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  1. #1
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    Default solo/utility build halfling rogue/tempest/monk

    This is the build I'm planning to run when I get my 32 points. The goal is solo-ability with group utility as well.

    ranger 6 for tempest, martial weapons, and favored enemy damage
    monk 2 for feats and monkey style (traps and resists)
    rogue 12 mechanic, for traps and resists

    enhancements focus on sneak attack damage and utility, but I screwed up somewhere and need to re-arrange to squeeze the last point of dex

    for the feats I took greater two weapon and improved critical for both slashing and piercing to allow for a greater variety of weapons, specifically kukri with the crit range

    questions:
    1. does the monkey style, mechanic, and enhancement resists stack and do they stack with resist gear?

    edit: confirmed monkey style and rogue trap elemental resist enhancement resists stacks, also both stack on top of resist buff potions, and i assume casted bufs. Will need a few levels to test if they stack with permanent item resists and if they stack with mechanic prestige resists
    2. is slippery mind worth it for the special ability feat or is there something else that is better
    edit: the consensus is that the best special ability for a rogue to get first is crippling strike


    I'm not relying on any raid gear or named gear, this just the best stuff I can afford in the mid range on the AH

    ---
    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Halfling Female
    (2 Monk \ 12 Rogue \ 6 Ranger) 
    Hit Points: 156
    Spell Points: 75 
    BAB: 16\16\21\26\26
    Fortitude: 13
    Reflex: 26
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity            20                    29
    Constitution         10                    10
    Intelligence         12                    13
    Wisdom               14                    15
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               9                    17
    Bluff                -1                     1
    Concentration         2                     6
    Diplomacy            -1                    -1
    Disable Device        5                    31
    Haggle               -1                     0
    Heal                  2                     2
    Hide                  5                    11
    Intimidate           -1                    -1
    Jump                  4                    25
    Listen                2                     8
    Move Silently         5                    11
    Open Lock             9                    39
    Perform              n/a                   n/a
    Repair                1                     5
    Search                5                    28
    Spot                  6                    29
    Swim                  0                     0
    Tumble                9                    13
    Use Magic Device      3                    22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Dodge
    
    
    Level 2 (Ranger)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 3 (Monk)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Mobility
    Feat: (Selected) Weapon Finesse
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Guile I
    Enhancement: Ranger Favored Damage I
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Combat Expertise
    Enhancement: Way of the Clever Monkey I
    Enhancement: Monk Wisdom I
    
    
    Level 5 (Ranger)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Ranger Favored Defense I
    
    
    Level 6 (Ranger)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spring Attack
    Enhancement: Ranger Favored Resistance I
    
    
    Level 7 (Ranger)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Ranger)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Halfling Cunning II
    Enhancement: Halfling Guile II
    Enhancement: Halfling Luck (Will) I
    Enhancement: Ranger Favored Damage II
    
    
    Level 9 (Ranger)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Whirlwind Attack
    Enhancement: Halfling Dexterity II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Tempest I
    Enhancement: Ranger Energy of the Wild I
    
    
    Level 10 (Rogue)
    Skill: Disable Device (+1)
    Skill: Open Lock (+4)
    Skill: Search (+3)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Acid Trap Lore I
    Enhancement: Rogue Cold Trap Lore I
    Enhancement: Rogue Electric Trap Lore I
    Enhancement: Rogue Fire Trap Lore I
    
    
    Level 11 (Rogue)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+5)
    Skill: Use Magic Device (+1)
    Enhancement: Halfling Cunning III
    Enhancement: Rogue Sneak Attack Accuracy I
    
    
    Level 12 (Rogue)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Rogue Skill Boost II
    Enhancement: Rogue Disable Device II
    
    
    Level 13 (Rogue)
    Skill: Disable Device (+1)
    Skill: Jump (+3)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Sonic Trap Lore I
    Enhancement: Rogue Open Lock II
    
    
    Level 14 (Rogue)
    Skill: Disable Device (+1)
    Skill: Jump (+4)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Mechanic I
    Enhancement: Rogue Improved Trap Sense II
    
    
    Level 15 (Rogue)
    Skill: Disable Device (+1)
    Skill: Listen (+4)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Rogue)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Jump (+4)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Disable Device III
    Enhancement: Rogue Open Lock III
    Enhancement: Rogue Dexterity I
    
    
    Level 17 (Rogue)
    Skill: Disable Device (+1)
    Skill: Jump (+4)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Dexterity II
    
    
    Level 18 (Rogue)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Rogue Bonus) Slippery Mind
    Enhancement: Rogue Wrack Construct I
    Enhancement: Rogue Wrack Construct II
    
    
    Level 19 (Rogue)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+3)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Wrack Construct III
    
    
    Level 20 (Rogue)
    Ability Raise: DEX
    Skill: Balance (+3)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Mechanic II
    Last edited by chodelord; 11-13-2009 at 02:39 PM.

  2. #2
    Community Member Quikster's Avatar
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    cripling strike works real well as a rog feat, other swear by imo evasion.

    Personally I like 14 con and 12 str. This gets you into the 400 hp range at 20 and allows you to buff your str to 30 when needed. "nce you get the gear you won't need so much wisdom, but that's just how I like to build em.

    Both IC are a waste imo. I use raps for everything I can and vorp of pg kamas for slashers when needed.

    I didn't look at your feats (on palm) but I like PA on my melee's and many dex builds seem to forgo it for some reason.


    Edit::I also like to be able to get hide/ms into the mid 30s or higher, jump is over rated imo. You will be able to cast a short jump on yourself, or use the 15 min clickie.
    Last edited by Quikster; 11-09-2009 at 11:40 AM.
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  3. #3
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    thanks for the info

    I'm thinking that in a group I'll be getting sneaks so the additional power attack damage doesn't matter that much and soloing I'll want combat expertise up to prevent hits, but I can see how power attack would be useful against divine caster mobs that need to be burned down as fast as possible

    the perverse thing about power attack is the lower your str is the better it is

  4. #4
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    Str and con seem a bit low. I recommend dropping dex by at least 1 point if not two and using those points to spread around a bit.

    10 str on a halfling can really suck. Since you don't yet have 32-point builds, I have to assume you're not filthy rich yet. So it's really going to hurt to have to leave those sets of full plate in the chest, if you don't bump that str up.

  5. #5
    Community Member Quikster's Avatar
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    Quote Originally Posted by chodelord View Post
    thanks for the info

    I'm thinking that in a group I'll be getting sneaks so the additional power attack damage doesn't matter that much and soloing I'll want combat expertise up to prevent hits, but I can see how power attack would be useful against divine caster mobs that need to be burned down as fast as possible

    the perverse thing about power attack is the lower your str is the better it is
    Well yes and no. Once you are geared out, your ac is going to self buff really high, you arent going to need to run CE all the time. Personally I agree with strak. Start str at 12, con at 14 or thereabouts. Its not a good trade off for 1 ac vs higher str and con. You can then pick up PA later if you decide, and if not, you will be doing more damage and not getting encumbered so easily. That extra ac point does you no good when you lose dex/wis bonus :P

    Once you get crippling strike, casters go down to 1 str quick. Then comes the auto crits. Radiance II is game changing for a rog with crippling strike.

    My build very similar to this, is still trying to get gear, but his ac is so high, I usually just leave PA on most of the time. I really only use CE when doing elite raids with one healer, or when Im trying to limit my dps.
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  6. #6
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    thanks for the advice

    I'll drop it to 18 dex and go 12 str and 14 con, the extra hp and fort saves will help against disintegrate and destruction which would be a weakness of the build

    I think ill still keep CE initially because the AC at the lower levels is so good, but ill pick up PA instead of whirlwind attack which was more of an afterthought

    maybe at higher level swap CE for something else if I get the uber gear and definitely dont need it anymore

    with the improved critical slashing I was thinking of the option for scimitars and kukri's as smiting, banishing, and enfeebling weapons but I guess I could just pay the rapier tax

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    Do you need to wear robes for this kind of build for the monk armor bonus to kick in?

  8. #8
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    Quote Originally Posted by sms11581 View Post
    Do you need to wear robes for this kind of build for the monk armor bonus to kick in?
    I would think it would make sense to wear armor until you got higher level gear, +5 mithril breastplate or chainshirt with dex bonus comes out to 15 AC

    It would only make sense to switch to robes if your armor bonus(from bracers or named robes) + (dex bonus -5/6) + wis bonus > 15

    if you have the chaosgarde wrist then it would make sense to wait a till the total is >17 because you would probably be giving up that to wear armored bracers

    So yeah you would be wearing armor a good while, the monk levels in the beginning would only be useful for the monkey style and feats to quality for tempest

  9. #9
    Community Member Aerendil's Avatar
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    Just out of curiosity, why not 13 Rogue? Crippling Strike is yummy.

