
Originally Posted by
Madhatternynja2007
**** Warning*****
THIS REPLY IS VERY LENGTHY, ALSO SOME MOMENTS OF ******* MAY APPEAR, PLEASE DISREGARD *******.
First off let me thank you for your reply Soul-Shaker. Second let me disagree with you. Now to break down the disagreement.
Is the +3 bonus you put in Str the Modifier, if it is, it only affects damage and to-hit, which is plus +3. Yes I won't be getting sneak attack damage but I can get weapons that provide that, isn't that hard to acquire.
The same halfling can use the same item and create the same gap.(ie tharnes on halfling and dwarf will still yeild a halfling with +8 more sneak dmg over a dwarf is what Im saying)
Secondly the HP comments, first you say that my HP is a pro, but then say it is a Con, how can it be both??
Pro is about Toughness enhancements that a dwarf will have over a halfling. Con is not taking advange of Dwarfs starting con point adjustment
What is wrong with having the same hp as a human/halfling with a 14 Con, later you tell me this is important, so which is it, having decent HP is bad or good??
Next is the Human Recovery enhancement, I don't need all the recovery enhancements in the game. I should only need up to tier 2 from the monk with my HP. Again which I am uncertain on, as you point it is an advantage and a flaw.
It is a disadvantage over a Human but by how much depends on play style and groups. As a soloer, its kinda nice getting 2 hp per swing instead of 1 on a mob with curse of light on them
Next is the AC comment, I am not losing any AC, at least not the numbers you have there. As a monk, which is the reason so many people splash monk, I get a Wisdom bonus to AC. So with my final stats base AC without any equipment on my AC will be 26. Start adding things like Armor Bonus, Dodge, CE, and Protection. Lets see that goes up to 26+7+5+5=43 base equipment AC. Start adding spells and others, 43+3(BS Pot)+1(Haste)+4-5(Hip Attached Pally)+2(Lvl 12 Ranger with BS)+4(Icy Raiments)=57-58 AC. Add a couple other things I can get low 60's. Not the best AC in the game but still better than you make it out to be.
Your comparing gear and feats over starting points and racial traits which will determine the difference. Each build is able to get the same buffs/gear/feats so only thing different will be starting stats and racial traits
To clarify halfling 18dex/14wis build
18dex +2 tome +2enh +6item +4lvl = 32( 10 points higher then your builds 22)
14wis +2tome +3enh +6item +3stance = 28 ( 2 points less the your builds 30wis)
Halfing gets a +1 racial ac bonus.
Net is 5-1+1= 5 ac for halfling. I place it as a con because its not in range to say efficiently tank Suul ac wise or most devils in subterrain or even the monks on norm in monastery of the scorpion. It may be personal preference but Im the type thats either all ac so you dont get hit or no ac but make hitting me painful(many guards).
The to hit you break down in one of the next parts, so I am going to combine the two since you didn't;
BAB 16 + 4(GH) + 5(Weapon) + 8(Str) -5 (Stance) = 28 (Mine)
BAB 16 + 4(GH)+ 5(Weapon) + 11-12(Dex)-5 (Stance)=31-32(Dex Build)+1 (and up to +4 halfing cunning) if halfling +5 boost if human
Ok so you mean to tell me that in the high end content that is available I won't be able to hit things with a max of 28. I find that very hard to believe, maybe if I roll less than 3.
Try doing hound on elite and hitting renders, flayers, beholders and you notice a big difference if your songs happen to run out. Orthon in shroud on elite is classed to have ac of around 52. So the named general you would have trouble hitting. Monk in monastery also has crazy ac on higher difficulties.
Again going to combine two parts for the sake of flow and understanding. You state that Water doesn't exactly flow with Str and that my saves will be weak for a lvl 16 in regards to my reflex Because water gives -2 str while in stance.
