1. Nothing says that the monk HAS to have ac, he can use all the guards possible and still be +3 saves, +2 feats, +2 flank tohit +1 wisdom.
2. Every smart player has a pos+neg teir 2/3 for +6 wisdom, hp and other stuff. +6 wisdom is for FREE, there is NOTHING you can have instead of it.
On a drow? Yes, will save is important. Maybe a WF could afford to neglect it
UMD takes 0-3 item slots (cartouche/7FG + shroud item + charisma 6) and dont need to be worn all the time.
AC takes 3-7 items/item slots
Prot 5
Chaosguards/Armor bracers
Insight item
Chattering
Icy
(Wisdom 6 + Dex 6) - Technincally can be dropped but most likely would be used on the rogue version anyway.
Thelanis
Sure eventually if you are not tired of grinding shroud you can have an item like that.
You forgot the negatives for the monk splash:
Minus 1d6+3 DPS
Minus UMD
Two things must be true for the Monk build to be better, you have to really need the feats, and you have to be getting some use out of the wisdom AC bonus.
The feats are make or break, if you NEED the two feats monk makes sense, in most builds I see they are fluff and taking 2 feats out wouldn't affect the build. The one exception is the dragonmarked Halfling.
If that is how you see it, then you are completely different than I am, and you value different things. I value perfection you do not. Hence Arguing is futile, but know that I advocate the best.
Corrected it for you. 6,5 sa damage on a very high damage build without any -threat isn't exactly reliable.
Though still useful, just not enough.
I've currently got a toon with the 12/ftr/6rng/2misc in mind. I personally went with rog and not monk, specifically for the UMD and the trap skills. Currently sitting with 9ftr/6rng/1rog, UMD is sitting at 35 with a few pieces of situational gear, AC sits at 54 standing,no CE on, no icy or chattering yet...had a lot of bad luck with loot. I Have had a lot of fun with this toon, though I have had a bit of trouble keeping the skill points properly allocated. only boost search on rog/rng lvls, umd on all, DD on all, and diplo when you can (really just to agro a bunch and drop them right on top of the pali). I'd have to check my toon and builder for more specifics but thats about the gist of it. I remember the skill points being the most difficult to juggle more than anything though. And that the ton didn't really come into his own until about lvl 14/15, being rather equipment dependent.
Hope this info helps the OP.
Cheers
Hah maybe, although part 1 of the reason why you must post last is highly correlated with your diagnosis of my problems (at least your answer to part 1).
Not everyone likes to grind for items, I simply re-roll or take a break when there is nothing interesting left to do. Unfortunately I was "fooled" a bit by thinking something new was coming or I would not be posting here at all
Just because someone chooses to play a different way, does not make your way better. I have no desire to grind for a shroud item so I can have some extra stoneskin clickies, I will just have UMD and use the wands. That is why things are not as black and white as you make them out to be.
Lies! Ha-ha, how about we say that if you go Fighter 12/Ranger 6 and choose either Rogue or Monk it will work out well either way? For that matter you could pick Fighter or Barbarian and still work out well.
The truth is Fighter 12/Ranger 6 is just good period, and anyone with any kind of build acumen can figure that out and make it work.
I think the monk might be better for the above stated reason (ac, feats,...), but also consider this: UMD is cross class so base umd will be 11 (11.5 if you want to us the skill point)
so we have
UMD = 11 base + 4 GH + 6 Shroud Item (which can also be a min 2 item giving heavy fort and +5 prot and extra sp) +5/3 7fingered Gloves/Cartouche + 2 Head of GF + 4 CHA bonus + 4 Skill boost = 36/34 UMD when you need to wand whip a stoneskin or shield wand your hitting 90+% of the time, same on raise scrolls. Just my $.02.
Last edited by Absolute-Omniscience; 08-05-2009 at 01:24 PM.
I always pop my head every now and again when it comes to UMDvs Two extra feats and I will tell you that I HAD to take 2 monks levels over 2 rogue levels because I wanted my current halfling 11/3/2 Fighter/Pally/Monk to achieve Kensai II while maintaining his to-hit AND keeping all his Dragon Marks.
