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  1. #1
    Community Member Phidius's Avatar
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    Default The Dark Intellect: Arcane Monk

    I admit it - I'm totally addicted to wizard melee builds. I absolutely love Gemstone, but he has room for improvement.

    Specifically, bypassing Spell Resistance on raid bosses for scrolls of Waves of Exhaustion. The only way I know to fix this without abandoning the build is to TR a few times. But instead of just leveling him up exactly the same, I thought I'd take this opportunity to try out some other wizard melee splashes.

    When you're reading the following build, please keep in mind that I already know all about build discrimination, and how hard it will be to find groups, yadda yadda yadda.

    However, I'd love to get some feedback regarding the feats/enhancements.

    The build will be played as a front-line melee (some would say a skirmish), dealing out damage and absorbing/repairing damage in return. Granted, most of the times no one will be behind the front line, but whatever

    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page

    Dark Intellect
    Level 20 Lawful Good Warforged Male
    (9 Monk \ 11 Wizard)
    Hit Points: 528 = 72(monk) +44(wizard) +20(heroic) +10(draconic) +30(GFL) +20(minos legens) +45(GS) + 200(con) +22(toughness) + 40(toughness enhancements) + 5 (Tortoise) + 20 (Yugo)
    Spell Points: ~895 = 545 (planner) + 200 (archmagi) + 150 (spell power)
    BAB: 11\11\16\21
    Fortitude: 25/29 = 6 (monk) + 3 (wizard) + 8 (con) + 3 (night shield) + 1 (alchemical) + 4 (GH) = 25 + 2 (boots) + 2 (HoGF) = 29
    Reflex: 25/29 = 6 (monk) + 3 (wizard) + 6 (dex) + 3 (night shield) + 1 (alchemical) + 2 (occult slayer) + 4 (GH) = 25 + 2 (boots) + 2 (HoGF) = 29
    Will: 28/32 = 6 (monk) + 7 (wizard) + 3 (wis) + 3 (night shield) + 1 (alchemical) + 2 (occult slayer) + 4 (GH) + 1 (rage) = 28 + 2 (boots) + 2 (HoGF) = 32

    Abilities (34 Point)

    Strength 38 = 16 (base) + 5 (levels) + 8 (ring2) + 3 (tome) + 2 (fire stance) + 2 (rage)
    Dexterity 22 = 15 (base) + 2 (tome) + 5 (gloves)
    Constitution 30 = 16 (base) + 1 (tome) + 2 (ap) + 6 (belt) + 1 (ring2) + 2 (rage) + 2 (yugo)
    Intelligence 16 = 14 (base) + 2 (tome)
    Wisdom 16 = 10 (base) + 2 (tome) + 6 (cloak) - 2 (fire stance)
    Charisma 8 = 6 (base) + 2 (tome)


    Tomes Used

    +2 Tome of Intelligence used at level 7 (skills)
    +2 Tome of Dexterity used at level 11 (iTWF & gTWF)

    The following tomes are banked, but won't use them unless the build turns out to be more fun than the current Ranger version.

    +3 Tome of Strength used at level 11
    +2 Tome of Constitution used at level 7
    +2 Tome of Wisdom used at level 7


    Gear

    Head: Minos Legens
    Necklace: Torc
    Trinket: Bloodstone/Head of Good Fortune
    Cloak: GS Concordant Opposition (Wisdom+6, Wizardry VI, Spell Power +50, Spell Power +100)
    Belt: Vorne's Belt (Con +6, GFL, Occult Slayer)/Amrath Archmagi Belt (the one with a possible lvl12 Barkskin)
    Ring1: Ring of Resonance/Chattering Ring/Ring of Shadows
    Ring2: Gnawed Ring (Str +6, Occult Slayer, Exceptional Con +1, Exceptional Str +2)
    Gloves: Spectral Gloves (+5 Dex, Ghost Touch, +2 Attack Bonus)
    Boots: Boots of the Innocent/Hobnail Boots/Kundarak Delving Boots
    Bracers: GS HP+45 (Corrosive Salt Guard)/Chaosguard
    Docent: Docent of Defiance/DT Docent (Feather Fall, Protect +5, Insight +4) Still need the +4 Insight
    Goggles: Tharne's Goggles/Visor of Concentration

