Page 2 of 3 FirstFirst 123 LastLast
Results 21 to 40 of 59
  1. #21
    Community Member Soul-Shaker's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Madhatternynja2007 View Post
    I had written this really long reply yesterday when I was trying to look at something on another page it wiped my reply by changing pages, so I just said screw it. As to people making jokes about this being the "EXTREME MONK BUILD" I used this title to draw people to it and hopefully get some input that would help or make we wipe this plan out, so far that has not happened. The basis behind this build is to quash all the ideas that monks are a one per group class, that we are a worthless class. I am hoping to make this build very resistant, ie high saves/decent AC/good DPS.

    I am not saying the DPS will be like a 4x raged Barb, but it will be better than the average monk who went pure Dex or even pure Str. As to the enhancements I am taking, they aren't such a major part of the build, except the animal paths and the stances. I am planning to take all 4 stances up to tier 2 at least. The animal path I am still a little undecided on, more than likely I am going to take the monkey for the extra points to energy resists.

    My final stats, since it doesn't allow me to directly give my final totals as I want them I am going to add them here.

    Str: 26 (28 total out of water)
    Dex: 22 (Lower then norm dex, but high Wis will help recover from this.)
    Con: 20 (+2 from Dwarf Racial Enchancements)
    Int: 13
    Wis: 30 (3rd Tier Water Stance)
    Char: 6

    I am surprised that no one commented on me taking both CE/PA, however since I mentioned them let me explain. I know only one can be on at a time. I do plan to use them depending on the situation, such as during trash mobs I will be using CE to help reduce the amount of damage I take from them. PA will be used during fights when DPS is more important or armor means nothing 98% of the time anyway.

    Thank you for your comments, more than likely I am going to continue on with this build.
    CE/PA no one probably commented on because thats normal. Though you traded in Dwarf real advantage of con for 3 str.

    Pros
    +3 str over a halfling finesse build(is this really a pro though with halfling guile+8 sneak)
    +20 toughness enh hp over a halfling. +10 hp toughness enh hp over human

    Cons
    Same hp as a halfling/human that started 14 con.
    No human recov if hp str build
    5 ac and 6 tohit less then a halfling finesse build with 18dex/14wis based on just
    stats/race.
    Water isnt a great synergy with str build with -2 str.
    BAB 16+ gh 4 + 5 weapon +7str -5 stance = 27 tohit which may prove troublesome to hit something something with high ac.
    You didnt take a Monk Path at level 3. Light is good for getting hp back when your twf. Negative is great DPS attack.

    Depending on if you go full monk ac or DPS shround weapons in future will also determine the gap between having ac worth something or not. Your better off dropping your 3 int and getting 3 more con, drop wis for more con and str; then go for fire stance for ki and spam dmg move(monks real dps). Youll also need more reflex if you want to save on higher content traps/spells. 12base +4gh +6dex +5item +4water stance = 31.
    Khyber ¤ Lava Divers ¤
    SoulShaker SoulZen SoulKaze SoulKame SoulYoroi SoulKizu SoulHayai SoulUta SoulMoe
    SoulTennyoSoulSouSoulKaibutsuSoulShigaiSoulHanyou

  2. #22
    Community Member Madhatternynja2007's Avatar
    Join Date
    Jul 2007
    Posts
    44

    Default

    **** 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. 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??

    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.

    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.

    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)
    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.

    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. 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??

    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.

    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.

    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) + 2(Stance)=32 total. Total Mod is +11(yours) - 8(mine)=3
    So losing a total of 3 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.

    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.

    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.

  3. #23
    Community Member CSFurious's Avatar
    Join Date
    Sep 2006
    Posts
    2,580

    Default halfling or human

    halfling or human is the race for a monk

    the reason to play a dwarf is to have lots of hitpoints

    your build does not have lots of hitpoints

    therefore, your build is not very good

  4. #24
    Community Member Soul-Shaker's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Madhatternynja2007 View Post
    **** 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.
    Summary, human would result in a better dc wis monk and is better suited for middle group ac/hp balance which is what this dwarf looks exactly like. Halfling makes better group dps or AC tanks.

