think I'm blazing my own path now. I didn't know about his build when I started. After LR'ing this at lvl 16 from dark to light, I LR'd once more at lvl 20 for some final tweaks. I saw a build (it was TeenieTiny (http://forums.ddo.com/showthread.php?t=279133) and had 15/15/15 str/dex/con) and I tried to match that with this build. After reading Marten's thread(s) I tried to incorporate it into my final LR. I was able to get both Sun IV and Earth IV outta my HElf build and keep a good trap save. I've since changed my enhancements to better suit my playing style.
New Build Goals: DPS, Epics, Solo Devil's Battlefield S/R/E - Didn't realize this wasn't difficult to do :p
For my shintao pre-req feat I chose resilience for the +4 to saves. Finishing moves removes the effect (WAI).
Trap save calcs (I think I have the types correct):
+12 base reflex (lvl 20 monk)
+4 water stance (untyped)
+4 resilience (untyped)
+2 trap sense (untyped)
+8 dex (base dex mod)
+3 dex item (enh)
+1 ship buff (untyped)
+4 gh (moral)
+2 walk of the sun 60 secs (insight)
+3 vers II 20 secs (action)
----
43+ reflex saves for trap running when necessary
38+ regular trap running
(Gotta check these ingame... I don't trust myself so you shouldn't either :D )
Saves are always above 30. Situationally above 40.
DPS: Earth stance crits are 200+ pretty consistently. Sun stance crits are 150+ish. Most base attacks are around 50; 75ish with Vers IV. (By base I mean the first number before the string of +'s.)
Mobs, not a problem at any difficulty.
Non-epic bosses, it depends. But I don't consider myself a DPS machine. GEOB wraps may help; but I have none and haven't crafted any.
Epic bosses. Don't count on me to tank the boss... Recall out while I kite :D
Even with a holy burst ToD ring and a GEOB wrap but I doubt I'd ever be a boss tank. That just doesn't look feasible for this build.
Stuns: 44+ stun DC based on stance, equips (I have 2 sets), and wis/cha stun base. Incredible stuns in epic dungeons.
SF: 35 without wis mod = 10base + 10monk lvl/2 +10wraps +5belt
Kukan: 44 = 10base +20monk lvl +10 wraps +4cha mod
Jade Strike and the others 39 = 10base +20monk lvl +9(wis mod)
Palm: 29 = 10base +10monk lvl/2 +9(wis mod)
SF DC - Base
35 base (+10 base +10 level/2 +10wraps + 5belt)
+11 wisdom mod (+4 wisdom tome read)
-----
46 minimum SF DC
+3 (equivalent when Imp Sund hits - no save -3 fort for 24 seconds stacks up to 5x)
49 minimum SF DC with 1x Imp Sund
Abilities with +2 tome:
Str: 36 = 22base +7item +3sun III +2ship +2rage
Wis: 28 = 14base +4tome +6item +2ship +2exceptional(epic time-sensing goggles) -0earth stance (-2sun stance)
Con: 28 = 18base +6item +2ship +2rage (+4earth IV)
Cha: 18 = 10base +6item +2ship
Read my +4 wisdom tome
Skills:
Other than concentration I majored in UMD. Got jump/balance/spot to 20/20/10. Now that I have UMD, I don't use it much (still...).
With cha items and a +3UMD neckless I can get a nice %. I just don't have any useful scrolls or wands that I get actually ever use in quests.
Equips most used:
Old List
Trinket: Pale Lav ioun/shimmering arrowhead
Helm: Minos
Armor: DT (25%striding, ice guard, magma guard)
Boots: +6dex
Rings: +6wis (always on) (based on TS or not)
Belt: Str +5, Improved FL
Hand: Charged Gauntlets
Wrist: Jitz-Tet'ka +1 die dmg
Neck: Orimi's/Silver flame
Cloak: Stormsinger (+4 resistance)
Eyes: Tharne's/Epic Time-Sensing (+2 exceptional wisdom - no slots filled yet)
Current List
Trinket: Greater Bold/Pale Lav Ioun
Helm: Corsair's Skullcap with SFL and Balance +15/ Made one with +6 seeker but I never wear it.
