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  1. #321
    Community Member Anthios888's Avatar
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    Quote Originally Posted by ragwa1 View Post
    lol @ auto attack.
    I must hang my head in shame. I cannot live without autoattack on a monk. I do hold down the attack key (aliased F) but sometimes need that finger to hit what I like to call "my pwn button." I was seriously getting bad hand cramps for a while while leveling this toon! Autoattack saaaved me!!
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    it might make more sense for the player to re-roll.

  2. #322
    Community Member Dark-Star's Avatar
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    Quote Originally Posted by Anthios888 View Post
    You know I have a lot of respect for you as a player as well, Dark-Star. I would have agreed with your assessment right when epic first came out, when even DC 40s stuns weren't doing the trick, when AC got dumped.

    But things have changed. This build concept works so well with dark monk that I was startled when I finally hit cap. The original post is a bit more tailored for leveling-up and non-epic raids, where trade-offs between AC and DPS are more apparent. I should state here that my gear is completely focused on epic: claw set, knost's set, red dragonscale armor, oremi's set.

    In epic, the wisdom has nothing to do with AC. Monks have extremely powerful abilities that no one even knows about. Curse of the void (charm with a DC well above the best casters) is unreal and allows me to solo portions of epic quests, turn a difficult fight into an easy one. I'm always happy to see those water elementals that can be such a pain in Into the Deep, since they're fighting for my side. On top of that, the Dark Punch -2 saves and -2 to-hit debuff brings the real DCs of my stuns and charms (and, most importantly, the DCs of other crowd control in my party, like mass hold, earthgrab, stunning blow) even higher. Against monsters with fortification, Dark dark dark finisher is an underused monk abilities. People assume my DPS is high because of Touch of Death. It's not me; it's that the party's DPS is so much higher when it can critically hit red named elementals (into the deep, Shroud), Iron Golems (epic von5), Crateos (Epic Snitch), Warforged (epic von4-5), Ogre Magi (von1). Monsters with 25% or more fort abound in epic. And, it reduces incoming healing (Epic Claw Scorpions, Epic Velah, Trolls, Priest in Into the Deep). There's also blindness and fatigues I can throw at will as well.

    You can probably find earlier in this thread where I was more hesitant about the future of the build. But things have changed dramatically -- to my surprise. Even against the build's "weak" point -- bosses that cannot be charmed, debuffed and stunned -- I am constantly pulling aggro because of the average 25 sneak attack damage a swing. Unbalancing strike helps not just my own DPS, but the group as a whole (most melees wear backstab items)

    I'm not saying all of this to brag, but to point out the way endgame currently runs. This build was never about pulling aggro off of Shade. I will be the first to admit how much lower my DPS is on paper than the half-orc strength builds; you simply cannot take tactics, AC, and stuns into account.

    Turbine has handed the wisdom monk gifts every update. I am not the slightest bit worried about the Touch of Death nerf; not only will I succeed the DC checks, but I won't need it because this build is about more than competing with fighters and rangers and barbarians.

    Of course, my gear decisions mean that my AC is much lower. With a few gear swaps, I can hit 90 AC in raid parties. But, my role has changed over the last year, and tanking is no longer my job other than hate tanking with 25% concealment.

    With the DC on Touch of Death, Stunning Fist, Curse of the Void, Touch of Despair, Dark punch, and Unbalancing strike being so important these days. I have found this layout (halfling, wis-based) to be optimal for a main character. Wisdom monks can unlock the class' full potential and bring much more than the minimal DPS they lose from not maxing strength.
    I agree with all of what you said, I run and gear my monk almost identically to what you describe above with the debuffs, triple dark finishers, stuns, etc. etc.; but with some subtle additions. It's those sublte additions that have made a significant difference for me.

    The most significant, and in a way disheartening, change that was made to the end game recently was the reduction in saves for epic monsters. It allowed a monk like mine with 39-40 DC's to be virtually identical to monks like Rockan with a 42 DC. In wind stance 4, if the first one fails, hit two, three, four or sometimes five will land that stunning fist (if one times the attack sequence correctly).

    Wisdom and dex monks also made better AC characters. However, frustratingly so, AC really only matters while leveling up and not in the end game by and large, making wisdom to AC mostly pointless. Turbine has made epics so mono-dimensional that they have severely crimped variety in character diversity and customization.

