Results 1 to 12 of 12
  1. #1
    Community Member arcanehealer's Avatar
    Join Date
    Dec 2006
    Posts
    212

    Default Monks get evasion and are these good monk stats

    Monks get evasion? i just rolled a monk on another d&d game and i got him to level 2 and he head evasion
    are these good stats for a monk?
    (human monk)
    str: 12
    dex: 14
    con: 10
    int: 14
    wis: 14
    cha: 9
    (I only got 25 points to put in on this game so i will have 3 extra points to add on)
    drspikey 16 elven cleric (kyhber)/Melheno 4 Monk (kyhber)/dagarnus 8 drow wizard (kyhber)/seasick ranger5/rouge2/fighter1/ Daemonson ranger 6 (kyhber)proud member of the dragon renaissance broterhood / knights of the goldon blade

  2. #2
    Community Member Talon_Moonshadow's Avatar
    Join Date
    Apr 2006
    Posts
    9,033

    Default

    Monks should get evasion at lvl2.

    I haven't a clue on good monk stats yet.

    Don't need char or Int.
    Need everything else as high as ya can get.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  3. #3
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    What do you need the Int for?


    I need to know more about the build before I can really comment on it

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  4. #4
    Community Member Ughh's Avatar
    Join Date
    Mar 2006
    Posts
    281

    Default monks

    this info may help a bit:
    but to answer the int part ... from dnd 3.5 core rule book
    Skill Points at 1st Level: (4 + Int modifier) x.4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    below is link to all the info i have on monks directly from core rulebook and oriental adventures


    http://forums.ddo.com/showthread.php?t=141045

  5. #5
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Ughh View Post
    this info may help a bit:
    but to answer the int part ... from dnd 3.5 core rule book
    Skill Points at 1st Level: (4 + Int modifier) x.4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    below is link to all the info i have on monks directly from core rulebook and oriental adventures


    http://forums.ddo.com/showthread.php?t=141045
    but the question is what does he need the skill points for? I could see it if he was taking a level of rogue and wanted to max out some rogue skills, but otherwise he really won't need his Int that high.


    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  6. #6
    Founder Hvymetal's Avatar
    Join Date
    Jan 2006
    Posts
    1,653

    Default

    Quote Originally Posted by Aesop View Post
    but the question is what does he need the skill points for? I could see it if he was taking a level of rogue and wanted to max out some rogue skills, but otherwise he really won't need his Int that high.


    Aesop
    Agree, in P&P there might be an argument for it as there are more skills that are usefull there and sometimes you can spread yourself thin on 2-3 skill points a level, however since a lot of skills have marginal usefullness for many classes such is not really the case in DDO.
    R.I.P. E.G.G. 3/4/08

  7. #7
    Community Member Ughh's Avatar
    Join Date
    Mar 2006
    Posts
    281

    Default int

    I was simply answering the question, if you notice my "example" builds on my stat page, I added no points to int at all LOL. Just answering the int. question, I would say tumble jump and balance is about it ,so low int would still be good

  8. #8
    Community Member ehcsztein's Avatar
    Join Date
    Mar 2006
    Posts
    152

    Default

    another thought on the INT>10 int would be taking at least 13 to get combat expertise.

    I went 14 on the foundation for my multi-class halfling monk experiment that I am leveling to 8 and parking until mod 7.
    SARLONA
    Ulyn-22 Halfling (7rog/7pal/6mnk/2epic) Alyn-19 Helf TR2 (13dru/6mnk/1rng) Glyn-20 Halfling Cleric
    Ylyn-20 Drow (18brd/2ftr/2rog) Klyn-12 WF Wizard

  9. #9
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Given that +1 Int tomes are available and that it is likeley the Devs are going to stick with the Max Tome being a +5 (at least in normal 20level progression) then starting with a 13 for CE is probably a touch more efficient... cause 13 +5 gets to an even number and 14 +5 doesn't

    so for CE a 13 is sufficient

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  10. #10
    Community Member ehcsztein's Avatar
    Join Date
    Mar 2006
    Posts
    152

    Default

    Quote Originally Posted by Aesop View Post
    cause 13 +5 gets to an even number and 14 +5 doesn't

    so for CE a 13 is sufficient
    Curse you and your pesky, but reasonable, arithmetic

    I actually debated 13 vs 14 for a few pre-builds of the toon (because of +3 tomes) but figured the early skill points outweighed the CON that the point would have went to.

    Only time will tell how "gimp" the toon will be. Good chance such a deep multi-class (12/6/2 @ 20) will be a waste but, it'll be a fun failure
    SARLONA
    Ulyn-22 Halfling (7rog/7pal/6mnk/2epic) Alyn-19 Helf TR2 (13dru/6mnk/1rng) Glyn-20 Halfling Cleric
    Ylyn-20 Drow (18brd/2ftr/2rog) Klyn-12 WF Wizard

  11. #11
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by Aesop View Post
    Given that +1 Int tomes are available and that it is likeley the Devs are going to stick with the Max Tome being a +5 (at least in normal 20level progression) then starting with a 13 for CE is probably a touch more efficient... cause 13 +5 gets to an even number and 14 +5 doesn't
    More importantly, 13+1 gets to an even number, so you can give you new monk at +1 intelligence tome at level 1, and enjoy +15 skillpoints by the time you're level 16.

    Now that level 16 characters are running elite quests, the supply of +1 tomes has gone way up, and it's affordable to give them to new characters.

  12. #12
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by ehcsztein View Post
    Curse you and your pesky, but reasonable, arithmetic

    I actually debated 13 vs 14 for a few pre-builds of the toon (because of +3 tomes) but figured the early skill points outweighed the CON that the point would have went to.

    Only time will tell how "gimp" the toon will be. Good chance such a deep multi-class (12/6/2 @ 20) will be a waste but, it'll be a fun failure
    NO character is a true failure unless you fail to have fun with him regardless of starting stats

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload