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  1. #1
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    Default Monk Elemental Mastery

    I just made a 32 point build monk with these stats
    STR: 12 +1 tome
    DEX: 16 +1 tome
    CON: 14 +1 tome
    INT: 12 +1 tome
    WIS: 16 +1 tome
    CHA: 8 +1 tome

    I been checking out the new upgrades made and it seems like i will only be useing Air attacks. Should i take all 4 elemental attacks and just work air to mastery? I been modeliong my build after Rockan Robin, Balance Adept. It seems like a real solid build. Just want to get some feedback on this. Seems like a waste taking fire since high end instances have many fire resist mobs and bosses. Please let me know what you use so i can better design a more balanced monk.

  2. #2
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    You will need all 4 at basic lvl if you want the ability to raise dead.


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  3. #3
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    Default monk

    TY i did all 4 at basic already. After doing some more reading i plan on doing air to master, but need some guidance on what i should have the other 3 Elemental enhancements at.

  4. #4
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    I plan on mastering air and water, and taking the other two to lvl II I like water for the AC boost and air for the speed boost depeding on the situation


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  5. #5
    Community Member Xeriphim's Avatar
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    If you want to go with a balanced build that isn't going to be game breaking nor gimp you . An your using 32 points with what looks like a +1 supreme tome ( +1 to all stats ) .

    If your race choice is human you could go with a balanced setup

    str 15 w/+1 tome this becomes 16
    dex 15 "
    con 15 "
    int 8 with +1 tome becomes 9
    wis 15 with +1 tome becomes 16
    cha 8 with +1 tome becomes 9

    this leaves you with your 5 points from level ups free to place where you want ... gives you immediate balanced flexiblity that qualifies you for tier III in every stance . People forget as a human you start out with 4 extra skill points . and gain 1 extra skill point per level . which essentially wipes out the -1 to skill points the 8 / 9 int leaves you at . You'll still have plenty skill points to build your character an not be gimped .

    your level up stat points at 4,8, 12,16, and 20 ... you can spend by splitting them up . put 2 to dex that gives you the 18 base dex for gm wind and also covers the required 17 dex for the twf feats . Placing two level ups into wis qualifies you for tier 4 water stance for some handy saves when you need that extra lil bit . Your last level up point you can place into con . then You'd just need to eat a +2 con tome somewhere between levels 7 through 20 . and your base con become 18 enough to grand master earth as a third stance . and leaves you enough action points left to grab your capstone .

    strength you'd be sitting at base 16 you could put human adaptablity , greater adapablity both into strength to raise it to 18 but enhancement points don't count towards base . with the 18 strength you can still add a +6 strength item by level 13ish an that brings your strength to 24 . with a rage pot / buff / madstone proc etc , this takes it to 28 strength . or you could drain a +3 strength tome to achieve the same thing ...


    *****NOTE**** I'm not suggesting you do this at all . Merely pointing out you could get a decent strength while being grand master wind stance and have other stances available along with having capstone . It's up to you the person whether it's a road you want to go down but also gives you a balanced build that gives you tons of options early to get a feel for monks overall and seeing how it comes together .

    with monk wis III , that 'll take your wis up to 21 then you can add a +6 wis item for 27 wis , craft a greensteel item with +2 exceptional wis an your at 29 . ( I could be wrong on that been months since I played around with green steel craftings ) . Either way a 27+ wis is generally good enough to let most your monk specials fire off to usefull effects .

    while dex being base 18 gets bumped by 4 points while in gm wind stance so your at a 22 dex , wear a +6 dex item an your at 28 dex .

    with con at base 18 gm wind stance will lower that to a 16 add a +6 con item and your hitting a 22 con through in a toughness feat , a mino legens helm and a greater false life item , a 45 hit point shroud crafted item ... and racial toughness enhancements and your hit points should be plenty good .


    Yes theres flaws in the build ... ( not everyone has materials comming out there ears to craft green steel , not everyone has +2 or +3 tomes laying around .. ) but we can't have everything an this does set goals for things to work for build towards .

    Feats you'd prolly easily go

    1) toughness
    1) two weapon fighting
    1) Power attack

    2) class feat ( most end up taking weapon fineese )

    3) path of light / shadow ( personal choice which is taken )
    3) open feat

    6) stunning fist
    6) open feat ( some take dodge )

    9) improved two weapon fighting

    12) improved crit bludgeon

    15) greater two weapon fighting

    18) feat of choice

    the feats aren't set in stone but there the general consensous of what most people take when building a monk . the two weapon fighting feats are almost a required set of feats. Toughness and power attack both very beneficial to monks . Stunning fist if you do alot of unarmed fighting . If your a staff or kama based build then replace stunnign fist for stunning blow .

    Anyways that's about it for a general build that's balanced .

    enjoys .

  6. #6
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    Default Monk

    I am planning on doing fire and water to II and taking Earth to Master and Air to Grandmaster. So far, "Rockan Robin" is the best build i can find. Seems like Earth and Air strikes have the best effects on mobs vs. resists. Also taking Fists of Light for undead. I hope this thread helps out others with same questions as i do since monk is quickly becomeing my favorite class next to my Arcane Archer and Wiz.

  7. #7
    Community Member HighPrior's Avatar
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    Quote Originally Posted by Xeriphim View Post
    Strength you'd be sitting at base 16 you could put human adaptablity , greater adapablity both into strength...
    You cant do that. Human Adaptability can only be put in 2 different stats.

  8. #8
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    I went 15 15 15 8 15 8 human and +3 tomes for all stances, all lvl ups into WIS, and adjust gm stance ap's for flavor of the month mobs.
    Q&A is the business of pointing out others' failures. Optimists need not apply.

  9. #9
    Community Member MarcusCole's Avatar
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    My build is quite odd but at cap I have mastered Water, Air, and will master fire once I get my +3 tome. With the Wisdom I can get my Stunning fist DC up to 32 (42 once wieghted hw's are fixed) My can saves get up to 26,32,34 unbuffed. weakest point is con but I offset that with a couple of toughness feats.

  10. #10
    Community Member Hendrik's Avatar
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    I went to GM three Elements, Air, Fire, Water and never been happier.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  11. #11
    Community Member Xeriphim's Avatar
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    Quote Originally Posted by HighPrior View Post
    You cant do that. Human Adaptability can only be put in 2 different stats.
    used to be able to do it .... I was wrong whoops ! the +3 tome option is still available an last I checked still works ...

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