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  1. #1
    Community Member Inspire's Avatar
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    Default Proposal; M9 Monk Intimidate Build

    Prologue:

    Ive been thinking lately on how to take advantage of the grazing blows system, and while discussing different types of healing amplification along with the reduced percentage(4% every 4 levels) of grazing blow damage that monks get, I thought I would design a new Intimitank build. I think this build speaks for itself in terms of; self healing, armor class, saves, intimidate, survivability and other perks so I will leave those alone for now. Please note that I have used very few +3 tomes on this build's stat layout and in the breakdowns, my thought is that these tomes will be easily aquired in M9 and this build will be viable to almost any player. Obviously, aquiring new +3/4 stats tomes will free up AP to be spent elsewhere.

    The class split I chose was 12Monk/ 6Paladin/ 2Fighter.

    Without further adieu, I present to you, Isolate;

    Stats -

    10Base +3Tome +6Item +1Fighter = 20
    17Base +2Tome +4Level +7Item +1Exceptional +3Stance = 34
    13Base +1Level +2Tome +6Item +1Human +1Exceptional +2Crafted -2 Stance = 24
    12Base +2Tome = 14
    11Base +2Tome +3Monk +7Item +1Exceptional = 24
    13Base +6Item +2Tome +1Paladin = 22


    Armor Class -

    10 Base
    12 Dexterity
    07 Wisdom
    08 Bracers
    05 Protection
    04 Outfit
    01 Ritual
    04 Insight
    05 Combat Expertise
    01 Dodge
    03 Ring
    02 Aura
    04 Centered
    ----------
    66
    ----------
    03 Barkskin Potion
    01 Haste
    04 Shield Wand
    ----------
    74
    ----------
    02 Ranger
    02 Recitation
    04 Paladin Defender of Siberys III
    04 Bard
    ----------
    86
    ----------
    02 Blocking
    ----------
    88


    Hit Points -

    096 Monk
    020 Fighter
    060 Paladin
    140 Constitution
    020 Heroic
    010 Draconic
    066 Toughness Feats
    020 Toughness
    050 Enhancement
    030 False Life
    045 Crafted
    ----------
    557
    ----------
    040 Yugoloth
    040 Madstone
    ----------
    637


    Healing Amplification - In Percentage;
    • 30 Human
    • 30 Monk
    • 60 Crafted
    • 10 Hunter of the Dead
    • 10 Finger Necklace
    • 25 Epic Jidz-Tet'ka


    Saves -

    Fortitude: + 3Fighter + 5Paladin + 8Monk + 6Constitution + 6Charisma + 2Aura + 5Resistance + 2Luck + 1Ritual = 38 = + 2Stance + 1Constitution + 4Greater Heroism = 47
    Reflex: + 2Paladin + 8Monk + 13Dexterity + 6Charisma + 2Aura + 5Resistance + 2Luck + 1Ritual = 39 = + 2Stance - 1Reflex + 4Greater Heroism + 1Haste = 47
    Will: + 2Paladin + 8Monk + 5Wisdom + 6Charisma + 1Bullheaded + 2Aura + 5Resistance + 2Luck + 1Ritual = 32 = + 2Stance + 1Wisdom + 4Greater Heroism = 41


    Skills -

    23 Rank
    06 Charisma
    15 Item
    06 Crafted
    03 Skill Focus
    02 Bullheaded
    02 Sentinel
    02 Enhancement
    02 Luck
    03 Badger
    ----------
    64
    ----------
    04 Greater Heroism
    02 Walk of the Sun
    ----------
    71
    ----------
    02 Bard
    ----------
    72


    11 Ranks
    06 Charisma
    05 Item
    06 Crafted
    02 Luck
    03 Skill Focus
    ----------
    33
    ----------
    04 Greater Heroism
    02 Walk of the Sun
    ----------
    39


    Spell Points -

    22Paladin + 90Wisdom + 150Wizardy VI + 150Elemental = 412 Sp



    Self Healing -
    • Fists of Light
    • Healing Ki
    • Wholeness of Body
    • Lay on Hands x2
    • Unyeilding Sovreignity
    • Heal Scrolls
    • Wands


