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jamesownsu
02-05-2012, 05:29 PM
Planning to TR sometime after u13 and wanted some advice on my build before doing so. My biggest concern is enhancements, I have no idea if I did them right or not as this will be my first monk. Any other advice is greatly appreciated.


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

Level 20 Lawful Good Dwarf Male
(20 Monk)
Hit Points: 349
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 16
Reflex: 16
Will: 17

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 16 18
Constitution 16 18
Intelligence 8 10
Wisdom 15 20
Charisma 6 6

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

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 35
Bluff -2 -2
Concentration 7 40
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 2 5
Hide 3 8
Intimidate -2 -2
Jump 6 31
Listen 2 5
Move Silently 3 4
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 2
Spot 2 5
Swim 3 6
Tumble 4 19
Use Magic Device n/a n/a

Level 1 (Monk)
Feat: (Past Life) Past Life: Barbarian
Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting


Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist


Level 3 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Feat: (Selected) Power Attack


Level 4 (Monk)
Ability Raise: STR


Level 5 (Monk)


Level 6 (Monk)
Feat: (Monk Bonus) Dodge
Feat: (Selected) Improved Sunder


Level 7 (Monk)


Level 8 (Monk)
Ability Raise: STR


Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting


Level 10 (Monk)


Level 11 (Monk)


Level 12 (Monk)
Ability Raise: STR
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 13 (Monk)


Level 14 (Monk)


Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting


Level 16 (Monk)
Ability Raise: STR


Level 17 (Monk)


Level 18 (Monk)
Feat: (Selected) Toughness


Level 19 (Monk)


Level 20 (Monk)
Ability Raise: STR
Enhancement: Monk Serenity
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Dwarven Tactics I
Enhancement: Dwarven Tactics II
Enhancement: Dwarven Tactics III
Enhancement: Static Charge
Enhancement: Way of the Patient Tortoise I
Enhancement: Way of the Patient Tortoise II
Enhancement: Way of the Patient Tortoise III
Enhancement: Touch of Death
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: Grandmaster of Storms
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Grandmaster of Mountains
Enhancement: Master of Stone
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Jump I
Enhancement: Improved Jump II
Enhancement: Improved Tumble I
Enhancement: Improved Tumble II
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Enhancement: Monk Wisdom III

jojoalva69
02-05-2012, 10:03 PM
This actually looks pretty good.

You could save yourself some action points by taking out both spell defenses, and only going to Tier II on Tortoise. 5 HP isn't worth the cost of the third tier, and you can live without the spell defense...

If 3 Wisdom enhancements make your wisdom even, you'd be better off only taking one. Again, what it gives you(1 DC 1 AC) just isn't worth the cost.

Also, even though it doesn't really matter, taking Improved Sunder at level 18, rather than 6 isn't that bad of an idea.

WruntJunior
02-06-2012, 04:02 AM
I have one concern with your enhancements: you took no healing amp. Take some of the AP you save from Oz's recommendations, and invest in the healing amp line - preferably all the way. I can not overstate its value.

Other than that, it looks good. Personally, I dislike dwarves as monks...but that's a personal preference due to my love of half-elf monks....this looks to be a solid monk, though!

jojoalva69
02-06-2012, 09:43 AM
Ah, thanks for that... I didn't see any healing amp, so I forgot about it all the way... So yes, healing amp.

Denegrator
02-06-2012, 02:03 PM
I ask again, is it possible to be a dark monk and lawful good? Doesn't seem right to me.

jamesownsu
02-06-2012, 02:44 PM
I see what you guys are saying about the enhancements. Any recommendations on what I could take in place of those? I will make sure to get the healing amp ones but other than that I'm kind of stumped. Thanks.

jojoalva69
02-06-2012, 07:35 PM
I ask again, is it possible to be a dark monk and lawful good? Doesn't seem right to me.

It's possible. But there's no significant reason to be Lawful Good.

Lawful Neutral is the way to go...

WruntJunior
02-06-2012, 07:36 PM
I ask again, is it possible to be a dark monk and lawful good? Doesn't seem right to me.

What? This statement makes no sense. Being a dark/light monk is completely unrelated to alignment.

Aside from that, you don't want to be lawful good...lawful neutral is the only alignment for monks, imo.

jojoalva69
02-06-2012, 07:37 PM
What? This statement makes no sense. Being a dark/light monk is completely unrelated to alignment.

Aside from that, you don't want to be lawful good...lawful neutral is the only alignment for monks, imo.

Look here, you... >_> that's my thunder you're messing around with... :D

Tsuarok
02-06-2012, 07:57 PM
Swap out the second toughness for the active barbarian PL feat. More or less the same hp + a useful clicky.

Denegrator
02-06-2012, 09:52 PM
What? This statement makes no sense. Being a dark/light monk is completely unrelated to alignment.

