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View Full Version : Kensai/AA 12figther/7monk/1sorcerer good Idea or fail?



m0hawk1dwarf
10-28-2011, 06:03 PM
hi, i got the idea from a friend, but dont know quite how to build it, or if it would be worth it since i dont know if 12/6/2 whit ranger and monk would be better could use some advise :-) this is what i have so far




Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Velocitas
Level 11 Lawful Good Half-Elf Male
(8 Fighter \ 2 Monk \ 1 Sorcerer)
Hit Points: 216
Spell Points: 230
BAB: 9\9\14
Fortitude: 12
Reflex: 10
Will: 9

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 11)
Strength 16 20
Dexterity 16 21
Constitution 14 16
Intelligence 8 8
Wisdom 14 14
Charisma 8 8

Tomes Used
+2 Tome of Strength used at level 5
+2 Tome of Dexterity used at level 5
+2 Tome of Constitution used at level 5

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 11)
Balance 7 11
Bluff -1 0
Concentration 6 11
Diplomacy -1 0
Disable Device n/a n/a
Haggle -1 0
Heal 2 2
Hide 3 5
Intimidate -1 0
Jump 5 15
Listen 2 2
Move Silently 3 5
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 2 2
Swim 3 5
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Monk)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
Feat: (Selected) Point Blank Shot
Feat: (Monk Bonus) Toughness


Level 2 (Monk)


Level 3 (Fighter)
Feat: (Selected) Weapon Focus: Ranged Weapons
Feat: (Fighter Bonus) Zen Archery


Level 4 (Fighter)
Feat: (Fighter Bonus) Precise Shot


Level 5 (Fighter)


Level 6 (Sorcerer)
Feat: (Selected) Rapid Shot


Level 7 (Fighter)
Feat: (Fighter Bonus) Bow Strength


Level 8 (Fighter)
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Haste Boost II
Enhancement: Elven Dexterity I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Strategy (Trip) I
Enhancement: Improved Cleric Dilettante I
Enhancement: Way of the Clever Monkey I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Elven Arcane Archer I
Enhancement: Improved Balance I
Enhancement: Improved Concentration I
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II


Level 9 (Fighter)
Feat: (Selected) Manyshot
Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Elven Dexterity II


Level 10 (Fighter)
Enhancement: Fighter Haste Boost III
Enhancement: Fighter Toughness III


Level 11 (Fighter)
Feat: (Fighter Bonus) Two Weapon Fighting
Enhancement: Fighter Kensei I

unbongwah
10-28-2011, 09:38 PM
The main issue with this sort of build - and the reason why so many of them take rgr 6 - is the hefty number of feats you want.


For archery, you want Bow STR, PBS, WF Ranged (AA pre-req), Mental Toughness or arcane splash (AA pre-req), Rapid Shot, Manyshot, Imp Crit Ranged, Prec Shot, Imp Prec Shot, and maybe Zen Archery. That's 8 to 10 feats.
For melee you want TWF x3, Power Atk, and Imp Crit in your primary weapon - that's 5 feats.
For Kensai II you need WF/WS/GWS - that's 2 or 3 feats depending on whether or not you go longbow or melee Kensai.
It's 1 or 2 feats to take Ninja or Shintao.
And finally everybody should take Toughness.

So you're talking at least 17 feats ideally. On monk 7 / sorc 1 / ftr 12 you get 7 regular + 3 monk + 7 ftr = 17. So it just barely fits. However doing rgr 6 instead of monk 6 nets you two extra feats; if you drop sorc and add monk 2, you make a net gain of another feat (2 free monk feats but have to take Mental Toughness). So it's all about tradeoffs.

There are also some interesting monk 12 / rgr 6 / ftr 2 builds: feats are still tight, but you gain Touch of Death, third-tier stances (Earth III is the interesting one for +1 crit multiplier), Ninja Spy II (extra SA dmg & free IC Pierce for short swords).

EpiKagEMO
10-29-2011, 12:11 AM
Wizard is a much better idea since you get the first level of a mental toughness

Ayseifn
10-29-2011, 12:25 AM
Bard is probably the best way to go because it'll open up UMD for you and they have the Focusing Chant spell(+1 circumstance bonus to skills/attack). While the spell isn't uber it at least does something you might want and who doesn't like UMD?

altrocks
10-29-2011, 12:27 AM
Taking 6 Ranger levels gives you a ton of the feats you already need (Bow Strength and Manyshot, most noticeably), plus some basic self-buffing spells like Ram's Might (+2 Stacking strength buff) that are fairly useful. Monks offer their own advantages, but Ranger 6/Monk 2/Fighter 12 would probably be a better balance to maximize your effectiveness.