    DPS Options/Perks -
    • Greater Two Weapon Fighting
    • Master of Thunder attack speed
    • Full BAB via Kamas/Unarmed 2d6
    • Divine Might I x11
    • Divine Favor +2 Attack/Damage
    • Smite Evil
    • Ki Strikes
    • Fighter Haste Boost I


    Other Mentionables -
    • Improved Evasion
    • Abundant Step
    • Monk Grazing Blow Reduction x3
    • Innate Disease, Fear, and Poison Immunity
    • Monk Fast Movement x4
    • Monk Finishing Move Buffs(Blur, Immunities, Skills/Saves, SP Reduction)
    • No fail UMD for 7th level Scrolls and lower; Heal, Raise, Fireshield, Teleport, Greater Heroism, Shadow Walk,
    • Resist Wands(Paladin), etc.


    Gear -

    Goggles - Air2 (150/50/100, +6 Charisma Skills)
    Helm - Epic Helm of the Mroranon (+6 Constitution)
    Necklace - Finger Necklace/ Oremi's Necklace
    Trinket - Epic Pouch of Jerky(+2 Luck)
    Cloak - Smoke II (45 Hp/ Blur/ Displace)
    Belt - Epic Belt of the Mroranon(Greater False Life)
    Ring(Left) - Chattering Ring/ Ring of the Ravager*(Holy Burst)
    Boots - Madstone/ Epic Golden Greaves
    Gloves - Epic Spectral Gloves (+1 Dexterity)/ Epic Gloves of the Claw
    Ring(Right) - Oremi's Ring(+2 Constitution)
    Bracers - Epic Jidz-Tet'ka (+6 Charisma)

    Outfit -
    Icy Raiment

    Weapons -
    +5 Holy / 20% Healing Amplification / +4 Insight Ac Greensteel Kama
    +5 10% Healing Amplification / Good Burst / +30% Healing Amplification Greensteel Kama

    x2 Upgraded Dream Edges, prefer Vorpal/Metalline and 30% Healing Amplification.

    Varity of DPS handwraps, bursting of weighted 5% prefered for burst effects on tower rings.
    Vorpal Kamas



    Code:
    Character Plan by DDO Character Planner Version 3.18
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (2 Fighter \ 6 Paladin \ 12 Monk) 
    Hit Points: 372
    Spell Points: 70 
    BAB: 17\17\22\27\27
    Fortitude: 24
    Reflex: 21
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    14
    Dexterity            17                    23
    Constitution         13                    17
    Intelligence         12                    14
    Wisdom               11                    16
    Charisma             13                    16
    
    Tomes Used
    +2 Tome of Intelligence used at level 7
    +3 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    29
    Bluff                 1                     3
    Concentration         5                    26
    Diplomacy             1                     3
    Disable Device        n/a                   n/a
    Haggle                1                     3
    Heal                  0                     3
    Hide                  3                     6
    Intimidate            3                    38
    Jump                  4                    23
    Listen                0                     3
    Move Silently         3                     6
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     2
    Search                1                     2
    Spot                  0                     3
    Swim                  0                     2
    Tumble                7                    10
    Use Magic Device      3                    17
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Intimidate (+2)
    Skill: Jump (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+2)
    Feat: (Human Bonus) Skill Focus: Intimidate
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Skill: Intimidate (+3)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Weapon Finesse
    
    
    Level 3 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Least Dragonmark of Sentinel
    
    
    Level 4 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 6 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Bullheaded
    
    
    Level 7 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Paladin)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Paladin)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Skill: Balance (+4)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Combat Expertise
    
    
    Level 11 (Monk)
    Skill: Balance (+4)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Path) Philosophy - Path of Harmonious Balance
    