    Finesse wastes a feat, and dex only gets to ~32-36, and that's if you drink a yugo dex pot which unfortunately has a malignant hidden effect of -2 to hit. With improved evasion and great innate saves, high 20's dex is plenty for most situations.

    Strength used as your to-hit stat can easily be raised higher than dex, into the 40's+ in fact with so many strength centric buffs, and the changed epic Cape of the Roc for +3 exceptional strength in a non-ring slot. Strength also obvisously gives a damage increase, which is magnified 2-4 times on a crit. Lastly it helps with knock-down effects from annoying Demons and cats. Yugo str pot's hidden negative effect is a -4 will save, something most monks can live with, given high innate saves and wisdom, and excellent spell resistance built right in.

    I am not saying ignore wisdom, but if one can get to 39-40 DC's, that's enough as the game curently stands. Anything more comes at the price of diluting other important aspects of a monk.

    The last difference, and a major one, is that I run with void 4. I think every monk in my circle of DDO friends has converted now. Void 4, and void 3 to a lesser extent, compete with SF and ToD as an epic level monk's best ability. Who cares about a 500 damage ToD when you can take out a 5,000 hp mob (or two if you are very very lucky) in a single strike, even epic mobs including undead, elementals and constructs.

    Don't get me wrong, it's not that Rockan type build didn't kick huge amounts of butt when I had mine configured for wisdom, however for the above reasons and game changes it is no longer optimal for a min-maxer. The new ideal monk (in my subjective experience), is a str primary, wisdom secondary, void 4, wind stance 4 half orc.

    Please take my comments as nothing more than constructive, if a bit dogmatic, feedback.

    I'll post my final TR build soon, and welcome critisisms and questions.
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  3. #323
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    Quote Originally Posted by Anthios888 View Post
    I must hang my head in shame. I cannot live without autoattack on a monk. I do hold down the attack key (aliased F) but sometimes need that finger to hit what I like to call "my pwn button." I was seriously getting bad hand cramps for a while while leveling this toon! Autoattack saaaved me!!
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  4. #324
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    Hi:
    I can't seem to find weighted 5% handwraps anywhere, is there any special place I could find them?
    They are never it seems on the Auction House

  5. #325
    Community Member wiglin's Avatar
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    Quote Originally Posted by Dionice View Post
    Hi:
    I can't seem to find weighted 5% handwraps anywhere, is there any special place I could find them?
    They are never it seems on the Auction House
    Weighted 5% has been changed to Stunning +10. The 5% part is now static 3% on all Stunning. The +1 through +10 is the new dc applied to the stun.
    Last edited by wiglin; 10-24-2010 at 10:05 PM.
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  6. #326
    Community Member The_Mud_Man's Avatar
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    I've recently rerolled my monk to the 32 pt version of this(love it by the way). I have a question for you or any more experienced monk player. What the heck do I do with all of these darn strikes? I honestly have no clue on which strikes/finishers I should be using outside the fact that undead are immune to dark and weak against fire and that oozes are immune to fire. Just go with whatever outside that? Also, I've picked up void strike enhancement. Was that a good idea at a low level?

    I know I need to just sit down and jot down the finishers on a piece of paper and keep it handy til I can commit them to memory. Just looking for ideas and suggestions outside that.

    Thanks!

  7. #327
    Community Member Anthios888's Avatar
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    Quote Originally Posted by The_Mud_Man View Post
    I've recently rerolled my monk to the 32 pt version of this(love it by the way). I have a question for you or any more experienced monk player. What the heck do I do with all of these darn strikes? I honestly have no clue on which strikes/finishers I should be using outside the fact that undead are immune to dark and weak against fire and that oozes are immune to fire. Just go with whatever outside that? Also, I've picked up void strike enhancement. Was that a good idea at a low level?

    I know I need to just sit down and jot down the finishers on a piece of paper and keep it handy til I can commit them to memory. Just looking for ideas and suggestions outside that.

    Thanks!
    First, use ki on stunning fist.

    Remaining ki, I would use on debuffs (dark punch, on monsters that take that damage), or damaging buffs (you have the right idea here... but just use the correct element as you would any other type of attack. Use the the fire on the troll, electric on the undead, whatever. Earth and void basically hit everything. I personally use almost no finishing moves at this level because the monsters tend to have almost no hit points. At later levels, curse of the void and touch of despair are my favorites.
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  8. #328
    Community Member Celestialbeast's Avatar
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    Quote Originally Posted by Anthios888 View Post
    First, use ki on stunning fist.

    Remaining ki, I would use on debuffs (dark punch, on monsters that take that damage), or damaging buffs (you have the right idea here... but just use the correct element as you would any other type of attack. Use the the fire on the troll, electric on the undead, whatever. Earth and void basically hit everything. I personally use almost no finishing moves at this level because the monsters tend to have almost no hit points. At later levels, curse of the void and touch of despair are my favorites.
    Also might I tack-on Water-Dark-Water? It's known as Freezing the lifeblood. It's REALLY nice for when you have it keyed or are just screwing around. It's autocrit and works great on trash if you don't have stunning wraps on or are just having a good time with your monk. I love it
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  9. #329
    Community Member The_Mud_Man's Avatar
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    Yeah mobs do die very quickly even bosses but I just like to start practicing at such things early as I can. Just like to have some kind of idea when I get to a point where it's more useful.

  10. #330
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    Hi idk of this has been asked, but i made this same build, except i went 18dex and 14 wis, and in the description it says that void strike 4 is good endgame, so i was wondering if the strike really is worth it, and in order to get it i would have to take 2 lvls in str, they would be my last stat lvl ups in that way if i pull a +3 str tome i will just take my lvl 20 as wis. This would make my ending stats, if fallowing the guild exactly, 24str 34dex 21con 14in 30wis 11cha. Will this hurt the build, and would i still be able to follow the build guide, because i would like to still be able to take the ninja spy enhancements?

    Thanks in advance

  11. #331
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Mumu720 View Post
    Hi idk of this has been asked, but i made this same build, except i went 18dex and 14 wis, and in the description it says that void strike 4 is good endgame, so i was wondering if the strike really is worth it, and in order to get it i would have to take 2 lvls in str, they would be my last stat lvl ups in that way if i pull a +3 str tome i will just take my lvl 20 as wis. This would make my ending stats, if fallowing the guild exactly, 24str 34dex 21con 14in 30wis 11cha. Will this hurt the build, and would i still be able to follow the build guide, because i would like to still be able to take the ninja spy enhancements?

    Thanks in advance
    I say no, don't put level-ups in strength last minute just for void 4. Your action points become very strained if you take void 4 and you will not be able to take advantage of as much healing amplification and sneak attacks. I regret going with void on my Rockan and will probably not take it when I re-spec. That is why the suggested AP do not include it.

    Some people find it very helpful to instakill in epic, but I find the cost too steep, especially as a ninja spy.
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  12. #332
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    Another question i had regarding enhancements, was wht levels of the stances did you take because i didnt see that on there, and also i didnt see halfling luck, are these not worth it? I thought this would be a good racial bonus, am i wrong?

  13. #333
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Mumu720 View Post
    Another question i had regarding enhancements, was wht levels of the stances did you take because i didnt see that on there, and also i didnt see halfling luck, are these not worth it? I thought this would be a good racial bonus, am i wrong?
    Grandmaster of storms and Adept of Rock. I also suggest getting the second level of water stance to open up unbalancing strike if you can fit it. I did not take racial luck as there was no space. I generally use these only for filler AP if I have extras.
    Rockan Robin . Rocka Red Emma . Roq Star . RockCandy Mountain . Rockna Delaflote | Build Index
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    it might make more sense for the player to re-roll.

  14. #334
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    Quote Originally Posted by Anthios888 View Post
    Grandmaster of storms and Adept of Rock. I also suggest getting the second level of water stance to open up unbalancing strike if you can fit it. I did not take racial luck as there was no space. I generally use these only for filler AP if I have extras.
    Ok, did you not take grandmaster of rock to save ap, because isnt it the best strike out of the 4? Also for the ninja spy 1, how long does shadow fade last, and is it basically like permanent blur or is it not that long?

    *edit*
    i just noticed that grandmaster of mountains needs 18con for some reason i thought it was 16, oops. But why not the 3rd or another level of the water stances?
    Last edited by Mumu720; 11-26-2010 at 09:08 AM.