    Here is a human build with same end result stats but +2 cha, 1 extra skill per lvl and a extra feat, human recovery, and Boosts.
    end /starting/mods
    26 Str 15 +2tome +6 item +1 human str +4 lvl-2water stance
    23 Dex 15 +2 tome +6 item
    20 Con 13 +1 tome +6 item
    13 Int 11 +2 tome
    30 Wis 15 +2 tome +6 item +1 human wis +3 monk enh +3water stance
    8 Cha 8


    Here is a halfling with +1 more con mod(will equal dwarf toughness III/IV at 20cap), 4 less str, 5 more ac, +1 int mod and same wisdom(or more). and has access to all halfling benefits except must take weapon finesse but gets +1 tohit/saves.
    end /starting/mods
    18 Str 12 +2tome +6 item -2water stance
    30 Dex 16 +2 tome +6 item +2enh +4 lvl
    20 Con 14 +1 tome +6 item
    13 Int 12 +2 tome
    30 Wis 16 +2 tome +6 item +3 monk enh +3water stance
    8 Cha 8

    If you really dont think 28tohit dwarf tohit is a problem then swap +4 lvl dex and put it into wisdom for 34 wisdom for the same 28tohit in water stance and CE/PA on.
    And with Unwavering strike + 8 sneak dmg can make up for that -4 str mod fast if soloing. Also results in 5 more ac( +2 from wis or dex lvl stat points +1 halfling + 2dex over dwarf)
    Last edited by Soul-Shaker; 02-11-2009 at 04:03 PM.
    Khyber ¤ Lava Divers ¤
    SoulShaker SoulZen SoulKaze SoulKame SoulYoroi SoulKizu SoulHayai SoulUta SoulMoe
    SoulTennyoSoulSouSoulKaibutsuSoulShigaiSoulHanyou

  5. #25
    Community Member GlassCannon's Avatar
    Join Date
    Jul 2006
    Posts
    448

    Default

    Quote Originally Posted by Aesop View Post
    Something is seriously messed up in this... the Feats don't match up and there are other major inconsistancies.


    ...

    yeah I'd double check this

    Aesop

    I used a Character Planner and posted the results. If there are problems, it is with the planner. I'll make some adjustments.
    Last edited by GlassCannon; 03-24-2009 at 01:57 AM.

  6. #26
    Founder Brother_Solar's Avatar
    Join Date
    Jan 2006
    Posts
    232

    Default

    Quote Originally Posted by GlassCannon View Post
    I used a Character Planner and posted the results. If there are problems, it is with the planner. I'll make some adjustments.
    I don't see anything wrong with it, really, other than that I would switch some of the feat locations around (Human, so I used my extra feat at first level for Dodge).

    Character level 1: Two Weapon Fighting
    Human level 1: Dodge
    Monk level 1: Toughness
    Monk level 2: Stunning Fist
    Character level 3: Mobility
    Character level 6: Spring Attack
    Monk level 6: Power Attack
    Character level 9: Improved Two Weapon Fighting
    Character level 12: Improved Critical
    Character level 15: Greater Two Weapon Fighting

  7. #27
    Community Member Madhatternynja2007's Avatar
    Join Date
    Jul 2007
    Posts
    44

    Default

    Quote Originally Posted by Soul-Shaker View Post
    Here is a halfling with +1 more con mod(will equal dwarf toughness III/IV at 20cap), 4 less str, 5 more ac, +1 int mod and same wisdom(or more). and has access to all halfling benefits except must take weapon finesse but gets +1 tohit/saves.
    end /starting/mods
    18 Str 12 +2tome +6 item -2water stance
    30 Dex 16 +2 tome +6 item +2enh +4 lvl
    20 Con 14 +1 tome +6 item
    13 Int 12 +2 tome
    30 Wis 16 +2 tome +6 item +3 monk enh +3water stance
    8 Cha 8
    This is what my Lvl 14 Monk/2 Ranger looks like already, why would I want to build the same thing twice? There are some very small differences in yours and mine however; mostly I don't have the Int for CE, other than that, mine looks similiar in every way.