I understand that my reflex save will be a 31 completely buffed up at lvl 16, what is wrong with this?? My other Monk/Ranger build (14/2) has a total of 37 with all the stuff you give here, and I will only fail if I roll a 1. Even without GH at a 33 I still only fail unless I roll a one. So you are trying to tell me that those 2 points make a difference. Now to continue on with saves real quick, Water stance makes this build's saves higher than those of comparable other builds in the monk class. Lets check how good my saves will be at lvl 16 with my stats using your math. 12base + 4(GH) + 5(Con) + 5(Item) + 4(Water stance) = 30. Not bad for a Fort save considering other classes saves. Lets look at Will now 12base + 4(GH) + 10(Wis) + 5(Item) + 4(Water stance) = 35. So now my Will saves basically say, you can't touch me, I am unstoppable with mind-affecting spells, again unless I roll a one. How many people can save from a roll of one?? reflex save dc is the only main highly scaled save on higher difficulty. 31 reflex is fine on normal things but try doing elite kobald mobs at the end whose spell DCs is closer to 40(which is 31 dc on most of those ref save spells on NORM). As for future insight on traps try doing monastery of the scorpion on hard and run though the trap halways with a on your ranger without gh (so should be closer to 33 ref). On elite the dc is 55. I can only see more of these in the future since only a real rog would be able to evade it with many trap bonuses.
Also you comment on the buildup of my Ki, again going back to my Monk/Ranger(14/2), he uses Water stance. He never runs out of Ki, unless he isn't doing damage while using up his Ki. He may not build it up as fast, but he doesn't run out either. So the fire stance isn't a requirement for this build to use his Ki abilities like Aligning the Heavens, Walk on the Sun, etc. Matter of preference I guess, I love being able use monk elemental moves 100%(instead of normal) + abundant step + quiver + stunning blow without stopping.(probably average about 25ki used per second when doing trash mobs, 15 ki per second when just doing moves on bosses(continously using 4 monk moves at the same speed as norm moves)
I did choose a path at lvl 3, had you inspected my build in the original post you would have noticed that I did select Path of Harmounious Balance. I did select this for the healing ability while fighting, but looking into the other side before I make a decision. But more than likely going to stick with Light.
Level 3 (Monk)
Feat: (Selected) Combat Expertise
Feat: (Automatic) Fast Movement
Feat: (Automatic) Still Mind
Looks at it a 3rd time. Yep its not listed in original post
As much as I understand that Con is an important part of survivability, I also understand it is not the end all be all of every build. There are a couple factors that play into every build as well. AC, Saves, and the player. So trading around my stats for Con takes away aspects of this build I am not willing to sacrifice. You state that I should drop Wisdom for Con and Str so I can be a better tank, a better tank is one who can continue to swing while everyone else is dead. Also Wisdom affects Monks special attacks such as, Quivering Palm/Eagle Claw Attack/etc. So I should be able to do one more point of damage or so I can take more hits than I shouldn't be taking anyway; but not use my abilities that help myself and my team by debuffing the enemy or killing them outright.
So lets rework this toon the way you want it.
Str 18 (Lvl1) + 4(Lvl Increases) + 6(Item) + 2(Tome) + 3(Stance)=33 total. Total Mod is +11(yours) - 8(mine)=4
So losing a total of 3(4 if you get a +3 tome) points of damage and to-hit altogether.
Dex 15(Lvl1) + 2(Tome) + 5(Item)=22 total. The Same no difference.
Con 14-16(Lvl1) +2(Enhancements) + 2(Tome) + 6(Item)=24-26 total. Total Mod is +7-8(yours) - 5(mine)=2-3
So lets do some more math, YAY!!
10(16)=160 this is monk lvls up to 16. Base without anything else, so lets add the modifiers to them now. At lvl 16 with my Modifier I have 240=160(Base)+5*16(Mod*Lvl) With your modifier it goes like such 272-288=160(Base)+7-8*16(Modifier*lvl). So you have at most, without Toughness, 48 HP more than mine, I am sorry if 48 HP is the saving grace in this game it won't make a difference.
Your making con calc to complicated. Its mod * lvl for hp difference. So 48 hp now but 60 at cap 20
Int 8(Lvl1) + 0(Nothing)=8 total.
Wis 12-14(Lvl1) + 3(Enchanements) + 6(Item) + 1(Tome)=22-24 total. So with your recommendation that means my quivering Palm at lvl 16 will have this DC; 10 +8(1/2 Monk Lvl)+6-7(Wis Modifier)=24-25. With my build my DC for quivering palm is; 10+8(1/2 Monk Lvl)+10(Wis Modifier)=28. I know that 3 points doesn't seem like much, but go ahead and play that sorc without a high Charisma, see how much you finger than.
If that is really important to you, then human is all the better choice since can get 32 easier. Might also want to know that one of the threads the mentioned possibly wraps that increase monk dcs like weighted.
Char 6(Lvl1) + 0(Nothing)=6 total.
So to finish this reply off, still nothing has been shown that would make me sway my choice or change my opinion.