Results 1 to 7 of 7
  1. #1
    Community Member AMDarkwolf's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default Monk Reroll(32pt build)

    Posting this because I would like to know how I can improve it. Also, just HOW important is having 'master' in any of the stances but air(IE: Will the finisher be better with higher tierd attacks? - Or longer lasting? I see no effect with my 28 pt build monk now between the effect / duration of my fire/water/wind finishers between now and when I first got each stance)

    Obviously this build is not considering gear, just raw char data.

    So monkletmasters, give me some build advice. (Dropping int/cha by 2 each to raise str by 2? is the loss of skill points worth the ability to take master of flames?)



    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Halfling Male
    (20 Monk) 
    Hit Points: 240
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 20
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity            16                    21
    Constitution         14                    16
    Intelligence         10                    12
    Wisdom               16                    25
    Charisma             10                    12
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +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               7                    26
    Bluff                 0                     5
    Concentration         6                    36
    Diplomacy             0                     1
    Disable Device        n/a                   n/a
    Haggle                0                     1
    Heal                  3                     7
    Hide                  3                     7
    Intimidate            0                     1
    Jump                  5                    25
    Listen                3                    13
    Move Silently         3                     7
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     1
    Spot                  7                    29
    Swim                  1                     2
    Tumble                n/a                  22
    Use Magic Device      n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Disciple of Breezes
    Enhancement: Disciple of Pebbles
    Enhancement: Disciple of Candles
    Enhancement: Disciple of Puddles
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Weapon Finesse
    Enhancement: Way of the Faithful Hound I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Philosophy - Path of Harmonious Balance
    Feat: (Selected) Stunning Fist
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Guile I
    Enhancement: Fists of Light
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Diehard
    Feat: (Monk Bonus) Power Attack
    Enhancement: Lifting the Veil
    Enhancement: Way of the Faithful Hound II
    Enhancement: Unbalancing Strike
    Enhancement: Adept of Rain
    Enhancement: Monk Wisdom II
    
    
    Level 7 (Monk)
    Enhancement: Halfling Cunning II
    Enhancement: Adept of Wind
    
    
    Level 8 (Monk)
    Enhancement: Halfling Guile II
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Halfling Dexterity II
    
    
    Level 10 (Monk)
    Enhancement: Halfling Cunning III
    
    
    Level 11 (Monk)
    Enhancement: Monk Wisdom III
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Halfling Guile III
    Enhancement: Master of Thunder
    
    
    Level 13 (Monk)
    Enhancement: Way of the Faithful Hound III
    
    
    Level 14 (Monk)
    Enhancement: Halfling Cunning IV
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Halfling Guile IV
    
    
    Level 16 (Monk)
    Enhancement: Way of the Faithful Hound IV
    
    
    Level 17 (Monk)
    Enhancement: Eagle Claw Attack
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    
    
    Level 18 (Monk)
    Feat: (Selected) Lightning Reflexes
    Enhancement: Grandmaster of Storms
    
    
    Level 19 (Monk)
    Enhancement: Master of Stone
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Master of Sea

  2. #2
    Community Member
    Join Date
    Jun 2008
    Posts
    0

    Default

    I think Thougness is better choice than Diehard. So you can also get some HP with enhancements. It would be good to get some healing amplification enhancements too. If you don't plan to give skill points to UMD, CHA is a useless stat.

  3. #3
    Community Member
    Join Date
    Jun 2006
    Posts
    2,043

    Default

    No there are no differences in the finishers depending on the tier you get. I would say air and mountain stances are the most important to get to tier 4, since lightning works on most mobs in the game, and mountain gives straight up additional damage per attack.

    In the update, tier 4 damage will be 2d20, whereas tier 3 will be 2d10.

    That being said, I'm going with a balanced build that will get tier 4 in each stance, since each stance can be useful, depending on the situation, and I like to stance dance.

    Having 16 in all 4 stats; str, dex, con and wis, you can easily get your dex up to 30 from a 16 base.

    Halfling/Elf:
    Str: 16 +2 tome + 6 item = 24 Str
    Dex: 16 +2 tome + 6 item + 2 enhancement + 4 wind stance = 30 Dex
    Con: 16 +2 tome + 6 item -2 wind stance = 22 Con
    Wis: 16 +3 tome + 6 item + 3 monk enhancement + 2 Ring = 30 Wis

    Edit: here's the human build, pretty much the same except for a +3 dex tome needed instead of +3 wisdom.

