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CiaoBoy
09-19-2011, 12:32 AM
Can I get some feedback on this 32 point build? I'm trying to max out sneak attack damage. With the half-elf rogue dilettante, I'll get 1d6 sneak attack. With Improved Rogue Dilettante I and II, that gives an additional 2d6 sneak attack, making a total of 3d6 sneak attack. With Ninja Spy I and II, that adds on yet another 3d6, for a grand total of 6d6 sneak attack. And yes, I do realize that sneak attack won't work on immune crit mobs.

To maximize my to-hit, I will use Trip, Sunder, and Eagle Claw to lower the mob's AC.

To maximize the opportunities for sneak attack, I will be using Stunning Fist, Stunning Blow, and Unbalancing Strike to make the mob susceptible.

To maximize the number of attacks and sneak attacks, I opted for Grandmaster of Storms, level IV wind stance. The sheer number of hits should allow me to generate plenty of ki.

To maximize the number of critical hits, I opted for Grandmaster of Mountains, level IV earth stance, and can attack with Fists of Iron to increase the critical multiplier. I also chose the Power Critical feat. Obviously, I won't be using this stance when fighting immune-crit mobs.

To maximize vorpal attacks, and to damage incorporeal mobs, I opted for Void Strike IV's force damage.

To maximize survivability, I can combine Shadow Form's incorporeality (25% chance for incoming physical attacks to miss) with the high DEX in wind stance. If I am still getting hit a lot and the additional DEX isn't cutting it, I can switch to earth stance for DR and at least each incoming hit will generate ki for me.

I also have Touch of Death in my arsenal as well as 20% Improved Healing (10% from Human Improved Healing and 10% from Monk Improved Healing, which is a more efficient way of reaching 20% Improved Healing, since it costs a total of 4 AP rather than 6 AP).

If I need fire stance or water stance for certain situations, at least they will be at level III, which isn't too shabby either.

This build is still attainable even without the use of +2 tomes, but the ability points will simply be a bit lower. It will requires at least 3 +1 tomes somewhere along the line.


Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Neutral Half-Elf Male
(20 Monk)
Hit Points: 270
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 17
Will: 17

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

Tomes Used
+2 Tome of Strength used at level 1
+2 Tome of Dexterity used at level 1
+2 Tome of Constitution 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 8 31
Bluff -1 -1
Concentration 8 39
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 3 4
Hide 4 8
Intimidate -1 -1
Jump 3 7
Listen 3 4
Move Silently 4 4
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 6 26
Swim 3 5
Tumble 5 7
Use Magic Device n/a n/a

Level 1 (Monk)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Selected) Stunning Blow
Feat: (Monk Bonus) Stunning Fist
Enhancement: Improved Jump I
Enhancement: Improved Tumble I


Level 2 (Monk)
Feat: (Monk Bonus) Two Weapon Fighting
Enhancement: Human Improved Recovery I
Enhancement: Way of the Patient Tortoise I
Enhancement: Void Strike I
Enhancement: Monk Wisdom I


Level 3 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Feat: (Selected) Weapon Focus: Bludgeoning Weapons
Enhancement: Monk Improved Recovery I


Level 4 (Monk)
Enhancement: Static Charge
Enhancement: Improved Jump II
Enhancement: Improved Tumble II


Level 5 (Monk)
Enhancement: Improved Rogue Dilettante I
Enhancement: Porous Soul


Level 6 (Monk)
Feat: (Monk Bonus) Dodge
Feat: (Selected) Luck of Heroes
Enhancement: Monk Ninja Spy I


Level 7 (Monk)
Enhancement: All-Consuming Flame
Enhancement: Unbalancing Strike
Enhancement: Adept of Rain


Level 8 (Monk)
Enhancement: Void Strike II
Enhancement: Winter's Touch


Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Touch of Death


Level 10 (Monk)
Enhancement: Fists of Iron
Enhancement: Adept of Wind
Enhancement: Adept of Rock


Level 11 (Monk)
Enhancement: Way of the Patient Tortoise II
Enhancement: Adept of Flame


Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Monk Ninja Spy II
Enhancement: Eagle Claw Attack