    Armor Class
    Base: 10
    Composite: 2
    Monk: 2
    Dex: 6
    Wisdom: 3
    DT Docent: 7
    Alchemical: 1
    Insight: 4
    Deflection: 5
    Dodge (chattering): 3
    Dodge (chaosguard): 2
    Dodge (feat): 1
    Rage: -2

    Standard: 44

    Shield (Spell): 4
    Barkskin Pot: 3
    Haste: 1

    Buffed: 52

    Wind Stance: 2 (+2 Dex, +2 Wis from leaving Fire Stance)
    Defensive Fighting: 2
    No Rage: 2

    Trying Hard: 58

    Paladin Aura: 5
    Level 12 Barkskin: 2
    Bard Song: 4
    Recitation: 2

    Center of attention: 71

    For those times when the AC just won't cut it, switch the AC items for guard/DR type items.

    Skills

    Balance 28/43 = 16 (ranks) + 6 (dex) + 2 (spy) + 4 (GH) = 28 + 15 (boots) = 43
    Concentration 36/46 = 23 (ranks) + 8 (con) + 1 (tortoise) + 4 (GH) = 35 + 10 (goggles) = 45
    Hide 47 = 23 (ranks) + 6 (dex) + 2 (spy) + 4 (GH) + 10 (ring) + 2 (HoGF)
    Jump 40 = 0 (ranks) + 13 (str) + 2 (AP) + 4 (GH) + 30 (spell) = 49 (capped at 40)
    Move Silently 47 = 23 (ranks) + 6 (dex) + 2 (spy) + 4 (GH) + 10 (ring) + 2 (HoGF)
    Spot 45/47 = 23 (ranks) + 3 (wis) + 4 (GH) + 15 (goggles) = 45 + 2 (HoGF)
    Swim 20 = 3 (ranks) + 13 (str) + 4 (GH)
    Tumble 13 = 1 (ranks) + 6 (dex) + 2 (AP) + 4 (GH)


    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Hide (+4)
    Skill: Move Silently (+4)
    Skill: Spot (+4)
    Skill: Swim (+3)
    Skill: Tumble (+1)
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting


    Level 2 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+0.5)
    Feat: (Wizard Bonus) Extend Spell


    Level 3 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+0.5)
    Feat: (Selected) Stunning Blow


    Level 4 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)


    Level 5 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)


    Level 6 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Empower Spell
    Feat: (Wizard Bonus) Maximize Spell


    Level 7 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)


    Level 8 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)


    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+5)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons


    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Hide (+3)
    Skill: Move Silently (+1)
    Skill: Spot (+2)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Swap to Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness @ Level 20


    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Move Silently (+6)


    Level 12 (Monk)
    Skill: Balance (+1)
    Skill: Hide (+3)
    Skill: Move Silently (+2)
    Skill: Spot (+1)
    Feat: (Selected) Improved Two Weapon Fighting


    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Hide (+4)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Feat: (Monk Bonus) Dodge


    Level 14 (Wizard)
    Skill: Concentration (+5)


    Level 15 (Wizard)
    Skill: Concentration (+2)
    Skill: Spot (+1.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons


    Level 16 (Wizard)
    Skill: Concentration (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Feat: (Wizard Bonus) Quicken Spell


    Level 17 (Monk)
    Skill: Hide (+5)
    Skill: Move Silently (+2)


    Level 18 (Monk)
    Skill: Hide (+1)
    Skill: Move Silently (+2)
    Skill: Spot (+3)
    Feat: (Selected) Greater Two Weapon Fighting


    Level 19 (Wizard)
    Skill: Concentration (+2)
    Skill: Spot (+1.5)


    Level 20 (Monk)
    Skill: Concentration (+2)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Skill: Spot (+1)
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Ninja Spy I
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Winter's Touch
    Enhancement: Adept of Flame
    Enhancement: Racial Toughness IV
    Enhancement: Monk Jump II
    Enhancement: Monk Tumble II
    Enhancement: Wizard Lineage of Elements III
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Wand Mastery III
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Warforged Power Attack III
    Last edited by Phidius; 08-19-2010 at 08:54 AM. Reason: Moved Stunning Blow to level 3
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  2. #2
    Community Member soloman's Avatar
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    Thumbs up