Also, you only show the build up to level 11 there. Can't really evaluate past that point.

unbongwah
10-29-2011, 11:16 AM
Wizard is a much better idea since you get the first level of a mental toughness
If I'm adding right, wiz splash + MT gets 235 SPs at lvl 20, sorc splash gets 180 SPs right away (ignoring stat bonuses); I'd say it's kind of a wash.

Bard is probably the best way to go
Not if OP wants to be a monk too. ;)

m0hawk1dwarf
10-29-2011, 03:10 PM
Alrigth, so i thougth this migth be something that works, 8monk/6ranger/6figther, going for AA and kensai I, and i dont know much about monk, if it would be worth tking htat prestige to. maybe now i dont need so many feats. i justtlooked around a bit and i think i can fit the feats required for it in it quite easy and leaving some room for THF whit quaterstaff ofr early level's ? sorry i didnt plan the build out, if you want me to i could, jsut being lazy atm :P, would this combo work though :3?

unbongwah
10-29-2011, 06:24 PM
FWIW, here's my take on monk 12 / rgr 6 / ftr 2 AA:


Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Neutral Half-Elf Female
(2 Fighter \ 12 Monk \ 6 Ranger)
Hit Points: 306
Spell Points: 220
BAB: 17\17\22\27\27
Fortitude: 19
Reflex: 18
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 24
Dexterity 16 20
Constitution 14 16
Intelligence 8 10
Wisdom 14 16
Charisma 8 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

Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead (swap for Evil Outsider later)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Selected) Point Blank Shot


Level 2 (Ranger)


Level 3 (Monk)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Weapon Focus: Ranged Weapons


Level 4 (Monk)
Ability Raise: STR
Feat: (Monk Bonus) Zen Archery


Level 5 (Ranger)


Level 6 (Ranger)
Feat: (Selected) Mental Toughness


Level 7 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Giant


Level 8 (Ranger)
Ability Raise: STR


Level 9 (Monk)
Feat: (Selected) Improved Critical: Ranged Weapons
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness


Level 10 (Monk)


Level 11 (Monk)


Level 12 (Monk)
Ability Raise: DEX
Feat: (Monk Bonus) Dodge
Feat: (Selected) Precise Shot


Level 13 (Fighter)
Feat: (Fighter Bonus) Improved Precise Shot


Level 14 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting


Level 15 (Monk)
Feat: (Selected) Power Attack


Level 16 (Monk)
Ability Raise: STR


Level 17 (Monk)


Level 18 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 19 (Monk)


Level 20 (Monk)
Ability Raise: STR
Enhancement: Fighter Haste Boost I
Enhancement: Elven Arcane Archer: Imbue Acid Arrows
Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
Enhancement: Elven Arcane Archer: Imbue Terror Arrows
Enhancement: Improved Rogue Dilettante I
Enhancement: Improved Rogue Dilettante II
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Static Charge
Enhancement: Way of the Patient Tortoise I
Enhancement: Way of the Patient Tortoise II
Enhancement: Touch of Death
Enhancement: Fists of Iron
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Winter's Touch
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Master of Stone
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Enhancement: Elven Arcane Archer: Conjure +3 Arrows
Enhancement: Elven Arcane Archer: Conjure +4 Arrows
Enhancement: Elven Arcane Archer: Conjure +5 Arrows
Enhancement: Elven Arcane Archer I
Enhancement: Improved Jump I
Enhancement: Improved Jump II
Enhancement: Improved Tumble I
Enhancement: Improved Tumble II
Enhancement: Ranger Dexterity I
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I


Ninja Spy II + HE rogue dilly provides 6D6 SA; Earth III stance provides +1 crit multiplier; Dmg Boost III (from Versatility) + Haste Boost I makes for a nice boost to burst DPS. If you have +3 DEX tome, you can take that instead of +2 and put your lvl 12 pt into STR instead of DEX.

Ayseifn
10-29-2011, 06:29 PM
Not if OP wants to be a monk too. ;)
Always forget about that :/

m0hawk1dwarf
10-30-2011, 07:02 AM
FWIW, here's my take on monk 12 / rgr 6 / ftr 2 AA:


Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Neutral Half-Elf Female
(2 Fighter \ 12 Monk \ 6 Ranger)
Hit Points: 306
Spell Points: 220
BAB: 17\17\22\27\27
Fortitude: 19
Reflex: 18
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 24
Dexterity 16 20
Constitution 14 16
Intelligence 8 10
Wisdom 14 16
Charisma 8 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

Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead (swap for Evil Outsider later)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Selected) Point Blank Shot


Level 2 (Ranger)


Level 3 (Monk)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Weapon Focus: Ranged Weapons


Level 4 (Monk)
Ability Raise: STR
Feat: (Monk Bonus) Zen Archery


Level 5 (Ranger)


Level 6 (Ranger)
Feat: (Selected) Mental Toughness


Level 7 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Giant


Level 8 (Ranger)
Ability Raise: STR


Level 9 (Monk)
Feat: (Selected) Improved Critical: Ranged Weapons
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness


Level 10 (Monk)


Level 11 (Monk)


Level 12 (Monk)
Ability Raise: DEX
Feat: (Monk Bonus) Dodge
Feat: (Selected) Precise Shot


Level 13 (Fighter)
Feat: (Fighter Bonus) Improved Precise Shot


Level 14 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting


Level 15 (Monk)
Feat: (Selected) Power Attack


Level 16 (Monk)
Ability Raise: STR


Level 17 (Monk)


Level 18 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 19 (Monk)


Level 20 (Monk)
Ability Raise: STR
Enhancement: Fighter Haste Boost I
Enhancement: Elven Arcane Archer: Imbue Acid Arrows
Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
Enhancement: Elven Arcane Archer: Imbue Terror Arrows
Enhancement: Improved Rogue Dilettante I
Enhancement: Improved Rogue Dilettante II
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Static Charge
Enhancement: Way of the Patient Tortoise I
Enhancement: Way of the Patient Tortoise II
Enhancement: Touch of Death
Enhancement: Fists of Iron
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Winter's Touch
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Master of Stone
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Enhancement: Elven Arcane Archer: Conjure +3 Arrows
Enhancement: Elven Arcane Archer: Conjure +4 Arrows
Enhancement: Elven Arcane Archer: Conjure +5 Arrows
Enhancement: Elven Arcane Archer I
Enhancement: Improved Jump I
Enhancement: Improved Jump II
Enhancement: Improved Tumble I
Enhancement: Improved Tumble II
Enhancement: Ranger Dexterity I
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I


Ninja Spy II + HE rogue dilly provides 6D6 SA; Earth III stance provides +1 crit multiplier; Dmg Boost III (from Versatility) + Haste Boost I makes for a nice boost to burst DPS. If you have +3 DEX tome, you can take that instead of +2 and put your lvl 12 pt into STR instead of DEX.

Hey, that seems pretty solid. but what i like most about AA whit figther and monk, is the combination of haste boost, whit wind stance and haste clicky(if it stacks?) when i activate manyshot. so i would love to get some more figther level's in, then i can also get kensai. Also would it realy hurst the build if i take cleric dilly? would love to use res scroll's and healing wand's, maybe swamp it later when iti snt needed anymore? (if possible) you think a build whit 8monk/6ranger/6figther will be possible ? Tyvm for you're time, and the annoyance of my many question's :D just looking for opinion's

unbongwah
10-30-2011, 09:47 AM
The speed bonuses from Wind stance and Haste spell do not stack, unfortunately, but you still get the double-strike bonus from Wind. And Wind & Haste Boost (or Haste spell + Haste Boost) do stack. Though the idea behind my build is to use Earth stance w/longbows for the crit multiplier bonus, then switch to Wind stance with handwraps for the double-strike bonus. [Could also stay in Earth stance in melee; not sure which is better DPS.]

The problem with stopping at monk 8 (or lower) is you miss out on Touch of Death, Ninja Spy II, and tier-3 stances. I can't really crunch the DPS numbers to tell you which is better, though. I just think monk 12 / rgr 6 / ftr 2 feels like a better combo than monk 8 / rgr 6 / ftr 6 (or monk 6 / ftr 8).

It's fine to take cleric instead of rogue dilly if you prefer; you're giving up DPS for self-sufficiency, not a bad tradeoff on a dark monk, IMHO.

JasonJi72
10-31-2011, 06:29 AM
I am making something similar now. It is a test build of sorts, and I usually prefer to include more survivability and self-reliance in my characters. You would not believe how much my contribution to the group sucks when I am dead. I'm sure some of you guys can still manage to do something, but the only thing I can do when I'm dead is some specter scouting.