Armor: DT (+5 resistance, Magma guard, Earth guard) / Cloth of the faithful Nightshield clickie
Boots: GS (+45 HP, Raise Dead) minimum ing
Ring 1: Warchanter's Band (Holy Burst) - Not bad till I get Kyosho's ring
Ring 2: Epic Bucc (Heavy Fort Crystal)
Belt: Epic Spare Hand tier 1
Hand: Epic Brawling
Bracers: Jitz
Neck: Orimi's/Shintao Chord
Cloak: Epic Cloak of Night
Eyes: Epic Time-Sensing (+2 exceptional wisdom - no slots filled yet) / Tharne's
Noob Notes:
When I picked up Warchanter's Band I realized I was wearing a +6 cha ring. I haven't been wearing my +6 wis ring! That Incredible Stuns statement above was with +3 less wisdom mod than I should be running with.
Wraps: Still no devout wraps, but I have just about every other wrap :D Crafting for Marten's holy/vampiric wraps is going slowly. I'm almost there.
I made Epic Wraps of Endless Light - very good dmg. I use these on bosses sometimes. I crafted a set of +3 Holy/Sunder +6 wraps that I also use a lot on bosses to help out the real DPSers. I use a something +10 stun on epic mobs for great stun proc's. Holy/Smite for Cannith content and the target dummy. I prefer smite or banish over Greater Bane wraps.
I'm going to look into crafting a banish GEOB wrap now that I have a Holy Burst ring.
Quickbars:
On bosses I use:
Void IV/FoL/Void III/Finisher/Imp Sund/Eagle/Jade Strike/Earth III/Iron/Smite
And hit 5,6,7,1,2,3,4,0 mostly.
I have similar ToD dedicated quickbar set up when I'm called on for Grasp.
For trash I use:
Void IV/FoLight/Eagle(or SunIII)/Step/finisher/Imp Sund/SF/Kukan/Jade Tomb/Healpots
I made a Stun bar:
Imp Sund/SF/Void IV/AS/QP/Kukan/Tomb/FoL/Eagle/Smite
One bar for easy dance which I rarely use, one for stances, one for wraps... er better make that 3 for wraps :D, 2 for equips, one for pots, and one versatilities with a quick to find rust eater proof wrap.
I haven't found a QB place for Quivering Palm and hardly use it (and don't miss it). Maybe one day I'll try to fit it in.
I run in Sun III stance pretty much all the time now to keep my ki up. I have problems even with Orimi's keeping my ki going. On bosses I switch to Earth IV. Don't know if I'll want to use Amrath's Shintao Set. We'll see.
I hit imp sunder whenever it's off timer. If it's a mobber then I stun afterwards. Jade Tomb procs almost every time I use it in epic content. When surrounded (eDA) I try to spin around, stun one with SF, another with Kukan, and one with Tomb.
Playability:
The most important category!
First LR I only had sun IV and couldn't take earth IV (missed it by 1). I wanted to try out the extra dmg and HP earth stance IV provides but couldn't because of my ability selection. At lvl 20, I fixed it so I could take both and added +1 dex during a lvl up to end with a 22/18/18/8/16/8 base (after tome and lvls). Improved flexibility in enhancement selection if I ever want to change it around. I tried Air IV and was unimpressed.
I've since dropped Sun IV to help fit in all of the Vers line. I also ended taking only Turtle I.
I only took one Rogue dilly for +2d6. I can't fit the other +1d6 into my enhancement selections.
Epics:
Epic friendy, especially after the Treasure Cove and Mabar events. I'm much happier with this build than my previous dark monk - for several reasons; noob to monk back then, no void line, dex/wis build :eek: sry all you dex/wis monks. Actually my dex/wis build had too much dex. It took way too long to beat down mobs for me to be happy even with constant use of ToD. Not anymore. DR beating wraps is another big help.
I've picked up a Spare Hand belt and put heavy fort on an epic ring. The stuns on stunnable epic mods almost always proc.
Hitting:
I use walk of the sun and clarity finishers a lot. Clarity almost always with bosses and my ki permits. +7 to hit more than offsets any misses I may get with power attack. I also try to keep the SP-ers Aligned.
HPs in earth stance and buffed is now around 502. Human recovery I and monk recovery III (shintao requirement) help with my heals. Fists of Light give me +1-+3 health a hit. Pots are +29 hp each and +49 for healing ki. (I saw healing ki hit a PUGger for +97 :eek: the other day...)
Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Half-Elf Female
(20 Monk)
Hit Points: 307
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 16
Reflex: 15
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 15 17
Constitution 16 18
Intelligence 8 10
Wisdom 14 18
Charisma 8 10
Tomes Used
+2 Tome of Stuff
+4 Wisdom Tome
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 4
Concentration 3 19
Jump 3 6
Spot 2 3
Level 1 (Monk)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 3 (Monk)
Feat: (Selected) Past Life: Disciple of the Fist
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 4 (Monk)
Ability Raise: STR
Level 6 (Monk)
Feat: (Selected) Power Attack
Feat: (Monk Bonus) Resilience
Level 8 (Monk)
Ability Raise: STR
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Level 12 (Monk)
Ability Raise: STR
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Monk)
Ability Raise: STR
Level 18 (Monk)
Feat: (Selected) Improved Sunder
Level 20 (Monk)
Ability Raise: STR
Enhancement: Monk Serenity
Enhancement: Improved Rogue Dilettante I
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Human Versatility IV
Enhancement: Way of the Patient Tortoise I
Enhancement: Fists of Iron
Enhancement: Eagle Claw Attack
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: Void Strike II
Enhancement: Void Strike III
Enhancement: Void Strike IV
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Grandmaster of Mountains
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: Improved Balance I
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Half-Elf Improved Trap Sense I
------------Notes for the next edit
I've settled down to running in GM earth stance for the extra crit multiplier. I've rearranged my boss quickbar to include earth strikes to maximize my crits - void IV, fol, earth IV, earth III, iron, finisher, imp sunder, unbalance, fire IV, smite.
I'm beginning to seriously consider tanking and completed my second DT armor for +10%, +15%, and +20% incite.
Crafted a seeker +6 of maiming to see if or how maiming's crit multiplier stacks with monks +1/2/3 crit multipliers.
If I can get a circle of hatred I'll be real happy.
For the occasional tanking I do I use endless wraps of light. Very nice dmg on ToD bosses.
Since I can bypass DR with any wraps, I pretty much use only 3: wraps of light, vamp (finally started to use them), +10 stun, +10 sunder. OK, that's four, but I only use the sunder ones occasionally to soften bosses up.
Dark monk turned light. Reference Build. Void IV, Vers IV, Earth IV.
(Was: Tweaked for trap evasion. Void IV. Able to swap Sun IV, Earth IV for Air IV.)
I want more DPS... Made a second DT item for +10%/+15% incite at the moment. Reworking enhancements near term.
New goal is to be an effective hate tank.
Updated the post (mostly). Incredible epic stuns. Changed to Improved Sunder, Eagle Claw, and dropped down to one Grandmaster stance. Also added Vers IV which gives me a nice boost to dmg when I remember to use it.
Similar to Marten's (http://forums.ddo.com/showthread.php?t=305216) build - I apparently converged with him. Haven't check recently but I think I'm blazing my own path now. I didn't know about his build when I started. After LR'ing this at lvl 16 from dark to light, I LR'd once more at lvl 20 for some final tweaks. I saw a build (it was TeenieTiny (http://forums.ddo.com/showthread.php?t=279133) and had 15/15/15 str/dex/con) and I tried to match that with this build. After reading Marten's thread(s) I tried to incorporate it into my final LR. I was able to get both Sun IV and Earth IV outta my HElf build and keep a good trap save. I've since changed my enhancements to better suit my playing style.
New Build Goals: DPS, Epics, Solo Devil's Battlefield S/R/E - Didn't realize this wasn't difficult to do :p
For my shintao pre-req feat I chose resilience for the +4 to saves. Finishing moves removes the effect (WAI).
Trap save calcs (I think I have the types correct):
+12 base reflex (lvl 20 monk)
+4 water stance (untyped)
+4 resilience (untyped)
+2 trap sense (untyped)
+8 dex (base dex mod)
+3 dex item (enh)
+1 ship buff (untyped)
+4 gh (moral)
+2 walk of the sun 60 secs (insight)
+3 vers II 20 secs (action)
----
43+ reflex saves for trap running when necessary
38+ regular trap running
(Gotta check these ingame... I don't trust myself so you shouldn't either :D )
Saves are always above 30. Situationally above 40.
DPS: Earth stance crits are 200+ pretty consistently. Sun stance crits are 150+ish. Most base attacks are around 50; 75ish with Vers IV. (By base I mean the first number before the string of +'s.)
Mobs, not a problem at any difficulty.
Non-epic bosses, it depends. But I don't consider myself a DPS machine. GEOB wraps may help; but I have none and haven't crafted any.
Epic bosses. Don't count on me to tank the boss... Recall out while I kite :D
Even with a holy burst ToD ring and a GEOB wrap but I doubt I'd ever be a boss tank. That just doesn't look feasible for this build.