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    Quote Originally Posted by Aerendil View Post
    Just out of curiosity, why not 13 Rogue? Crippling Strike is yummy.
    I originally had the idea for this build because I saw the synergy between rogue mechanic and monkey style but im going to test this weekend and if monkey style resists dont stack with rogue trap resist enhancements then I'll go 13 rogue

    I guess I'll have to see crippling strike in action to judge whether that or slippery mind is better, if crippling strike is really good then ill go without slippery mind

    comparison: 2 monk vs 13 rogue

    2 monk

    clever monkey enhancement (2 energy resists, 2 saves vs traps)
    martial arts feat (spring attack to qualify for tempest)
    +1 wisdom enhancement
    monk saves (+1 to each at that level)

    13 rogue

    +1 sneak attack dice
    skill points
    special ability feat (probably crippling strike)

  11. #11
    Community Member Quikster's Avatar
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    Quote Originally Posted by chodelord View Post
    thanks for the advice

    I'll drop it to 18 dex and go 12 str and 14 con, the extra hp and fort saves will help against disintegrate and destruction which would be a weakness of the build

    I think ill still keep CE initially because the AC at the lower levels is so good, but ill pick up PA instead of whirlwind attack which was more of an afterthought

    maybe at higher level swap CE for something else if I get the uber gear and definitely dont need it anymore

    with the improved critical slashing I was thinking of the option for scimitars and kukri's as smiting, banishing, and enfeebling weapons but I guess I could just pay the rapier tax
    Pay the rapier tax. Its worth it. Besides, you cant reasonably get banishing on a slasher.

    Quote Originally Posted by sms11581 View Post
    Do you need to wear robes for this kind of build for the monk armor bonus to kick in?
    The rule of thumb was 30 dex. But you can substitute wis as well. So for every +1 wis mod you can -1 dex mod till you get a total mod of +10ish.

    Quote Originally Posted by chodelord View Post
    I originally had the idea for this build because I saw the synergy between rogue mechanic and monkey style but im going to test this weekend and if monkey style resists dont stack with rogue trap resist enhancements then I'll go 13 rogue

    I guess I'll have to see crippling strike in action to judge whether that or slippery mind is better, if crippling strike is really good then ill go without slippery mind

    comparison: 2 monk vs 13 rogue

    2 monk

    clever monkey enhancement (2 energy resists, 2 saves vs traps)
    martial arts feat (spring attack to qualify for tempest)
    +1 wisdom enhancement
    monk saves (+1 to each at that level)

    13 rogue

    +1 sneak attack dice
    skill points
    special ability feat (probably crippling strike)

    2 monk gets you +3 to all saves, +1 wis, 2 feats and of course ac bonus.

    There is no comparison between slippery mind and crippling strike. Crippling strike is that good. On my rog splashes that have to chose, if their reflex save is even close to decent, I take crippling strike over improved evasion. Add rad II to the mix and crippling strike is game breaking.
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    noob question: what is rad II ?

  13. #13
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    Quote Originally Posted by Aerendil View Post
    Just out of curiosity, why not 13 Rogue? Crippling Strike is yummy.
    You can get it at 10th

    Quote Originally Posted by chodelord View Post
    noob question: what is rad II ?
    A rogue's best friend. It's one of the greensteel weapon effects. On a successful crit, it will blind your opponents, allowing you unlimited sneak attack. So, take a rapier with a 15-20 crit range (assuming Improved Crit: Pierce) and you pretty much get sneak attacks whenever you feel like it.

    Combine that with crippling strike, -2 str on a successful sneak attack, and since you're dual-weilding, you get tons of attacks... that, my friend, is the easy button of DDO.

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    another noob question while the advice is so helpful

    does the paralyze effect allow sneaks?

  15. #15
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    Quote Originally Posted by Quikster View Post
    2 monk gets you +3 to all saves, +1 wis, 2 feats and of course ac bonus.
    Well, 1 level of monk grants +2 to all saves, 1 feat, and ac bonus. Versus the rogue's class feat, 1d6 extra sneak attack damage, and arguably rogue subtle backstabing IV. I would choose 13/6/1 over 12/6/2 for this reason.

  16. #16
    Community Member Aerendil's Avatar
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    Quote Originally Posted by Strakeln View Post
    You can get it at 10th
    You can, but then you miss out on Improved Evasion.
    Most tend to pick up both from what I've seen.

  17. #17
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    Quote Originally Posted by chodelord View Post
    another noob question while the advice is so helpful

    does the paralyze effect allow sneaks?
    I don't *think* it does, but I can't be absolutely certain, as I haven't used a paralyzer in a while. Can someone chime in and verify?

  18. #18
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    discussion on other boards is that paralyze does not allow for sneaks, however I think if I dual wield weighted weapons that will generate a lot of stuns, at least as many as deception procs

    does anyone have experience with those?

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