    
    Level 12 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Toughness
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 16 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+3)
    Enhancement: Fighter Haste Boost I
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Deneith Intimidation I
    Enhancement: Human Versatility I
    Enhancement: Way of the Tenacious Badger I
    Enhancement: Way of the Tenacious Badger II
    Enhancement: Way of the Tenacious Badger III
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Disciple of Breezes
    Enhancement: Master of Thunder
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Hunter of the Dead I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Fighter Intimidate I
    Enhancement: Paladin Charisma I
    Enhancement: Fighter Strength I
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Monk Wisdom III
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Improved Turning I
    Ive played around with the enhancements on this build more times than I care to count and have come up with my personal favorite selection. I will post those at a later date and remove this text when I do.
    Last edited by Inspire; 08-01-2010 at 04:00 PM.

  2. #2
    Community Member shinmade's Avatar
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    Default

    It looks like a wicked build. 12/6/2 multiclassed characters seem to be the natural progression of the meta-game atm.

  3. #3
    Community Member
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    Default 28 pt. build?

    I love this build. Only problems are I haven't unlocked 32 pt. builds, and I only have access to 1 point tomes. I have unlocked Drow, but I suspect that this build works much better as a human. I was thinking I could drop Dex to 15 and pray for a +2 dex tome by level 9. Any suggestions?

    Thanks.

  4. #4
    Community Member Inspire's Avatar
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    Updated, Character Planner v. 3.14 to come.

  5. #5
    Community Member Inspire's Avatar
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    Character Planner v. 3.18 added.

  6. #6
    Community Member Quijonsith's Avatar
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    I think this is exactly the build I was looking for. I love my monk but wish he could intimidate. I want to tank but don't want to sacrifice all of my DPS to do it. I've been looking at mixing monk with paladin or fighter but can't decide which way to go. This is a very nice mix between. Thanks for putting this together!
    Baaldon Draggins: 20 Halfling Monk; Krigen Skaptero: Monk Healing Amp Intimitank

  7. #7
    Community Member Quijonsith's Avatar
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    Here's my take on this build (also note that your latest post has an action point error in having disciple of wind and master of wind, instead of adept and master, which is another action point spent).

    Difference in my take:

    I am taking spot instead of jump. On my 20 monk I never have a problem jumping out of the fray of combat when needed and I absolutely hate not seeing sneaking enemies. Also putting points into tumble instead of balance both for fun (want to try out those cool flips with tumble) and because my 20 monk never put points into balance and has no problems with staying on his feet or getting up fast because his dex just a little higher than this character will be.

    I fit in both combat expertise and power attack to go along with my action point split to have more of a dual purpose tank with an offensive side and a defensive side.

    Dropped way of the badger 3 and deneith intimidate 1 to take extra smite 1 and 2 for divine sacrifice.

    Also my version is 32point build with only +2 tomes and +6 stat items, no +3 tomes or exceptional stat items taken into account (your split has a +3 strength tome). I did this as +2 tomes and +6 stat items are far more reasonably accessible to me.
    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Krigen Skaptero
    Level 20 Lawful Good Human Male
    (2 Fighter \ 6 Paladin \ 12 Monk) 
    Hit Points: 362
    Spell Points: 70 
    BAB: 17\17\22\27\27
    Fortitude: 24
    Reflex: 21
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             11                    14
    Dexterity            17                    23
    Constitution         12                    16
    Intelligence         12                    14
    Wisdom               11                    16
    Charisma             13                    16
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     6
    Bluff                 1                     3
    Concentration         5                    26
    Diplomacy             1                     3
    Disable Device        n/a                   n/a
    Haggle                1                     3
    Heal                  0                     3
    Hide                  3                     6
    Intimidate            3                    36
    Jump                  4                     6
    Listen                0                     3
    Move Silently         3                     6
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     2
    Search                1                     2
    Spot                  4                    26
    Swim                  0                     2
    Tumble                7                    26
    Use Magic Device      3                    14
    
    Level 1 (Monk)
    Skill: Concentration (+4)
    Skill: Intimidate (+2)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Skill Focus: Intimidate
    Feat: (Monk Bonus) Toughness
    Feat: (Human Bonus) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Skill: Intimidate (+3)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Weapon Finesse
    