    Also wanted to say that I could swear I picked PoHB in the planner, however, it appears I didn't. My apologizes for stating that I did.
    Last edited by Madhatternynja2007; 02-11-2009 at 04:13 PM.

  8. #28
    Community Member Madhatternynja2007's Avatar
    Join Date
    Jul 2007
    Posts
    44

    Default

    Double posted, however, real quick; but I need to point out the obivous flaw about your math about AC. JSYK you are giving the final stats of Dex/Wis when it comes down to the class itself, I know that the stats will be different that is the point. But what you are forgeting is what the total AC is for those modifiers at the end. I already checked and the total AC unbuffed naked without anything extra is 30 using a naked halfling, which is your arguement, mine is that naked dwarf will have 26 AC unbuffed, 4 point difference in the end. I can worry about that much later.
    Last edited by Madhatternynja2007; 02-11-2009 at 04:23 PM.

  9. #29
    Community Member Soul-Shaker's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Madhatternynja2007 View Post
    Double posted, however, real quick; but I need to point out the obivous flaw about your math about AC. JSYK you are giving the final stats of Dex/Wis when it comes down to the class itself, I know that the stats will be different that is the point. But what you are forgeting is what the total AC is for those modifiers at the end. I already checked and the total AC unbuffed naked without anything extra is 30 using a naked halfling, which is your arguement, mine is that naked dwarf will have 26 AC unbuffed, 4 point difference in the end. I can worry about that much later.
    Ill restate again the ac difference with more detail

    22 dex your build +26 dex halfling(no +4 Leveling stats)
    30 wisdom your build +30 wisdom halfling (halfling no +4 leveling stat)

    So we have +2 difference in dex, halfling gets a +1 size ac bonus, and if you place the 4 stat points from leveling up into dex or wisdom you will get +2 more mod for ac. Total is 5.
    Khyber ¤ Lava Divers ¤
    SoulShaker SoulZen SoulKaze SoulKame SoulYoroi SoulKizu SoulHayai SoulUta SoulMoe
    SoulTennyoSoulSouSoulKaibutsuSoulShigaiSoulHanyou

  10. #30
    Community Member GlassCannon's Avatar
    Join Date
    Jul 2006
    Posts
    448

    Default Punchy Rocks!

    Now, later in the game, despite the fact that he still has no raid loot at all after 42 raids... *!&$*(@&! loot tables... anyway, he outclasses even some DPS builds of other Classes/Races. Sure, he doesn't keep up with the exploitative multiclasses, but then again he's not meant to. It's a Casual build. Grab him some Vorpal Kamas for the monsters the developers failed to balance properly(i.e. Bearded Devils, Orthons) and he's good to go. Be sure to set loot tables on Class Specific! You'll be needing those +5 Whatever Handwraps of Whatever Else. You'll be especially fond of some high bonus Weighted wraps for Stunning Fist on Beholders in the Subterrane(Preferably +3 or higher handwraps of Weighted 5% or higher).

    Standing AC with a Prot 5 bonus on his Dragontouched Vestements: 43. Greater False Life on those same Vestements yields 339 HP(I can still get an Elemental Energy item for even more HP, which I intend to do with an Air 3 guard for the Attack Speed boost chance). Currently his fists hit harder than a Barbarian GTWF, but his criticals really need help at a x2 on 19-20. Later on I might try taking CE and balance the AC out with some Chattering Rings(unless the Developers actually fix Dodge bonuses and cap them at 4, in which case I will get 1 ring not 2), and whatever else I can put on him that will not sacrifice any DPS whatsoever...

    I'll post a Halfling Scenery Build(High AC, nearly zero combat effectiveness) later on when I feel like it, unless someone else already has.