  15. #335
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Mumu720 View Post
    Ok, did you not take grandmaster of rock to save ap, because isnt it the best strike out of the 4? Also for the ninja spy 1, how long does shadow fade last, and is it basically like permanent blur or is it not that long?

    *edit*
    i just noticed that grandmaster of mountains needs 18con for some reason i thought it was 16, oops. But why not the 3rd or another level of the water stances?
    Because I'd rather have healing amplification, sneak attack, and other goodies that result in my DPS being higher overall. Other monks do choose to go higher in stances for the extra damage strikes. I spend a lot of my ki stunning, debuffing, using touch of death, and using abilities like fists of iron and unbalancing strike, meaning that earth is something used mainly for boss fights. So, I do not take beyond what I have to in those stances anymore. It used to be that we maxed out earth just for the punches, but there is a lot more to do now.

    Shadow fade is 15 ki for 1 minute of 25% concealment. It also gives you invisibility when you use it. It stacks with blur and displacement.
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    it might make more sense for the player to re-roll.

  16. #336
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    Red face

    Quote Originally Posted by Anthios888 View Post
    Because I'd rather have healing amplification, sneak attack, and other goodies that result in my DPS being higher overall. Other monks do choose to go higher in stances for the extra damage strikes. I spend a lot of my ki stunning, debuffing, using touch of death, and using abilities like fists of iron and unbalancing strike, meaning that earth is something used mainly for boss fights. So, I do not take beyond what I have to in those stances anymore. It used to be that we maxed out earth just for the punches, but there is a lot more to do now.

    Shadow fade is 15 ki for 1 minute of 25% concealment. It also gives you invisibility when you use it. It stacks with blur and displacement.
    Ok, thanks for all the help, from what i can tell you've got a really solid build although im only level 6 with it. There are a lot of people that say monks arnt great end game, have you ran into problems endgame?

  17. #337
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Mumu720 View Post
    Ok, thanks for all the help, from what i can tell you've got a really solid build although im only level 6 with it. There are a lot of people that say monks arnt great end game, have you ran into problems endgame?
    LOL no, I don't know who you are talking to, but the reason for monks is how uber they are endgame =) It's just a little different from the power they have leveling up.
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  18. #338
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    Red face

    Quote Originally Posted by Anthios888 View Post
    Because I'd rather have healing amplification, sneak attack, and other goodies that result in my DPS being higher overall. Other monks do choose to go higher in stances for the extra damage strikes. I spend a lot of my ki stunning, debuffing, using touch of death, and using abilities like fists of iron and unbalancing strike, meaning that earth is something used mainly for boss fights. So, I do not take beyond what I have to in those stances anymore. It used to be that we maxed out earth just for the punches, but there is a lot more to do now.

    Shadow fade is 15 ki for 1 minute of 25% concealment. It also gives you invisibility when you use it. It stacks with blur and displacement.
    Ok, thanks for all the help, from what i can tell you've got a really solid build although im only level 6 with it. There are a lot of people that say monks arnt great end game, have you ran into problems endgame?

  19. #339
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    **** sry about the double post, i am on my phone and when i posted it it didnt change back to the thread so i just hit it again and it double posted oops. What do you mean by its different from the power they have leveling up?

  20. #340
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Mumu720 View Post
    **** sry about the double post, i am on my phone and when i posted it it didnt change back to the thread so i just hit it again and it double posted oops. What do you mean by its different from the power they have leveling up?
    Leveling up, monks don't take as much damage as other classes, and they have a lot of nice immunities. Their AC is superb if played right and they can stun anything they want.

    At endgame, monks are DPS. A stun gives not only the monk DPS but the party as well. Their debuffs affect raid bosses and trash mobs alike. They are strong against all mob types. Monks have DR/10 and decent AC, but generally not the best. However, they can combine excellent offense with more defense (immunities, improved evasion, DR) than nearly anything else. They are a tactical barbarian.
    Rockan Robin . Rocka Red Emma . Roq Star . RockCandy Mountain . Rockna Delaflote | Build Index
    Co-Leader, Ghallanda ReRolled
    Quote Originally Posted by Tarrant View Post
    it might make more sense for the player to re-roll.

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