    
    Level 3 (Fighter)
    Skill: Intimidate (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Least Dragonmark of Sentinel
    
    
    Level 4 (Paladin)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 6 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Bullheaded
    
    
    Level 7 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Paladin)
    Ability Raise: DEX
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Paladin)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Skill: Intimidate (+1)
    Skill: Spot (+4)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Combat Expertise
    
    
    Level 11 (Monk)
    Skill: Intimidate (+1)
    Skill: Spot (+4)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 12 (Monk)
    Ability Raise: DEX
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Monk)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Monk)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Toughness
    
    
    Level 15 (Monk)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Power Attack
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Monk)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Monk)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    
    
    Level 19 (Monk)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Tumble (+3)
    Enhancement: Fighter Haste Boost I
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Human Versatility I
    Enhancement: Way of the Tenacious Badger I
    Enhancement: Way of the Tenacious Badger II
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Adept of Wind
    Enhancement: Master of Thunder
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Hunter of the Dead I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Intimidate I
    Enhancement: Paladin Charisma I
    Enhancement: Fighter Strength I
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Monk Wisdom III
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Improved Turning I
    So far I'm at level 7 and having a blast with it. I like being able to throw on my shield and breastplate when i need to full on tank or put on robes when things are easier on the group and I can dps.
    Last edited by Quijonsith; 04-04-2010 at 02:53 AM.
    Baaldon Draggins: 20 Halfling Monk; Krigen Skaptero: Monk Healing Amp Intimitank

  8. #8
    Community Member Inspire's Avatar
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    Quote Originally Posted by Quijonsith View Post
    Here's my take on this build (also note that your latest post has an action point error in having disciple of wind and master of wind, instead of adept and master, which is another action point spent).
    That is just an error in the code I suspect. You do not need to qualify for the first tier(Disciple) stances anymore, you are granted them at level 1 monk.


    Quote Originally Posted by Quijonsith View Post
    I fit in both combat expertise and power attack to go along with my action point split to have more of a dual purpose tank with an offensive side and a defensive side.
    I originally had Power Attack on this build as one of the current toughness feats. I found I wasnt using it as much as I would have liked(mindless portal beating mostly), especially in epic content where I mainly just stun mobs, and didnt want to incur -5 to-hit.

    I see you didnt take SF; UMD on your build but Power Attack in its place. Its just hard to keep those half ranks in UMD up to par with Heal Scrolls etc, without that feat.

    Quote Originally Posted by Quijonsith View Post
    Dropped way of the badger 3 and deneith intimidate 1 to take extra smite 1 and 2 for divine sacrifice.
    I had this originally aswell on this build, but with the amount of elemental strikes that I could use for free as opposed to the -SP/HP cost of DS worked better for the build. The elemental strikes can be used faster than DS aswell. I found that the intimidate score(+4 in this case) was of greater use than a DS attack I hardly ever had time to spam.

    In any case, glad youre enjoying the build as much as I am!

  9. #9
    Community Member Quijonsith's Avatar
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    Quote Originally Posted by Inspire View Post
    That is just an error in the code I suspect. You do not need to qualify for the first tier(Disciple) stances anymore, you are granted them at level 1 monk.

    In your original build you didn't have adept of wind, which caused me a difference in AP in the latest char planner.


    I originally had Power Attack on this build as one of the current toughness feats. I found I wasnt using it as much as I would have liked(mindless portal beating mostly), especially in epic content where I mainly just stun mobs, and didnt want to incur -5 to-hit.

    I have no experience in epic content. I won't be taking power attack until late game so I can change my mind if need be. Thanks for the advice.

    I see you didnt take SF; UMD on your build but Power Attack in its place. Its just hard to keep those half ranks in UMD up to par with Heal Scrolls etc, without that feat.

    My 20 monk has the same UMD layout without skill focus. Between a +6 cha skills GS, golden cartouche, walk of the sun, and greater heroism he has plenty of UMD for what he needs. Mainly just has it for teleport scrolls and race restricted items. I might switch out power attack for either SF: UMD or another toughness.