    Human:
    Str: 16 +2 tome +6 item = 24 Str
    Dex: 16 +3 tome +6 item +1 human enhancement +4 wind stance = 30 Dex
    Con: 16 +2 tome +6 item -2 wind = 22 Con
    Wis: 16 +2 tome +6 item +1 human enhancement +3 monk enhancement +2 ring = 30 Wis
    Last edited by Cedwin; 10-19-2009 at 02:37 PM.

  4. #4
    Community Member AMDarkwolf's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    So I need to trim it down some to get 16 con (18 after the tome)...

    can do but having 8 int is a pain in the arse(3 skill points per lv SUCKS) with base 10, by lv 7 im getting 5 per lv(which is enough to keep concentrate maxed and the other 'important' skills high enough to manage)

    Is this a better build?

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Halfling Male
    (20 Monk) 
    Hit Points: 260
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 20
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity            16                    21
    Constitution         16                    18
    Intelligence          8                    10
    Wisdom               16                    25
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +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               6                    19
    Bluff                -1                     4
    Concentration         7                    37
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  3                     7
    Hide                  3                     7
    Intimidate           -1                     0
    Jump                  3                    23
    Listen                3                    13
    Move Silently         3                     7
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  6                    19
    Swim                  1                     2
    Tumble                n/a                  19
    Use Magic Device     n/a                    n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Disciple of Breezes
    Enhancement: Disciple of Pebbles
    Enhancement: Disciple of Candles
    Enhancement: Disciple of Puddles
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Weapon Finesse
    Enhancement: Way of the Faithful Hound I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Philosophy - Path of Harmonious Balance
    Feat: (Selected) Stunning Fist
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Guile I
    Enhancement: Fists of Light
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Diehard
    Feat: (Monk Bonus) Power Attack
    Enhancement: Lifting the Veil
    Enhancement: Way of the Faithful Hound II
    Enhancement: Unbalancing Strike
    Enhancement: Adept of Rain
    Enhancement: Monk Wisdom II
    
    
    Level 7 (Monk)
    Enhancement: Halfling Cunning II
    Enhancement: Adept of Wind
    
    
    Level 8 (Monk)
    Enhancement: Halfling Guile II
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Halfling Dexterity II
    
    
    Level 10 (Monk)
    Enhancement: Halfling Cunning III
    
    
    Level 11 (Monk)
    Enhancement: Monk Wisdom III
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Halfling Guile III
    Enhancement: Master of Thunder
    
    
    Level 13 (Monk)
    Enhancement: Way of the Faithful Hound III
    
    
    Level 14 (Monk)
    Enhancement: Halfling Cunning IV
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Halfling Guile IV
    
    
    Level 16 (Monk)
    Enhancement: Way of the Faithful Hound IV
    
    
    Level 17 (Monk)
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    
    
    Level 18 (Monk)
    Feat: (Selected) Lightning Reflexes
    Enhancement: Grandmaster of Storms
    
    
    Level 19 (Monk)
    Enhancement: Grandmaster of Mountains
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity

  5. #5
    Community Member
    Join Date
    Jun 2006
    Posts
    2,043

    Default

    Quote Originally Posted by AMDarkwolf View Post
    So I need to trim it down some to get 16 con (18 after the tome)...

    can do but having 8 int is a pain in the arse(3 skill points per lv SUCKS) with base 10, by lv 7 im getting 5 per lv(which is enough to keep concentrate maxed and the other 'important' skills high enough to manage)

    Is this a better build?
    Well you don't necessarily need to start with 16 in each of those, you do get stat points at 4,8,12,16 and 20. You can't pick up the 4th tier of any stance until level 18, and you only need a 16 for tier 3.

  6. #6
    Community Member AMDarkwolf's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Well I was sorta focused on getting 32/32 endgame dex/wis(with +6 items and wind stance)

    is it even possible if i spend pts as I level into con instead of wis?

  7. #7
    Community Member
    Join Date
    Jun 2006
    Posts
    2,043

    Default

    Quote Originally Posted by AMDarkwolf View Post
    Well I was sorta focused on getting 32/32 endgame dex/wis(with +6 items and wind stance)

    is it even possible if i spend pts as I level into con instead of wis?
    If you want 32/32

    Dex: 18 base +2 tome +6 item +2 enhancement +4 wind stance
    Wis: 19 base +2 tome +6 item +3 enhancement +2 raid ring

    So you need 18/19 before tomes, unless you get ahold of some +3 tomes.

    Starting with 16 in dex and wis, with +2 tomes, you'll need to put all of your remaining stat points from levels into dex and wis. 4, 8, 12, 16, 20, to get to 18 dex/19 wis (before tomes)

    So as long as you start with 16 wis and 16 dex, you can put con and str at whatever you want.

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