I beg to differ, it is completely relevant, Why on earth would a lawful good monk follow a dark path? And what Ninja spy is lawful good? :p (Well at least my question was answered, but I really do think that it's silly that you can be a lawful good dark path monk tbh. It should be restricted to lawful neutral or lawful evil)



Aside from that, you don't want to be lawful good...lawful neutral is the only alignment for monks, imo.

**** straight amigo. :)

jojoalva69
02-06-2012, 10:25 PM
I beg to differ, it is completely relevant, Why on earth would a lawful good monk follow a dark path? And what Ninja spy is lawful good? :p

Well. That's actually where it gets confusing. If you think of it from a role-playing point of view, a really, really in depth one, there are a few cases I can think of where that MIGHT be reasonable, but aren't worth mention. I don't want to eat up a night in one forum post...

Or you can just make it simple(Since you choose alignment before you take the path feat), and go Lawful Neutral for Ninja Spy and either or for Shintao, they seem flexible enough.

I personally don't care all that much for the alignment and monk paths, and how they work together, or don't, in some cases... All I need to know is Inevitable Dominion and Lawful Neutral :)

smithj_2020
02-07-2012, 12:26 AM
Only thing I would do different is:

drop the spell defense and tactics lines (maybe keep 1 tactic), and Tortoise III, put in D. Con I and II, and try and get the void strike line in there as with dark monk the void strike line is nice additional dps and another way to dispose of trash rather quickly by vorpaling it.

Tortoise III isnt worth 5 hps for the amount i see, when you could use that and tactics III and get both cons and thats an additional 20 hps as oppose to 5. and the tactics line is very expensive...but to each his own.

jamesownsu
02-07-2012, 02:42 PM
Only thing I would do different is:

drop the spell defense and tactics lines (maybe keep 1 tactic), and Tortoise III, put in D. Con I and II, and try and get the void strike line in there as with dark monk the void strike line is nice additional dps and another way to dispose of trash rather quickly by vorpaling it.

Tortoise III isnt worth 5 hps for the amount i see, when you could use that and tactics III and get both cons and thats an additional 20 hps as oppose to 5. and the tactics line is very expensive...but to each his own.

I completely agree with you on the tortoise and spell defense, but I just don't know if I want to drop the tactics line. It was one of the reasons for me to choose dwarf over the other races. I will also look into the void line. Thanks!

WruntJunior
02-07-2012, 03:12 PM
I completely agree with you on the tortoise and spell defense, but I just don't know if I want to drop the tactics line. It was one of the reasons for me to choose dwarf over the other races. I will also look into the void line. Thanks!

The tactics line is a good leg up until you get the gear you want....mainly the epic spare hand and good +10 stunners. At that point, your tactics are going to be extremely high without the tactics line.

Blank_Zero
02-07-2012, 04:53 PM
Only thing I would do different is:

drop the spell defense and tactics lines (maybe keep 1 tactic), and Tortoise III, put in D. Con I and II, and try and get the void strike line in there as with dark monk the void strike line is nice additional dps and another way to dispose of trash rather quickly by vorpaling it.

Tortoise III isnt worth 5 hps for the amount i see, when you could use that and tactics III and get both cons and thats an additional 20 hps as oppose to 5. and the tactics line is very expensive...but to each his own.

For as long as I had the full Void Strike line on my monk, I can no longer justify it on a Dark Monk. It's really effing expensive, Stat Wise and AP wise.

WruntJunior
02-07-2012, 05:06 PM
For as long as I had the full Void Strike line on my monk, I can no longer justify it on a Dark Monk. It's really effing expensive, Stat Wise and AP wise.

Agreed on the ap-wise, but not quite on the stat-wise...easy enough to get 16 in all and 18 in one of four stats now, especially on a 34 or 36 point build.

Beyond that, I don't like the void line because it eats up so much ap for an ability that works like I want 1/20 times.

Blank_Zero
02-07-2012, 08:04 PM
Agreed on the ap-wise, but not quite on the stat-wise...easy enough to get 16 in all and 18 in one of four stats now, especially on a 34 or 36 point build.

Beyond that, I don't like the void line because it eats up so much ap for an ability that works like I want 1/20 times.

Not as hard on my horc either, but most players don't get a +2 to a needed stat while not losing 2 that another stat could use.

smithj_2020
02-07-2012, 08:56 PM
Yea as said by someone the tactics line is useful but with the ontainable gear now it's not needed. Can easily obtain DCs 45+ with gear, which is more than enough for epics and such.

The more I read about void te more it's true, it does not work as much as I would like it to and it is quite expensive I mainly use or the additional damage clicky, I may reconsider it now.

Tsuarok
02-07-2012, 09:17 PM
Not as hard on my horc either, but most players don't get a +2 to a needed stat while not losing 2 that another stat could use.

Dwarves come to mind

Blank_Zero
02-07-2012, 09:58 PM
Dwarves come to mind

Str vs. Con.