Level 13 (Monk)
Enhancement: Master of Thunder


Level 14 (Monk)
Enhancement: Void Strike III
Enhancement: Master of Stone


Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Improved Rogue Dilettante II


Level 16 (Monk)
Enhancement: Master of Bonfires


Level 17 (Monk)
Enhancement: Master of the Sea


Level 18 (Monk)
Feat: (Selected) Power Critical
Enhancement: Grandmaster of Storms


Level 19 (Monk)
Enhancement: Void Strike IV


Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Grandmaster of Mountains




-CiaoBoy

JollySwagMan
09-19-2011, 12:48 AM
I believe that Bluff still breaks Monk combos (not overly important to Dark Monks, but frustrating in some scenarios)

However Diplomacy does not, and is a class skill. Max that sucker out!

Other things to consider:

Rad II Shortswords
Weapons of Deception - most notably for situations where you turn out to be the most durable tank, eg. as the only Evasive melee vs a heavy spellcasting boss. Even if the boss has 100% fort, the turn-around effect will still trigger buying you a few seconds to chug some potions!

UMD: Blur/Displacement are a different effect than the Incorporeality of Shadow Fade, so they sort of 'stack'!

Also, here is a link to a thread with some helpful stealth tactics:

http://forums.ddo.com/showthread.php?t=317786

Enjoy!

CiaoBoy
09-19-2011, 01:12 AM
I believe that Bluff still breaks Monk combos (not overly important to Dark Monks, but frustrating in some scenarios)

However Diplomacy does not, and is a class skill. Max that sucker out!

Other things to consider:

Rad II Shortswords
Weapons of Deception - most notably for situations where you turn out to be the most durable tank, eg. as the only Evasive melee vs a heavy spellcasting boss. Even if the boss has 100% fort, the turn-around effect will still trigger buying you a few seconds to chug some potions!

UMD: Blur/Displacement are a different effect than the Incorporeality of Shadow Fade, so they sort of 'stack'!

Also, here is a link to a thread with some helpful stealth tactics:

http://forums.ddo.com/showthread.php?t=317786

Enjoy!

Thanks for the tips. For Diplomacy, I need another target for the aggro to go towards, so if I am soloing, it won't be useful. Bluff lasts for 4 seconds. Hmm, that might be nice. Stun lasts for 6 seconds and I can get in more sneak attacks. Can I combine bluff and Stun?

I was planning to use handwraps, but would shortswords be superior?

-CiaoBoy

JollySwagMan
09-19-2011, 07:09 PM
Thanks for the tips. For Diplomacy, I need another target for the aggro to go towards, so if I am soloing, it won't be useful. Bluff lasts for 4 seconds. Hmm, that might be nice. Stun lasts for 6 seconds and I can get in more sneak attacks. Can I combine bluff and Stun?

I was planning to use handwraps, but would shortswords be superior?

-CiaoBoy

To get a target to benefit from Diplomacy, Summon Monster 1 scrolls are quite handy - the critter will die soon enough that it won't be a liability, but will provide a window for you to quickly demolish a few enemies. A hireling can also be useful, as they can be used to open levers and such so you don't have to break Invis.

Bluffing an enemy to Stun (or Trip, Sap, etc.) them can be a very handy tactic, as it can be used to pull an individual mob out of a crowd of enemies (ranged pulling is less effective/more time consuming here) but you probably won't have a good enough Bluff score on a pure Monk come the mid-high levels to pull this off reliably.

However soloing against a boss, might be worth it to hit the Bluff key then continue attacking to complement Deception weapons/the water strike

Handwraps would be superior (particularly on a Pure Monk), but Shortswords will have some situational uses:

Good aligned Shortswords will break Rakshasha DR
Some spiders have Piercing DR
Wounding of Puncturing can be crafted, and can be particularly effective on elementals
A pair of shortswords (or kamas) and earth stance for some extra DR when blocking (eg. when solo-farming for Planar Girds by pushing a skeleton archer onto one of the pressure plates, or to help out a rogue who's disabling under archer fire etc.)
Silver/Cold Iron short swords are much easier to come by than equivalent handwraps.