    I like it !!
    Sistasole~Medie~Valintino~ Solobot~Pashadenali ~
    Polyxa~Khyber


  3. #3
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    I have also thought about a build like this, but I would go 12 monk, 8 wiz, to get better dices for monk as well as Ninja II, and that cool fly ability, while you have enough wizard levels to get displacement and haste. I would still use fists though, but its nice to be able to use shortsword instead of kamas with Ninja anyway. I figure damage spells will be near useless due to DCs for low wizard level, so I would stick to buffs only.

  4. #4
    Community Member Phidius's Avatar
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    Quote Originally Posted by soloman View Post
    I like it !!
    The one thing I don't like about it is the lack of ranged weapons - on the plus side, Gemstone already has the Torc so he doesn't need to go into the DQ.

    I was thinking about trying to work in Brutal Throw with the 10,000 stars...
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  5. #5
    Community Member Phidius's Avatar
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    Quote Originally Posted by Dialis View Post
    I have also thought about a build like this, but I would go 12 monk, 8 wiz, to get better dices for monk as well as Ninja II, and that cool fly ability, while you have enough wizard levels to get displacement and haste. I would still use fists though, but its nice to be able to use shortsword instead of kamas with Ninja anyway. I figure damage spells will be near useless due to DCs for low wizard level, so I would stick to buffs only.
    11 Wizard is more for Reconstruct and Quicken. Damage spells like Scorching Ray, Cone of Cold, and Wall of Fire have their place, though. Oh, and to get the additional +2 Spell Pen when I TR him back into the 12/6/2.

    I could do a LR+3 to swap levels around, but I'd rather save the TP for buying the content that isn't riddled with bugs.

    I'll use short swords for smiting/banishing, but mostly will just use handwraps - I love the punching and flipping.

    Abundant step is tempting, though.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  6. #6
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    Looks neat.


    A few notes/observations:

    The shuriken speed boost enhancement really sucks. You probably mentioned this as a joke, but just to warn you it’s pretty bogus.

    The update 6 quests have some pretty tight min level BtC equipment you may want to acquire before taking the plunge.

    Switching to dark at 6th monk might be interesting if you think you won’t need FoL or the water finisher at that point.


    Finally, Tobril and Samius will be TRing sometime late this week, so if you need someone to keep you greased and red-skulled keep a lookout for us.
    Sarlona: Tobril | Syg | Trogbril | Warmachyne | Sql

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  7. #7
    Community Member Phidius's Avatar
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    Quote Originally Posted by Tobril View Post
    Looks neat.


    A few notes/observations:

    The shuriken speed boost enhancement really sucks. You probably mentioned this as a joke, but just to warn you it’s pretty bogus...
    I figured it was, I just never got a monk high enough to try it out. I'll just have to do without the Manyshot with Bow Strength until I switch back.

    Quote Originally Posted by Tobril View Post
    ...

    The update 6 quests have some pretty tight min level BtC equipment you may want to acquire before taking the plunge.

    ...
    Too late - my account went premium today, and I have other uses for my TP than low level quests.

    Quote Originally Posted by Tobril View Post
    ...
    Switching to dark at 6th monk might be interesting if you think you won’t need FoL or the water finisher at that point.
    ...
    Elaborate on this if you would - I was only going to go Dark for the Touch of Death.

    The Fists of Light would mainly be for the benefit of people who group with me - I just didn't see much reason to go Dark until Monk9.

    Quote Originally Posted by Tobril View Post
    ...

    Finally, Tobril and Samius will be TRing sometime late this week, so if you need someone to keep you greased and red-skulled keep a lookout for us.
    I've got a head-start!
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  8. #8
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    Default "Mind and Body" Arcane Monk

    I'm crafting basically the exact same build - currently at lvl 15.
    http://my.ddo.com/character/thelanis/shadowbunnie/ Created 6-29-10

    I wanted to playtest him at some higher level content before posting, but since you've already posted it, I'll give you my build. Minimal differences.