Mine is an elven 12monk 7ranger 1wizard. It is probably not as optimal as some that have already been suggested, but I have my reasons. For reasons that will probably make sense only to me, I took the displacement dragonmark instead of taking precise shot *gasps*. Yeah I know. I have used imp precise shot, and I know how uber it is, but the playability is tricky. It takes some effort to set up properly, and when it works... well lets just say that there are times when I really don't want that much aggro (that is usually when it works perfectly for me). I get a great deal of use out of having invis and displacement on tap though. Yes I know there are scrolls and clickies, but having a much longer displacement duration at my fingertips without having to swap gear or stop what I am doing is pretty darn useful. Invis just means I can free up some inventory, which is really important these days.

Now for the level split. 12 monk looks like it will be very useful soon, especially for archers. 7 ranger gives me feats, rams might, cure wands, and 20 resist spells (monkey path and ranger resists work well together). 1 wizard gives me extend, arcane archery (no mental toughness rqd), shield for 2 min on the fly, spell points and arcane wands. I could not go 13 monk and have full attack without divine power clickies. It was really a toss up between 7 ranger and 2 wizard. I am also going light monk for easy raise capability, and the fort reduction. Of course I will max UMD, but it is a cross class skill. I am also one of those that loves having effective stealth.

Like I said, this is a test build, and I really won't be able to see how it performs until U12 comes out. Then I will tweak it again I'm sure. I just wanted to do a trial run, because I am thinking about doing something like this for my third life. So far it works pretty good, and it is fun to play. More importantly, it fits my playstyle.

I have only been instantly declined from one group. It was for Tear on hard. I found it rather funny, because I had just soloed it on hard with no difficulty, but that is something we all deal with when we make characters that are 'outside the box'.

Unbongwah's is probably better than mine, but I don't have half elf (the nightmares... please make them stop), and the thought of living without thoughness is just... painful. I really am re-thinking fighter though. I love haste boosts, and I am REALLY missing Quick Draw.

wax_on_wax_off
10-31-2011, 07:50 AM
FWIW, here's my take on monk 12 / rgr 6 / ftr 2 AA:


Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Neutral Half-Elf Female
(2 Fighter \ 12 Monk \ 6 Ranger)
Hit Points: 306
Spell Points: 220
BAB: 17\17\22\27\27
Fortitude: 19
Reflex: 18
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 24
Dexterity 16 20
Constitution 14 16
Intelligence 8 10
Wisdom 14 16
Charisma 8 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

Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead (swap for Evil Outsider later)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Selected) Point Blank Shot


Level 2 (Ranger)


Level 3 (Monk)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Weapon Focus: Ranged Weapons


Level 4 (Monk)
Ability Raise: STR
Feat: (Monk Bonus) Zen Archery


Level 5 (Ranger)


Level 6 (Ranger)
Feat: (Selected) Mental Toughness


Level 7 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Giant


Level 8 (Ranger)
Ability Raise: STR


Level 9 (Monk)
Feat: (Selected) Improved Critical: Ranged Weapons
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness


Level 10 (Monk)


Level 11 (Monk)


Level 12 (Monk)
Ability Raise: DEX
Feat: (Monk Bonus) Dodge
Feat: (Selected) Precise Shot


Level 13 (Fighter)
Feat: (Fighter Bonus) Improved Precise Shot


Level 14 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting


Level 15 (Monk)
Feat: (Selected) Power Attack


Level 16 (Monk)
Ability Raise: STR


Level 17 (Monk)


Level 18 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 19 (Monk)


Level 20 (Monk)
Ability Raise: STR
Enhancement: Fighter Haste Boost I
Enhancement: Elven Arcane Archer: Imbue Acid Arrows
Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
Enhancement: Elven Arcane Archer: Imbue Terror Arrows
Enhancement: Improved Rogue Dilettante I
Enhancement: Improved Rogue Dilettante II
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Static Charge
Enhancement: Way of the Patient Tortoise I
Enhancement: Way of the Patient Tortoise II
Enhancement: Touch of Death
Enhancement: Fists of Iron
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Winter's Touch
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Master of Stone
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Enhancement: Elven Arcane Archer: Conjure +3 Arrows
Enhancement: Elven Arcane Archer: Conjure +4 Arrows
Enhancement: Elven Arcane Archer: Conjure +5 Arrows
Enhancement: Elven Arcane Archer I
Enhancement: Improved Jump I
Enhancement: Improved Jump II
Enhancement: Improved Tumble I
Enhancement: Improved Tumble II
Enhancement: Ranger Dexterity I
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I


Ninja Spy II + HE rogue dilly provides 6D6 SA; Earth III stance provides +1 crit multiplier; Dmg Boost III (from Versatility) + Haste Boost I makes for a nice boost to burst DPS. If you have +3 DEX tome, you can take that instead of +2 and put your lvl 12 pt into STR instead of DEX.