Stuns: 44+ stun DC based on stance, equips (I have 2 sets), and wis/cha stun base. Incredible stuns in epic dungeons.
SF: 35 without wis mod = 10base + 10monk lvl/2 +10wraps +5belt
Kukan: 44 = 10base +20monk lvl +10 wraps +4cha mod
Jade Strike and the others 39 = 10base +20monk lvl +9(wis mod)
Palm: 29 = 10base +10monk lvl/2 +9(wis mod)
SF DC - Base
35 base (+10 base +10 level/2 +10wraps + 5belt)
+11 wisdom mod (+4 wisdom tome read)
-----
46 minimum SF DC
+3 (equivalent when Imp Sund hits - no save -3 fort for 24 seconds stacks up to 5x)
49 minimum SF DC with 1x Imp Sund
Abilities with +2 tome:
Str: 36 = 22base +7item +3sun III +2ship +2rage
Wis: 28 = 14base +4tome +6item +2ship +2exceptional(epic time-sensing goggles) -0earth stance (-2sun stance)
Con: 28 = 18base +6item +2ship +2rage (+4earth IV)
Cha: 18 = 10base +6item +2ship
Read my +4 wisdom tome
Skills:
Other than concentration I majored in UMD. Got jump/balance/spot to 20/20/10. Now that I have UMD, I don't use it much (still...).
With cha items and a +3UMD neckless I can get a nice %. I just don't have any useful scrolls or wands that I get actually ever use in quests.
Equips most used:
Old List
Trinket: Pale Lav ioun/shimmering arrowhead
Helm: Minos
Armor: DT (25%striding, ice guard, magma guard)
Boots: +6dex
Rings: +6wis (always on) (based on TS or not)
Belt: Str +5, Improved FL
Hand: Charged Gauntlets
Wrist: Jitz-Tet'ka +1 die dmg
Neck: Orimi's/Silver flame
Cloak: Stormsinger (+4 resistance)
Eyes: Tharne's/Epic Time-Sensing (+2 exceptional wisdom - no slots filled yet)
Current List
Trinket: Greater Bold/Pale Lav Ioun
Helm: Corsair's Skullcap with SFL and Balance +15/ Made one with +6 seeker but I never wear it.
Armor: DT (+5 resistance, Magma guard, Earth guard) / Cloth of the faithful Nightshield clickie
Boots: GS (+45 HP, Raise Dead) minimum ing
Ring 1: Warchanter's Band (Holy Burst) - Not bad till I get Kyosho's ring
Ring 2: Epic Bucc (Heavy Fort Crystal)
Belt: Epic Spare Hand tier 1
Hand: Epic Brawling
Bracers: Jitz
Neck: Orimi's/Shintao Chord
Cloak: Epic Cloak of Night
Eyes: Epic Time-Sensing (+2 exceptional wisdom - no slots filled yet) / Tharne's
Noob Notes:
When I picked up Warchanter's Band I realized I was wearing a +6 cha ring. I haven't been wearing my +6 wis ring! That Incredible Stuns statement above was with +3 less wisdom mod than I should be running with.
Wraps: Still no devout wraps, but I have just about every other wrap :D Crafting for Marten's holy/vampiric wraps is going slowly. I'm almost there.
I made Epic Wraps of Endless Light - very good dmg. I use these on bosses sometimes. I crafted a set of +3 Holy/Sunder +6 wraps that I also use a lot on bosses to help out the real DPSers. I use a something +10 stun on epic mobs for great stun proc's. Holy/Smite for Cannith content and the target dummy. I prefer smite or banish over Greater Bane wraps.
I'm going to look into crafting a banish GEOB wrap now that I have a Holy Burst ring.
Quickbars:
On bosses I use:
Void IV/FoL/Void III/Finisher/Imp Sund/Eagle/Jade Strike/Earth III/Iron/Smite
And hit 5,6,7,1,2,3,4,0 mostly.
I have similar ToD dedicated quickbar set up when I'm called on for Grasp.
For trash I use:
Void IV/FoLight/Eagle(or SunIII)/Step/finisher/Imp Sund/SF/Kukan/Jade Tomb/Healpots
I made a Stun bar:
Imp Sund/SF/Void IV/AS/QP/Kukan/Tomb/FoL/Eagle/Smite
One bar for easy dance which I rarely use, one for stances, one for wraps... er better make that 3 for wraps :D, 2 for equips, one for pots, and one versatilities with a quick to find rust eater proof wrap.