    "Mind and Body" Arcane Monk build
    Lawful Neutral Warforged Wiz 11/Monk 9
    TRx1, Past life Monk

    Stats
    STR 16 (10) +5(lvl) +3(tome) +7(item) +1(exceptional) +2(stance) 34 36(rage) 42(rage + glove clicky)
    DEX 14 (6) +3 (tome) +7 (item) 24
    CON 17 (8) +2 (tome) +2(enh) +6(item) +1(exceptional) 28 30(rage)
    INT 12 (4) +2 (tome) +2(enh) 16
    WIS 12 (6) +2(tome) +2(enh) +6(item) -2(stance) 20
    CHA 6

    Feats
    1 Stunning Blow
    3 Toughness
    6 Past life Monk
    9 Power Attack
    12 ITWF
    15 Imp Crit: Blud
    18 GTWF
    1 Monk TWF
    2 Monk Dodge (ninja spy pre-req)
    6 Monk Combat expertise
    1 Wiz Extend
    5 Wiz Maximize
    10 Wiz Quicken

    Notable abilities:
    Quickened Reconstruct
    2:12 self-haste, displace
    Touch of Death
    Ninja Spy Fade
    Improved evasion
    Stunning blow DC 36 (mediocre)

    DEFENSE:
    Ninja spy fade is a 25% incorporeality miss chance that stacks with displacement. This results in a 62.5% miss chance, mitigating a lot of damage.

    AC calculation:
    10 base
    7 wis (water stance)
    7 dex (water stance)
    11 armor (epic red dragonscale docent)
    2 chaosgaurde
    5 deflection
    3 Chattering Ring
    5 CE
    4 shield spell
    1 haste
    2 monk centered AC
    1 ritual
    4 insight
    1 dodge feat
    63 Standard self buff (DPS loss, spell cost x2)

    5 ranger bark
    6 paladin DoS aura
    4 Bard AC song
    78 Max AC

    This build has good - but not superb - saves. Thus improved evasion should also mitigate a lot of damage.

    Saves:
    Fort Ref Will
    monk 6 6 6
    wiz 3 3 7
    stats 9 7 5
    res 5 5 5
    GH 4 4 4
    rit 1 1 1
    dodg 0 1 0
    Luck 2 2 2
    Fire 30 29 30
    Wat 33 32 35

    HPs:
    20 heroic
    44 11 wiz
    72 9 monk
    40 WF toughness
    180 Con
    10 Draconic
    30 GFL
    45 Shroud
    20 Minos
    23 Toughness
    484
    20 rage
    504 Self buffed

    OFFENSE:
    One issue that many battle casters have is their to-hit. The BAB of this build at lvl 20 is a measly 11. But since its using handwraps, the attack roll is still a +14 - not far behind a 3/4 BAB progression. Compared to a TWF battle caster, this build will have a much easier time with to-hit. Of note, unarmed attacks do not suffer from the -2 TWF penalty, and do not need an OTWF feat to keep it from becoming a -4 penalty.
    14 (base) + 13 (str) + 5 (enh) + 4 (GH) + 1 (haste) = 37 first swing, 29 with PA. With Divine power, 43 first swing, 35 with PA (self buffed)
    Full Inspire courage: 47 first swing, 39 with PA (inc Divine Power)

    DPS:
    I've run through projected DPS calculations using Absolute Omniscient and Yargore's U5 DPS calc, and against heavy fort the build will surpass classic melee DPS. 50% fort results in DPS close to many melee builds, but a little behind most, and at 0% fort this build does fall behind. This assumes ToD bursting rings (holy, shock), greater bane handwraps. Hopefully, Stunning Blow will offset some of the DPS lost against 0% fort. The DPS Calcs also assume Touch of Death every 15 sec. (currently 60 DPS, preU5 was 33.333)
    Last edited by quickbunnie; 08-20-2010 at 06:53 PM.