Depending on whether respect comes into play for skills or not may help me in the UMD department but not make it game breaking (I can see my character having a 25UMD potential)
Insofar as UMD is concerned it has its moments. One thing UMD cannot compete against is Casting Heals on the fly during battle because the dragon marks have no concentration checks.
I currently get between 1500 - 1950 in total heal/hps from all my dragon marks and my 2 LOH's. I have heal pots I haven't used in over 2 months and two wands I havent used either. as such, UMD is feckless against dragonmarks in-battle and cost expenditure.
The only use I wish to have for UMD is for the 10th Level SHield wand because of course, while being a strength based character I also have very decent AC - current base/sustained of 56 and a TOTAL raid buff of 73. I currently use shield clickies and titan cookies to reach my maximum, but clickies are a pain and turn off my CE when im going max AC.
As such, while UMD can play a significant role, it truly depends on the build and how usefull two extra feats will be for your character.
Last edited by Yajerman01; 08-05-2009 at 02:01 PM.
The one and only Aluecian - Congo Bowl I Champions, Team InB4Lock - Survival Builds(NEWEST BUILD IS AT POST #48): http://forums.ddo.com/showthread.php?t=209152 Pic of Me, Post# 332 http://forums.ddo.com/showthread.php?t=163146&page=9
Did I miss something? How does rolling a Drow mean I'm not DPS focused? With the Rapier racial maxed, Weapon spec into piercing, take rapiers as a kensai sig weapon. I do alot of shooting to soften up my targets as well, so + piercing should help that. Don't get me wrong, I am not trying to make a MAX DPS toon because i enjoy the solo game most of all and know that survival needs to be balanced in there too. So far I've been working on two versions of this both have hit lvl 4 (I know that is just the tip of the iceberg). I do have to say that I can tell how the one with Rogue is squishier compared to the Monk but finaly being able to disable traps and pick locks is kind of nice as well. I do favor the Monk splash for my playstyle by a small margin. I do hate the "!" uncenterd thing alot though. I have been trying to map out the build with character planner v3.06 but for some reason I can't get it to recognise that I've take all of the requirements for Tempest. Other wise I'd just show you what i'm trying to do.
edit: PS this will be a 28 point toon, if I stumble across any + tomes they will more than likely be put into str.
here's a rough version of the Rogue splash, I could not get tempest to take and there seem to be some other bugs that won't let me take kensai II since 12 fighter was my last level. you'll have to imagine those in there. =PCode:Character Plan by DDO Character Planner Version 3.06 DDO Character Planner Home Page Level 20 Chaotic Good Drow Female (12 Fighter \ 2 Rogue \ 6 Ranger) Hit Points: 262 Spell Points: 25 BAB: 19\19\24\29\29 Fortitude: 14 Reflex: 16 Will: 6 Starting Feat/Enhancement Base Stats Modified Stats Abilities (Level 1) (Level 20) Strength 17 22 Dexterity 16 19 Constitution 12 12 Intelligence 10 10 Wisdom 11 11 Charisma 10 10 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 3 4 Bluff 0 0 Concentration 1 1 Diplomacy 0 0 Disable Device 4 13 Haggle 0 0 Heal 0 0 Hide 7 16.5 Intimidate 0 0 Jump 3 10 Listen 0 2 Move Silently 7 16.5 Open Lock 7 12 Perform n/a n/a Repair 0 0 Search 4 14.5 Spot 4 15.5 Swim 3 6 Tumble 7 9 Use Magic Device 4 8 Level 1 (Rogue) Feat: (Selected) Point Blank Shot Enhancement: Rogue Damage Boost I Enhancement: Drow Melee Damage I Enhancement: Rogue Sneak Attack Training I Level 2 (Ranger) Feat: (Favored Enemy) Favored Enemy: Undead Enhancement: Improved Drow Spell Resistence I Enhancement: Ranger Favored Damage I Enhancement: Ranger Favored Defense I Enhancement: Rogue Tumble I Level 3 (Ranger) Feat: (Selected) Toughness Enhancement: Elven Dexterity I Enhancement: Racial Toughness I Enhancement: Rogue Faster Sneaking I Level 4 (Rogue) Enhancement: Drow Melee Attack I Enhancement: Rogue Sneak Attack Accuracy I Enhancement: Rogue Disable Device I Level 5 (Ranger) Enhancement: Rogue Search I Enhancement: Rogue Spot I Enhancement: Ranger Dexterity I Level 6 (Ranger) Feat: (Selected) Dodge Enhancement: Rogue Haste Boost I Enhancement: Improved Drow Spell Resistence II Enhancement: Ranger Hide I Level 7 (Ranger) Feat: (Favored Enemy) Favored Enemy: Giant Enhancement: Drow Melee Damage II Level 8 (Ranger) Enhancement: Elven Dexterity II Level 9 (Fighter) Feat: (Fighter Bonus) Improved Critical: Piercing Weapons Feat: (Selected) Oversized Two Weapon Fighting Enhancement: Fighter Armored Agility I Enhancement: Fighter Critical Accuracy I Enhancement: Ranger Favored Damage II Level 10 (Fighter) Feat: (Fighter Bonus) Mobility Enhancement: Drow Melee Attack II Level 11 (Fighter) Enhancement: Fighter Armor Mastery I Enhancement: Fighter Mobility I Enhancement: Ranger Move Silently I Level 12 (Fighter) Feat: (Fighter Bonus) Spring Attack Feat: (Selected) Weapon Focus: Piercing Weapons Enhancement: Fighter Haste Boost I Enhancement: Improved Drow Spell Resistence III Level 13 (Fighter) Enhancement: Fighter Haste Boost II Enhancement: Fighter Armored Agility II Level 14 (Fighter) Feat: (Fighter Bonus) Improved Critical: Ranged Weapons Enhancement: Fighter Attack Boost I Enhancement: Fighter Attack Boost II Enhancement: Fighter Strategy (Sunder) I Level 15 (Fighter) Feat: (Selected) Weapon Specialization: Piercing Weapons Enhancement: Fighter Attack Boost III Level 16 (Fighter) Feat: (Fighter Bonus) Greater Weapon Focus: Piercing Weapons Enhancement: Kensei Rapier Mastery I Enhancement: Fighter Critical Accuracy II Enhancement: Racial Toughness II Level 17 (Fighter) Enhancement: Fighter Critical Accuracy III Enhancement: Fighter Rapier Specialization I Level 18 (Fighter) Feat: (Selected) Power Attack Feat: (Fighter Bonus) Power Critical Enhancement: Fighter Attack Boost IV Level 19 (Fighter) Enhancement: Improved Drow Spell Resistence IV Level 20 (Fighter)
Last edited by Clawkin; 08-06-2009 at 02:07 AM.
Umd is amazingly useful on a tank. You can't underestimate the usefulness of being able to fully rebuff yourself after debuffs without going crying to a huffy caster who would rather save his sp for 'real spells' like finger of death or blade barrier. Of being able to heal yourself while running between fights without slowing down. Or doing both when seperated from the party/soloing. Here are some of the scrolls/wands my tank has access to all the time with his umd:
Greater Heroism
True Seeing
Heal
Restoration
Raise Dead
Teleport
Greater Teleport
Displacement (30 sec)
Level 11 resist energy
Level 10 protection from energy
Level 10 shield
Level 7 stoneskin
Of course all of these can be replicated, with a ton of grinding and a ton of item slots. How many shield clickies can you carry? How many planar girds? How much raid farming do you need to get true seeing goggles? How many shroud runs?
You need to do precisely zero of such farming to reliably use all of the above abilities - through the magic of umd, even at level 16! Here show my drow evasion tank did it:
19 Skill rogue splash
3 Skill focus feat
7 charisma (16 base, +6 item, +1 paladin, +1 tome)
4 GH (heroism pot to jump start to GH)
3 Deleras necklace
1 Voice of the master
37 Total with zero grinding
+1 Head of Good fortune
+1 Charisma tome +3
39 with only reaver raids
As a tank, I find umd to be the single most useful ability I have, other than intimidate. I'd argue its even better than evasion.
One more thing: Being able to use Race Required weapons without having to switch items can be extremely useful. That is a pain, especially with the 'clickie bug' and will become more so in the next mod.