    Edit: Now he has Tharne's Goggles and a Tumbleweed(71 raids, 2 items now), and I use Power Attack almost 100% of the time(Thanks, Bards!), and Unbalancing Strike is now one of the pivotal attacks I use on just about everything. Stunning Fist is still my favorite Melee Feat, however.
    Last edited by GlassCannon; 04-06-2009 at 10:04 AM. Reason: Also, be on the hunt for Greater Bane handwraps... they rock!

  11. #31
    Founder Delacroix21's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    edit

  12. #32
    Community Member GlassCannon's Avatar
    Join Date
    Jul 2006
    Posts
    448

    Default

    Quote Originally Posted by Zuldar View Post
    A warforged would make for an interesting version.
    I've been considering this due to immunity to Enervate and whatever the new Super Enervate is called. The Silver Flame necklace runs out of charges a bit too quickly.

    A 'Forged, as I have been notified by folks that actually make them, gets the Cure Amp from Monk, and from Healer's Friend. The fellow noted that they do indeed stack, making him heal like a fleshy when he gets the Tier 3 Monk Healing Amplification, with tier 1 Healer's Friend.

  13. #33
    Community Member feynman's Avatar
    Join Date
    Nov 2007
    Posts
    804

    Default

    Quote Originally Posted by CSFurious View Post
    halfling or human is the race for a monk
    Elf FTW.

  14. #34

    Default

    Quote Originally Posted by GlassCannon
    A 'Forged, as I have been notified by folks that actually make them, gets the Cure Amp from Monk, and from Healer's Friend. The fellow noted that they do indeed stack, making him heal like a fleshy when he gets the Tier 3 Monk Healing Amplification, with tier 1 Healer's Friend.
    People tend to get the math wrong on Warforged divine healing when adding the amplification. You don't get healed "as a fleshy" by divine means with that setup.

    Base * (1 + Healing Amplification) = Divine Healing Percentage

    Base(Warforged) = 0.5 + Healer's Friend
    Healer's Friend(Healer's Friend I) = 0.15
    Healing Amplification(Monk Recovery III) = 0.3

    (0.5 + 0.15) * (1 + 0.3) = Divine Healing Percentage
    0.65 * 1.3 = Divine Healing Percentage
    0.845 = Divine Healing Percentage

    The Warforged with said enhancements is 84.5% healable by divine means. While it isn't too bad of a penalty to live with, it is not quite like being a fleshy.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  15. #35
    Community Member GlassCannon's Avatar
    Join Date
    Jul 2006
    Posts
    448

    Default

    Quote Originally Posted by Brother Solar View Post
    I don't see anything wrong with it, really, other than that I would switch some of the feat locations around (Human, so I used my extra feat at first level for Dodge).

    Character level 1: Two Weapon Fighting(NOT AVAILABLE TO 0 BAB, cannot take at lvl 1 in MOD 8)
    Human level 1: Dodge
    Monk level 1: Toughness
    Monk level 2: Stunning Fist
    Character level 3: Mobility
    Character level 6: Spring Attack
    Monk level 6: Power Attack
    Character level 9: Improved Two Weapon Fighting
    Character level 12: Improved Critical
    Character level 15: Greater Two Weapon Fighting
    Level 8 and 15 take into account the -1 BAB that a Monk takes for some reason into account for the TWF feats. TWF must be taken at level 3 :/

  16. #36
    Community Member GlassCannon's Avatar
    Join Date
    Jul 2006
    Posts
    448

    Default

    Quote Originally Posted by MrCow View Post
    People tend to get the math wrong on Warforged divine healing when adding the amplification. You don't get healed "as a fleshy" by divine means with that setup.

    Base * (1 + Healing Amplification) = Divine Healing Percentage

    Base(Warforged) = 0.5 + Healer's Friend
    Healer's Friend(Healer's Friend I) = 0.15
    Healing Amplification(Monk Recovery III) = 0.3

    (0.5 + 0.15) * (1 + 0.3) = Divine Healing Percentage
    0.65 * 1.3 = Divine Healing Percentage
    0.845 = Divine Healing Percentage

    The Warforged with said enhancements is 84.5% healable by divine means. While it isn't too bad of a penalty to live with, it is not quite like being a fleshy.
    I have been informed by a WF Monk that Healer's Friend stacks multiplicatively with Monk Heal Amp, which would get you over the 100% mark(later), particularly with something like Levik's Bracers. If you can't spare 12AP for a tiny boost to divine healing(Healer's Friend), become dependent on the Bracers with the Monk Amp 3. You will heal slightly better than a Fleshy in that case.