  9. #9
    Community Member Phidius's Avatar
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    Quote Originally Posted by quickbunnie View Post
    I'm crafting basically the exact same build - currently at lvl 15.
    http://my.ddo.com/character/thelanis/shadowbunnie/ Created 6-29-10

    I wanted to playtest him at some higher level content before posting, but since you've already posted it, I'll give you my build. I believe the biggest difference is that I took Dodge, and the Ninja Spy prestige class for 25% incorp. Given that I'm in fire stance, Ki builds quickly, and the 25% chance to miss stacking with displacement was too sexy to pass up.
    ...
    I have Dodge (@13), but just didn't plan on taking Ninja Spy until 20th level for the Touch of Death benefit.

    I tried to look up the 25% incorporeal you mentioned, but my search-fu is weak...
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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    Quote Originally Posted by Phidius View Post
    I have Dodge (@13), but just didn't plan on taking Ninja Spy until 20th level for the Touch of Death benefit.

    I tried to look up the 25% incorporeal you mentioned, but my search-fu is weak...
    Ah, sorry missed that you had dodge. Only differences are CE for WF: bludg, and Empower for monk past life (on my 1st life I have mental toughness instead). I'll need to do a +3 LR immediately before TR to get the monk past life benefits (+1 to-hit and damage, feat: damage die progression --> 1d10 to 2d6 at lvl 9)
    Wiki: You focus your Ki and draw shadows around you, becoming invisible and partially insubstantial. 25% miss chance due to incorporeality. Counts as a dark move
    http://ddowiki.com/page/Ninja_Spy_enhancements

    I've tested it and when displaced + faded mobs miss from both incorporeal and displaced (although never both on the same hit). Queen Lailat (and other mobs w/ some form of true seeing) do not miss from displacement/blur, but incorp still causes 25% misses. Gives me something to do with my Ki until touch of death.

    Also, counts as a 1 min invis clicky - but the invis goes away once you interact with something. The 25% incorp miss, however, does not.
    Last edited by quickbunnie; 08-18-2010 at 07:28 PM.

  11. #11
    Community Member Phidius's Avatar
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    The DDOWiki has better (and faster) information than the compendium - I should start using it instead

    The Monk past life feats (passive and active) are indeed mighty tasty, just not sure if I'm willing to earn the XP for them.

    As far as CE goes, Gemstone rarely used his AC as monsters that couldn't hit him with his AC gear on couldn't hurt him with it off. I only listed the AC because most of the calculations were done before I learned that.

    Once he got to the areas where the monsters blows were hurting him, his AC didn't do him any good. Still, it was handy to keep the gear to switch to when it was important to not deal damage with guards.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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    Quote Originally Posted by Phidius View Post
    The DDOWiki has better (and faster) information than the compendium - I should start using it instead

    The Monk past life feats (passive and active) are indeed mighty tasty, just not sure if I'm willing to earn the XP for them.

    As far as CE goes, Gemstone rarely used his AC as monsters that couldn't hit him with his AC gear on couldn't hurt him with it off. I only listed the AC because most of the calculations were done before I learned that.

    Once he got to the areas where the monsters blows were hurting him, his AC didn't do him any good. Still, it was handy to keep the gear to switch to when it was important to not deal damage with guards.
    I totally agree with you. I've been playing more or less casually for about a year, and as such, I don't really have some of the nicer gear that you can get from lower lvl content (twink mostly, some end-game). I find myself farming low-mid level content with some consistency. Since I can self-buff past 60, going into AC mode does make a lot of things go easier. But you're right, CE is +3 vs DF to AC, unlikely to really make a difference. I'll probably swap it to empower. At the time, since my BAB didn't qualify me for later feats, it was the only thing I was interested in.

  13. #13
    Community Member Phidius's Avatar
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    Quote Originally Posted by quickbunnie View Post
    ...

    Feats
    1 Stunning Blow
    3 Toughness
    6 Past life Monk
    9 Power Attack
    12 ITWF
    15 Imp Crit: Blud
    18 GTWF (swap at 20)
    1 Monk Dodge (ninja spy pre-req)
    2 Monk TWF
    6 Monk Combat expertise
    1 Wiz Extend
    5 Wiz Maximize
    10 Wiz Quicken
    ...
    I updated my build 'cause I took Stunning Blow at level 3 - I think that swapping with Toughness (like you've done) would be even better, but what's done is done.