Couple of points:
1. FE: Construct instead of Giant for portals, golems and the new raids.

2. Stunning Fist early on is a great feat to level up with (and potentially still useful at cap considering the next point).

3. There is a compelling argument now to put level ups into wisdom (after qualifying for IPS). Being in earth stance and with monk levels you can get a high enough wisdom for it to be worthwhile and it will add to DPS as well as AB in U12 due to the change to 10k stars (compatible with bow and chance to shoot extra arrows based on wis mod).

Not sure yet what the proc rate is but the idea is there and one that I find very interesting when combined with stunning fist.

JasonJi72
10-31-2011, 09:53 AM
Since I referred to my build earlier, I figured I would post it.

Elf 12monk, 7ranger, 1wizard

Str 14
Dex 16
Con 14
Int 14
Wis 14 Level up pts
Cha 08

1. Rgr1 Least Shadow DM, Bow Str
2. Mnk1 Stunning Fist
3. Mnk2 Toughness, Point Blank Shot
4. Rgr2 Rapid Shot, 2WF
5. Mnk3 Light Monk
6. Wiz1 Lesser Shadow DM, Extend
7. Rgr3 Diehard
8. Rgr4
9. Rgr5 WF Ranged
10. Rgr6 Imp 2WF, Manyshot
11. Mnk4
12. Mnk5 Imp Crit Ranged
13. Mnk6 Zen Archery
14. Mnk7
15. Mnk8 G2WF
16. Mnk9
17. Rgr7
18. Mnk10 Imp Crit Bludgeoning
19. Mnk11
20. Mnk12

I drew this up originally for a 3rd life tr with 16 base wisdom with a bard and fighter past life. +2 tomes etc… Since this is a test build I probably wont buy a supreme tome, so I won’t be able to get wis as high. 2 points would most likely go into Con for earth stance.

My goal was to incorporate Thousand Stars and Manyshot with a high wisdom. Light path was the better choice for me since I had the feats already, and could not fit in Dodge.

The reason for the Int is for the skill points. UMD, Concentration, Hide, Silent, Spot, with some into jump and balance.

To fit Imp precise shot in, I would have to drop G2WF or Imp Crit Bludgeoning due to BAB requirements. I also stated earlier why I am able to live without it.

wax_on_wax_off
10-31-2011, 06:07 PM
Since I referred to my build earlier, I figured I would post it.

Elf 12monk, 7ranger, 1wizard

Str 14
Dex 16
Con 14
Int 14
Wis 14 Level up pts
Cha 08

1. Rgr1 Least Shadow DM, Bow Str
2. Mnk1 Stunning Fist
3. Mnk2 Toughness, Point Blank Shot
4. Rgr2 Rapid Shot, 2WF
5. Mnk3 Light Monk
6. Wiz1 Lesser Shadow DM, Extend
7. Rgr3 Diehard
8. Rgr4
9. Rgr5 WF Ranged
10. Rgr6 Imp 2WF, Manyshot
11. Mnk4
12. Mnk5 Imp Crit Ranged
13. Mnk6 Zen Archery
14. Mnk7
15. Mnk8 G2WF
16. Mnk9
17. Rgr7
18. Mnk10 Imp Crit Bludgeoning
19. Mnk11
20. Mnk12

I drew this up originally for a 3rd life tr with 16 base wisdom with a bard and fighter past life. +2 tomes etc… Since this is a test build I probably wont buy a supreme tome, so I won’t be able to get wis as high. 2 points would most likely go into Con for earth stance.

My goal was to incorporate Thousand Stars and Manyshot with a high wisdom. Light path was the better choice for me since I had the feats already, and could not fit in Dodge.

The reason for the Int is for the skill points. UMD, Concentration, Hide, Silent, Spot, with some into jump and balance.

To fit Imp precise shot in, I would have to drop G2WF or Imp Crit Bludgeoning due to BAB requirements. I also stated earlier why I am able to live without it.

Why 7 ranger/1 wizard and not 6 ranger/2 fighter? Feats are a wash either way but haste boost, strength and HP are in favour of fighter.

I'd consider something like this on a character with a past life of paladin to get more bang-for-buck from extend.

I think 8 starting intelligence would have been fine. You still get close to 4 skills (average of ranger and monk levels) and hide in particular is fine with no or half ranks (invisibility does wonders).

Improved Critical: Bludgeoning is a pretty marginal feat on an unarmed build anyway (3-5% extra DPS depending on fortification) so I'd happily give this up for Improved Precise Shot in a heartbeat.