  17. #37

    Default

    Quote Originally Posted by Madhatternynja2007 View Post
    This is my extreme monk build only doable with 32 points, and 4 +2 tomes and a +1 tome. Those who are interested have to invest real time to get him working. I know certain parts of it don't make sense but will explain later. Work time.

    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Perv ert Two
    Level 16 Lawful Good Dwarf Male
    (16 Monk) 
    Hit Points: 200
    Spell Points: 0 
    BAB: 12\12\17\22
    Fortitude: 11
    Reflex: 13
    Will: 14
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 16)           (Level 16)
    Strength             16                 22                   22
    Dexterity            15                 17                   17
    Constitution         11                 12                   12
    Intelligence         11                 13                   13
    Wisdom               16                 18                   18
    Charisma              6                  6                    6
    
    Tomes Used
    +2 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +1 Tome of Constitution used at level 1
    +2 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               7                    26
    Bluff                -2                    -2
    Concentration         5                    20
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                  4                     4
    Hide                  3                     3
    Intimidate           -2                    -2
    Jump                  4                    20
    Listen                4                     4
    Move Silently         3                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                  8                    23
    Swim                  4                     6
    Tumble                7                    22
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Two Weapon Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Giant Evasion
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Unarmed Strike
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 3 (Monk)
    Feat: (Selected) Combat Expertise
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Still Mind
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 5 (Monk)
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Purity of Body
    
    
    Level 6 (Monk)
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 7 (Monk)
    Feat: (Automatic) Wholeness of Body
    
    
    Level 8 (Monk)
    Ability Raise: STR
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Improved Evasion
    
    
    Level 10 (Monk)
    Feat: (Automatic) Ki Strike: Lawful
    
    
    Level 11 (Monk)
    Feat: (Automatic) Diamond Body
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Feat: (Selected) Toughness
    Feat: (Automatic) Abundant Step
    
    
    Level 13 (Monk)
    Feat: (Automatic) Diamond Soul
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Quivering Palm
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Feat: (Automatic) Ki Strike: Adamantine
    really can't understand why anyone would want to make this... it is extreme all right... but not in a good way.
    Khyber
    R e v e n a n t s Renowned
    Thelanis

  18. #38
    Founder & Super Hero Arkat's Avatar
    Join Date
    Feb 2006
    Posts
    380

    Default

    Quote Originally Posted by CSFurious View Post
    halfling or human is the race for a monk
    This assertion is laughable!

    Quote Originally Posted by feynman View Post
    Elf FTW.
    So's this one!

    Quote Originally Posted by GlassCannon View Post
    I have been informed by a WF Monk that Healer's Friend stacks multiplicatively with Monk Heal Amp, which would get you over the 100% mark(later), particularly with something like Levik's Bracers. If you can't spare 12AP for a tiny boost to divine healing(Healer's Friend), become dependent on the Bracers with the Monk Amp 3. You will heal slightly better than a Fleshy in that case.
    100% accurate.

    +1 Rep for you even though I see you've turned your Rep Indicator off.
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  19. #39
    Community Member
    Join Date
    Feb 2006
    Posts
    234

    Default

    Quote Originally Posted by Clay View Post
    really can't understand why anyone would want to make this... it is extreme all right... but not in a good way.
    Word - extremely PATHETIC

    Thought this bad build had died - too bad

  20. #40
    Community Member Madhatternynja2007's Avatar
    Join Date
    Jul 2007
    Posts
    44

    Default

    The only reason for the name is to draw people to it, per advertising rules, you throw in a X or a Z people seem to be drawn to the subject or product without thinking. Looks like it kinda worked. But for those who are bashing this build, why??

Page 2 of 3 FirstFirst 123 LastLast

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