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Thread: Fist or Staff

  1. #1
    Community Member jimkromann's Avatar
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    Default Fist or Staff

    Hi, im new to the monk, a friend helped me develop this build, we are not done yet tho, but now might be a good time to ask for some help.

    I am unsure if the staff will work or if i should use fists instead, and then get 2 other feats that cleave and the 2handed fighting

    (im a 32 points build) [ i made some changes to the build below, plz look here to see it : http://forums.ddo.com/showpost.php?p...20&postcount=7 ]

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Test monk 
    Level 4 Lawful Good Dwarf Male
    (4 Monk) 
    Hit Points: 89
    Spell Points: 0 
    BAB: 3\3
    Fortitude: 8
    Reflex: 5
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 4)
    Strength             17                    18
    Dexterity            13                    13
    Constitution         17                    18
    Intelligence          8                     8
    Wisdom               14                    15
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 4)
    Balance               5                    12
    Bluff                -2                    -2
    Concentration         7                    14
    Diplomacy            -2                    -2
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                  2                     2
    Hide                  1                     1
    Intimidate           -2                    -2
    Jump                  7                    11
    Listen                2                     2
    Move Silently         1                     1
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  2                     2
    Swim                  3                     4
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Two Handed Fighting
    Enhancement: Dwarven Spell Defense I
    Enhancement: Monk Concentration I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Enhancement: Dwarven Tactics I
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Dwarven Constitution I
    Enhancement: Lifting the Veil
    Enhancement: Racial Toughness I
    
    
    Level 4 (Monk)
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Concentration II
    Last edited by jimkromann; 09-23-2010 at 03:22 PM.

  2. #2
    Community Member djsonar919's Avatar
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    Fists all the way. More damage and you can use all your attacks. The only time I would use a staff is if you have Souleater. Other than that you will want to be using fists.
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  3. #3
    Community Member
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    Welcome to the monk class

    All that said it's been my experience to avoid staffs for a pretty simple reason:

    1d6 crit 2x20 is the staff damage and it always stays that way (it does have a cool attack animation though.)

    Your fists start at

    1d6 crit 2x20 and improves as you lvl to eventually become 2x10 at lvl 20 and if you take improved crit blud you get 19-20 crit with the fastest (unbuffed)attack speed in game about 12% faster then attacking with a weapon

    If you're starting at lvl 4 your fists will automatically be better then the staff at 1d8.

    Get the twf line all the way to GTWF, monks also get full strength bonus to offhand damage, of course to qualify for the entire TWF line you'll need 17 dex base.

    Also make sure when you start that you put just one point into tumble

  4. #4
    Community Member jimkromann's Avatar
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    Default

    thx 4 the reply, but why TWF if im using fists?

  5. #5
    Community Member Rusty_Can's Avatar
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    Quote Originally Posted by jimkromann View Post
    thx 4 the reply, but why TWF if im using fists?
    Because, as their description states, TWF feats affect unarmed combat.
    On Thelanis: Hallelujah (EK wraith) - Jerryrigged Juggernaut (Fiend Warlock) - Sepulchral (Druid) - Chopchopchop (Monk) - Alleyshadow (retired gimped monkcher). Formerly on Keeper : Misericordia (Thug) - Mumbo Jumbo (Battle Caster) - Infernal Can (WF Kinda Cleric) - Halleluyah (Melee Spellsinger).

  6. #6
    Community Member jimkromann's Avatar
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    Default

    sweet.... thx again

  7. #7
    Community Member jimkromann's Avatar
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    Default

    I made some changes, how does this look?

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Test monk 
    Level 4 Lawful Good Dwarf Male
    (4 Monk) 
    Hit Points: 89
    Spell Points: 0 
    BAB: 3\3
    Fortitude: 8
    Reflex: 8
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 4)
    Strength             14                    14
    Dexterity            17                    18
    Constitution         17                    18
    Intelligence          8                     8
    Wisdom               13                    14
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 4)
    Balance               7                    15
    Bluff                -2                    -2
    Concentration         7                    14
    Diplomacy            -2                    -2
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                  1                     2
    Hide                  3                     4
    Intimidate           -2                    -2
    Jump                  5                     8
    Listen                1                     2
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  1                     2
    Swim                  2                     2
    Tumble                4                     5
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Dwarven Spell Defense I
    Enhancement: Monk Concentration I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Enhancement: Dwarven Tactics I
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Feat: (Selected) Dodge
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Dwarven Constitution I
    Enhancement: Lifting the Veil
    Enhancement: Racial Toughness I
    
    
    Level 4 (Monk)
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Concentration II

  8. #8
    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by Rusty_Can View Post
    Because, as their description states, TWF feats affect unarmed combat.
    Somebody advised me yesterday that since U5 the TWF feats no longer make a difference to monks as they no longer add additional attacks, just the chance of attacks, and as the hand wraps don't count as two weapons it doesn't 'proc' as such.

    I have to say I'm sceptical of this advice, but I also have to say that compared to my TWF rogue or ranger, I don't notice the extra attack with my monk - when fighting with those classes using weapons you can tell when the off hand procs because the floating damage readouts are much closer together than the main hand attacks. My monk still attacks ridiculously fast even in a stance other than Wind however - so I don't know whether they've compensated by just adding speed to the attacks or what.

    Can anyone confirm one way or another? Like I say I am sceptical - but I'm not sure.
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  9. #9
    Community Member Rusty_Can's Avatar
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    Quote Originally Posted by dunklezhan View Post
    Somebody advised me yesterday that since U5 the TWF feats no longer make a difference to monks as they no longer add additional attacks, just the chance of attacks, and as the hand wraps don't count as two weapons it doesn't 'proc' as such.
    According to U5 Release Notes, TWF feats still affect unarmed combat.
    On Thelanis: Hallelujah (EK wraith) - Jerryrigged Juggernaut (Fiend Warlock) - Sepulchral (Druid) - Chopchopchop (Monk) - Alleyshadow (retired gimped monkcher). Formerly on Keeper : Misericordia (Thug) - Mumbo Jumbo (Battle Caster) - Infernal Can (WF Kinda Cleric) - Halleluyah (Melee Spellsinger).

  10. #10
    Community Member Ashurr's Avatar
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    Neither OTWF, Whirling Steel Strike and Longswords
    There is an "Alternate" Forum, PM Strakeln for details.
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