    I had this originally aswell on this build, but with the amount of elemental strikes that I could use for free as opposed to the -SP/HP cost of DS worked better for the build. The elemental strikes can be used faster than DS aswell. I found that the intimidate score(+4 in this case) was of greater use than a DS attack I hardly ever had time to spam.

    I was under the impression that way of the badger IV itself only gave 1 to intimidate, so I was sacrificing 2 intimidate for DS and extra smites. So far I'm not really finding a need for my spell points with nothing but first level spells, which I only use for the temporary HP spell so far. At the very least for leveling right now I see a huge difference in damage with the extra smites and DS. With it being AP based I can always change it out later, but it's definitely a keeper for now. I haven't failed any intimidates on at level elite content up to this point. I also use DS and smites when in tank mode when I can't use my Ki.

    In any case, glad youre enjoying the build as much as I am!

    I can't wait till I hit 11 and have my next 2 monk levels. I really miss Fists of Light. I can't solo quite aswell as my monk always could. Also my AC is behind where my monk was at this level unless I put on my +5 studded leather and +5 heavy shield, which I use for soloing and tanking. In groups I'm in robes and full dps unless the healer starts having to burn mana. I had a group take on Necro 1 on elite and I had to switch to "tank mode" in bloody crypt. The cleric called me "the ultimate utility tank". The barbarian thanked me cause intimidate lined up the enemies for his glancing blows. All in all, great build and can't wait for it to really flourish!
    In red. If you're on Sarlona look me up. Krigen is the guy taking this build.
    Baaldon Draggins: 20 Halfling Monk; Krigen Skaptero: Monk Healing Amp Intimitank

  10. #10
    Community Member Inspire's Avatar
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    Quote Originally Posted by Quijonsith View Post
    In your original build you didn't have adept of wind, which caused me a difference in AP in the latest char planner.
    Disciple = Adept, Adept has the same AP cost as Disciple used to have.

    Quote Originally Posted by Quijonsith View Post
    My 20 monk has the same UMD layout without skill focus. Between a +6 cha skills GS, golden cartouche, walk of the sun, and greater heroism he has plenty of UMD for what he needs. Mainly just has it for teleport scrolls and race restricted items. I might switch out power attack for either SF: UMD or another toughness.
    Ok, well you should be able to keep a mid-low 30s self buffed UMD with those. Enough for what you want.

    Quote Originally Posted by Quijonsith View Post
    I was under the impression that way of the badger IV itself only gave 1 to intimidate, so I was sacrificing 2 intimidate for DS and extra smites.
    It does, but these builds cannot quailify for Badger IV, I assume you mean III? I also misread your statement before, you dropped Badger III and Deneith Intimidate I for your smites. Which is a -2 intimidate score, not -4(I thought you had dropped the Badger line altogether to net -4 intimidate).

    Quote Originally Posted by Quijonsith View Post
    So far I'm not really finding a need for my spell points with nothing but first level spells, which I only use for the temporary HP spell so far. At the very least for leveling right now I see a huge difference in damage with the extra smites and DS. With it being AP based I can always change it out later, but it's definitely a keeper for now. I haven't failed any intimidates on at level elite content up to this point. I also use DS and smites when in tank mode when I can't use my Ki.
    When you hit level 6 paladin you should be using Divine Favor which gives you a +2 attack/damage. And since it only lasts for one minute it eats up a lot of spellpoints when youre fighting. And my Cure Light Wounds heal me for around 90 with a devotion potion ticking, so that is a good investment aswell.

    I personally only have two smites on my build currently, and only use them when something is stunned. As for divine sacrifice, I still find the cooldown is too long for my taste even though the light damage is very nice. But if it works for you kudos to you.

    Quote Originally Posted by Quijonsith View Post
    The cleric called me "the ultimate utility tank".
    Thats basically what it is.

    PS; Im on Thelanis.