    Just saw that you're taking GTWF @18, but swapping it @20 - what are you taking in its place?
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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    Quote Originally Posted by Phidius View Post
    I updated my build 'cause I took Stunning Blow at level 3 - I think that swapping with Toughness (like you've done) would be even better, but what's done is done.

    Just saw that you're taking GTWF @18, but swapping it @20 - what are you taking in its place?
    My level progression is a little different from yours and I won't qualify for GTWF until 20 - what I meant was I would have a filler feat at 18 and swap it for GTWF at 20. Actually I'd qualify at lvl 19 - but still would require a feat swap. I think I will change around my progression though and just take GTWF at 18.

  15. #15
    Community Member Phidius's Avatar
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    Quote Originally Posted by quickbunnie View Post
    ... I think I will change around my progression though and just take GTWF at 18.
    I highly recommend doing this - if you don't qualify for the feat at level 18, you won't be able to swap it in when you're 20.

    That's where most of my builds get their stress - I have to take levels when I'd rather not just to qualify for specific feats.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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    Quote Originally Posted by Phidius View Post
    I highly recommend doing this - if you don't qualify for the feat at level 18, you won't be able to swap it in when you're 20.

    That's where most of my builds get their stress - I have to take levels when I'd rather not just to qualify for specific feats.
    Really? I didn't know that. Then I will definitely change around my progression. I had figured I'd be able to take it at 19/20 once my BAB was 11. Thanks.
    EDIT: Now my progression is the exact same as yours, heh.
    1 monk
    2-8 wizard (wall of fire)
    9-13 monk (ninja spy)
    14-16 wizard
    17-18 monk (to get to BAB 11 for GTWF)
    19 wizard (6th lvl spells)
    20 monk (touch of death)
    Last edited by quickbunnie; 08-19-2010 at 02:08 PM.

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    If you use the handwarps with the backstab effect, you can gain up to +5 to hit on flanking positions. Will help your BAB immensely.

  18. #18
    Time Killer TiranBlade's Avatar
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    Oct 2009
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    What would make this nice, is if say the developement team added in the enlightened Fist Prestige, then i would consider it myself.

    But your build is really nice, I like the concept, keep it up!

    Argonnessen - Aruki 6 Monk (Main); Dayher 4 Artificer
    Canntih - Firryl 12 Fighter; Tiran 8 Fighter; Daher 4 Fighter/4 Monk

  19. #19
    Community Member Deaths_ward's Avatar
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    Just an odd thought, why not go Monk 8/Wizard 12, and use the Pale Master shrouds for their touch attack effects, heck by that level you can also maintain a Death Aura for semi-permanent self healing as well.
    "At the end of all things, let it not be said that I didn't pull the switch that killed us all."

  20. #20
    Community Member Phidius's Avatar
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    Quote Originally Posted by Hurak View Post
    If you use the handwarps with the backstab effect, you can gain up to +5 to hit on flanking positions. Will help your BAB immensely.
    Yeah, especially while standing in my Extended Sleetstorm I get my Kundarak boots at level 9...

    Quote Originally Posted by TiranBlade View Post
    What would make this nice, is if say the developement team added in the enlightened Fist Prestige, then i would consider it myself.

    But your build is really nice, I like the concept, keep it up!
    Hmmm - never heard of this PrE... don't think it's going to happen, though, as they've already got the 3 planned out.

    Quote Originally Posted by Deaths_ward View Post
    Just an odd thought, why not go Monk 8/Wizard 12, and use the Pale Master shrouds for their touch attack effects, heck by that level you can also maintain a Death Aura for semi-permanent self healing as well.
    1. Touch of Death
    2. Improved Evasion
    3. Strong aversion to dying. Quickened reconstruct is pretty hard to beat, unless it doesn't work on you.

    I must confess to having a very strong aversion to Pale Master even though I've never tried it. Perhaps I will someday, but not until after they announce that they're done messing with it - it's a bad idea to make a toon around a concept that is still in development.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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