I like being in wind stance 4 and having the same str as a similar build in fire stance 4 :)

smithj_2020
02-07-2012, 10:28 PM
Str vs. Con.

I like being in wind stance 4 and having the same str as a similar build in fire stance 4 :)

Very true, I don't know what I'm doing cause I'm about to TR my monk and don't know if I want Horc or Dwarf...

The Horc the str boost is insane and nothing better with that unreal str in Greater air stance.

But then I love the additional HPs and the full toughness line bc dwarves have access to it; guess its really up to what you want str or con....and more so if you don't have a PL barb...

Paleus
02-08-2012, 07:50 AM
If you can get by with 1 less DC and AC then you can drop your wisdom enhancements to 1 and save 10 AP giving you enough to get all heal amp enhancements. If you had an odd wisdom with the third tier wisdom dropping it by one and dropping the spell defense line (you already have enough defenses as a monk I wouldn't bother with this regardless) and animal tier III will again net you 10 AP and enough to pump up your heal amp. So to be an echo chamber, pump up that heal amp if possible.

Also, as a side note:


I ask again, is it possible to be a dark monk and lawful good? Doesn't seem right to me.

A good way to think of the dark monk would be akin to the Crusader mentality when it comes to the question of good and evil. If you have ever read Order of the Stick then imagine it like that Paladin Miko*. You achieve the path of good by dominating everyone into submitting to your laws and vision of good. It falls in line with the relevant quote from the feat: "You seek to dominate the world" which can fit if we accept that there are evil people in the world (and even a tendency for evil in non-evil people) who need to be brought into line to ensure that dignity and the respect for life and law prevail. Taken further, if you apply that mentality a shadow spy works because you can justify it by asking if it is better to be a weapon of mass destruction in the quest for good or the silent assassin who efficiently removes evil people while minimizing impact on others.

*Note she fell for not following the rule of law or respecting her leaders, not because she was a total *** (I'll just censor myself there)

jojoalva69
02-08-2012, 09:52 AM
Hmm.. Order of the Stick? I'll have to go see that for myself.Also, thanks for the explanation that I didn't want to do :D

Taimasan
02-08-2012, 03:07 PM
It's possible. But there's no significant reason to be Lawful Good.

Lawful Neutral is the way to go...

Not right now..but as of U13 monks will be alignment restrictions on wraps. I.E. If your not Pure Good, Devouts wont be wieldable without UMD. etc. I am lucky and have wraps to compensate for being Neutral. But with the impending change its going to be alot harder to gear out a monk being Neutral.

jojoalva69
02-08-2012, 11:18 PM
Not right now..but as of U13 monks will be alignment restrictions on wraps. I.E. If your not Pure Good, Devouts wont be wieldable without UMD. etc. I am lucky and have wraps to compensate for being Neutral. But with the impending change its going to be alot harder to gear out a monk being Neutral.

Sounds fair enough to me.. But that's me. I have the gear as well.

And if that's the case, I should just hurry up and cap, leveling is
about the only time that would be even the slightest issue to me... :P

jamesownsu
02-09-2012, 02:44 PM
Instead of making a new thread I will just ask here. Since I'm new to monks I don't have much experience with ki strikes and finishing moves. What strikes/finishers are useful and when should they be used? Seems kind of confusing and I could use some help understanding.

smithj_2020
02-09-2012, 05:45 PM
Instead of making a new thread I will just ask here. Since I'm new to monks I don't have much experience with ki strikes and finishing moves. What strikes/finishers are useful and when should they be used? Seems kind of confusing and I could use some help understanding.


Strikes/finishers that are useful depending on the situation and what you would like to do to a mob/enemy; I'll be somewhat broad too much to give a complete breakdown, but you can do anything from fear an opponent to reduce fort, increase the damage it takes from certain elements, curse opponents make a mob take extra damage.

There are many potential finishers depending on a combination of strikes landed
I.E void strike, dark, void strike allows you to use curse of the void as a finisher: charms enemy for short period of time.

Pretty cool things can be done, but a successful save negates it, so end game hard to land many finishers.

jojoalva69
02-09-2012, 06:17 PM
I normally use E(earth) strikes, the E:E:E Finisher for the +2 to crit multiplier.

I also pair in Air Strikes from time to time, mainly when going through trash.

I use the Dark Finisher, Touch of Despair, which reduces fort, makes them 25% more vulnerable to Negative Energy(ToD damage is increased) and halves their positive energy income.
It usually consists of FoD(Fists of Darkness):ToD:FoD -> Finisher

There's also Karmic Strike Fire: Dark:Fire, but I'm not sure if it works or not...
Reduces fort 100% but makes the user susceptible to auto crits for the next three seconds. I'm fairly sure it no longer works this way.. But I dunno, never use it.

There's never a point in time where I'm not using strikes and finishers. I use these and many more when reasonable. It's worth getting used to using them whenever and wherever.