  11. #11
    Community Member Inspire's Avatar
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    Default Healing Amplification;

    Number of tests done with my current healing amplification in percentile -

    • 30 Human
    • 30 Monk
    • 10 Hunter of the Dead
    • 60 Crafted
    • 25 Insight


    Curse of Healing

    Healing Ki

    Cure Serious Wounds Potion

    Unyeilding Sovereignty

    Lay on Hands

    Regrowth

    Cure Light Wounds Spell


    Empower Healing, Heal(Superior Potency VI, Full Devotion Lines):

    (Combat): You were healed by _____ heal for 1,796 points.

    Empower Healing, Heal Critical(Superior Potency VI, Full Devotion Lines, Rahkir's Set):

    (Combat): You were healed by _____ heal for 4,943 points.

    Heal Scroll(Bard Wand and Scroll Mastery IV, 75%):

    (Combat): You were healed by _____ heal for 806 points.
    Last edited by Inspire; 04-07-2010 at 11:46 PM. Reason: Added Curse of Healing Sceenshot.

  12. #12
    Community Member Quijonsith's Avatar
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    I was just pondering how the healing amp would be with the new bracers. Already got one for my monk and my utilitank. Now I just need 2 lion and dragon sigils. Very nice screen shots.
    Baaldon Draggins: 20 Halfling Monk; Krigen Skaptero: Monk Healing Amp Intimitank

  13. #13
    Community Member Quijonsith's Avatar
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    Any thoughts on replacing HotD with DoS for this build?
    Baaldon Draggins: 20 Halfling Monk; Krigen Skaptero: Monk Healing Amp Intimitank

  14. #14
    Community Member Inspire's Avatar
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    Quote Originally Posted by Quijonsith View Post
    Any thoughts on replacing HotD with DoS for this build?
    I originally had DoS on this build, but the movement rate was very hard to use even with tumble, I found myself not wanting to go into stance except for the final fight of most quests... and even then I didnt always need the stance bonuses. I just couldnt justify the stance bonuses of DoS versus permenant bonuses of HotD.

    Hunter:

    • 10% Healing Amplification
    • Ghost Touch Weapons
    • -10% Negative Energy Absorption


    Defender:

    • Stance x5/ Rest - +2 Con/Str, +2 Ac, +1 Saves, 50% Hate Generation, -75% Run Speed

  15. #15
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    I've built one and have him at lvl 4 so far.

    3 questions:

    1) How is the dps with only 2d6 of monk for damage at higher levels?

    2) I notice you take pali to 6 quite quickly - again isn't the dps going to suffer a lot?

    3) I can't seem to get my intimidate to stick

    Any suggestions?

    I'm maxxing intimidate at every level - anything else I can do?

    Thanks all.

    It's the build I'm looking for - I just want to make sure he's not gimp in the dps department.

  16. #16
    Community Member REALb0r3d's Avatar
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    Quote Originally Posted by Inspire View Post
    I originally had DoS on this build, but the movement rate was very hard to use even with tumble, I found myself not wanting to go into stance except for the final fight of most quests... and even then I didnt always need the stance bonuses. I just couldnt justify the stance bonuses of DoS versus permenant bonuses of HotD.

    Hunter:

    • 10% Healing Amplification
    • Ghost Touch Weapons
    • -10% Negative Energy Absorption


    Defender:

    • Stance x5/ Rest - +2 Con/Str, +2 Ac, +1 Saves, 50% Hate Generation, -75% Run Speed
    The abundant step should be enough to get from one mob to the next in close quarters. If I can use it when chained I don't see how you couldn't in stance. I don't know much about paladin boosts and what you sacrifice by boosting into stance but if those are going to waste otherwise...
    I've made an intimimonk build thats similar and I refrenced your equipment a few times.
    http://forums.ddo.com/showthread.php?t=240120
    The HotD is probably better for this build and my amp isn't on par with this build either,
    * 30 Human vs 20 human
    * 30 Monk vs 20 monk
    * 10 Hunter of the Dead vs 0
    * 60 Crafted vs 60-30 (Different equipment sets)
    * 25 Insight vs 25 (this is for the bracers right?)
    Difference of 30-60.
    No sentinel marks, went 8 in fighter for intimidate, badger animal path, no intimidate feats, but otherwise the intimidate is identical (-5 for no feats). I didn't feel I'd be survivable in a situation where I NEEDED that extra 5 intimidate. I'm going to run a test to see where I'm survivable and where I'm not as a turtle and adjust my emphasis on the intimidate skill accordingly.
    I can see you being more survivable as I'm trying to find DR for my build and you've got it covered with HA.
    AP is so tight that I had to make difficult decisions as I wanted to go dark path. (Wondering how that will affect the inability to use FoD with kamas)
    Like I said I looked your build over more than a few times when designing mine, maybe you'll find some inspiration in mine as well
    Last edited by REALb0r3d; 04-17-2010 at 01:54 PM.

  17. #17
    Community Member Inspire's Avatar
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    Quote Originally Posted by Rudedawg14 View Post
    1) How is the dps with only 2d6 of monk for damage at higher levels?
    Its fine, escpecially since everything I fight is stunned via weighted 5% handwraps.

    Quote Originally Posted by Rudedawg14 View Post
    2) I notice you take pali to 6 quite quickly - again isn't the dps going to suffer a lot?
    Actually, DPS at low levels doesn't really matter much since S&B is still viable up till about Gianthold. The Paladin levels are taken earlier because the monk levels make up the skill points later, also it allows better use of Armor and other non-Monk weapons.

    Quote Originally Posted by Rudedawg14 View Post
    3) I can't seem to get my intimidate to stick
    Are you wearing an Intimidate item? What level and which quests are you doing?

    Quote Originally Posted by Rudedawg14 View Post
    It's the build I'm looking for - I just want to make sure he's not gimp in the dps department.
    He's no barbarian but he dishes out decent DPS with monk rings and weighted handwraps.

  18. #18
    Community Member Tanks's Avatar
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    This looks like a really fun and useful build, thanks for taking the time to share it!

    I do have a few questions:

    Are there any drawbacks/weaknesses to the final build or during the lvl'ing up?

    Is all that healing amp necessary?

    Can you detail a bit more about the gear you used during the earlier levels?

    Anything you would do differently?

    That's a LOT of end-game gear...is there an issue with pre-Epic viability prior to obtaining all that equipment?

    Thanks again!

  19. #19
    Community Member Inspire's Avatar
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    Quote Originally Posted by Tanks View Post
    Are there any drawbacks/weaknesses to the final build or during the lvl'ing up?
    Lack of DR when intimidating at endgame, but thats about it.

    Quote Originally Posted by Tanks View Post
    Is all that healing amp necessary?
    Maybe not, but it sure makes self healing a breeze; 4 or 8 hitpoints back per swing with Curse of Healing and 100+ cure potions. Also, healers can keep you up with wands in Tower of Despair.

    Quote Originally Posted by Tanks View Post
    Can you detail a bit more about the gear you used during the earlier levels?
    Before my WIS and DEX scores were high enough, I used Mithral Fullplate and Chainshirts. I used S&B when I needed Ac and Rapier/Shortsword combinations for DPS.

    Quote Originally Posted by Tanks View Post
    Anything you would do differently?
    Not really.

    Quote Originally Posted by Tanks View Post
    That's a LOT of end-game gear...is there an issue with pre-Epic viability prior to obtaining all that equipment?
    The build isn't quite geared out yet, I dont even have GS items on him yet. You can check out his current gear on MyDDO - Isolate, Thelanis.
    Last edited by Inspire; 04-21-2010 at 03:22 PM. Reason: Quote Malfunction.

  20. #20
    Community Member gott_ist_tot's Avatar
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    Starting str 10 on a monk...*grumbles*.. *grumble* *grumble* gimp! Gimp I say!

    But seriously, a nice build bro. I keep wondering (in a positive sense), and it makes my heart warm,
    that people produce quality monk builds in spite of difficulty to play at endgame (no easily obtainable weapons).

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