I haven't found a QB place for Quivering Palm and hardly use it (and don't miss it). Maybe one day I'll try to fit it in.
I run in Sun III stance pretty much all the time now to keep my ki up. I have problems even with Orimi's keeping my ki going. On bosses I switch to Earth IV. Don't know if I'll want to use Amrath's Shintao Set. We'll see.
I hit imp sunder whenever it's off timer. If it's a mobber then I stun afterwards. Jade Tomb procs almost every time I use it in epic content. When surrounded (eDA) I try to spin around, stun one with SF, another with Kukan, and one with Tomb.
Playability:
The most important category!
First LR I only had sun IV and couldn't take earth IV (missed it by 1). I wanted to try out the extra dmg and HP earth stance IV provides but couldn't because of my ability selection. At lvl 20, I fixed it so I could take both and added +1 dex during a lvl up to end with a 22/18/18/8/16/8 base (after tome and lvls). Improved flexibility in enhancement selection if I ever want to change it around. I tried Air IV and was unimpressed.
I've since dropped Sun IV to help fit in all of the Vers line. I also ended taking only Turtle I.
I only took one Rogue dilly for +2d6. I can't fit the other +1d6 into my enhancement selections.
Epics:
Epic friendy, especially after the Treasure Cove and Mabar events. I'm much happier with this build than my previous dark monk - for several reasons; noob to monk back then, no void line, dex/wis build :eek: sry all you dex/wis monks. Actually my dex/wis build had too much dex. It took way too long to beat down mobs for me to be happy even with constant use of ToD. Not anymore. DR beating wraps is another big help.
I've picked up a Spare Hand belt and put heavy fort on an epic ring. The stuns on stunnable epic mods almost always proc.
Hitting:
I use walk of the sun and clarity finishers a lot. Clarity almost always with bosses and my ki permits. +7 to hit more than offsets any misses I may get with power attack. I also try to keep the SP-ers Aligned.
HPs in earth stance and buffed is now around 502. Human recovery I and monk recovery III (shintao requirement) help with my heals. Fists of Light give me +1-+3 health a hit. Pots are +29 hp each and +49 for healing ki. (I saw healing ki hit a PUGger for +97 :eek: the other day...)
Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Half-Elf Female
(20 Monk)
Hit Points: 307
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 16
Reflex: 15
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 15 17
Constitution 16 18
Intelligence 8 10
Wisdom 14 18
Charisma 8 10
Tomes Used
+2 Tome of Stuff
+4 Wisdom Tome
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 4
Concentration 3 19
Jump 3 6
Spot 2 3
Level 1 (Monk)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 3 (Monk)
Feat: (Selected) Past Life: Disciple of the Fist
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 4 (Monk)
Ability Raise: STR
Level 6 (Monk)
Feat: (Selected) Power Attack
Feat: (Monk Bonus) Resilience
Level 8 (Monk)
Ability Raise: STR
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Level 12 (Monk)
Ability Raise: STR
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Monk)
Ability Raise: STR
Level 18 (Monk)
Feat: (Selected) Improved Sunder
Level 20 (Monk)
Ability Raise: STR
Enhancement: Monk Serenity
Enhancement: Improved Rogue Dilettante I
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Human Versatility IV
Enhancement: Way of the Patient Tortoise I
Enhancement: Fists of Iron
Enhancement: Eagle Claw Attack
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: Void Strike II
Enhancement: Void Strike III
Enhancement: Void Strike IV
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Grandmaster of Mountains
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: Improved Balance I
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Half-Elf Improved Trap Sense I
------------Notes for the next edit
I've settled down to running in GM earth stance for the extra crit multiplier. I've rearranged my boss quickbar to include earth strikes to maximize my crits - void IV, fol, earth IV, earth III, iron, finisher, imp sunder, unbalance, fire IV, smite.
I'm beginning to seriously consider tanking and completed my second DT armor for +10%, +15%, and +20% incite.
Crafted a seeker +6 of maiming to see if or how maiming's crit multiplier stacks with monks +1/2/3 crit multipliers.
If I can get a circle of hatred I'll be real happy.
For the occasional tanking I do I use endless wraps of light. Very nice dmg on ToD bosses.
Since I can bypass DR with any wraps, I pretty much use only 3: wraps of light, vamp (finally started to use them), +10 stun, +10 sunder. OK, that's four, but I only use the sunder ones occasionally to soften bosses up.