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  1. #21
    The Mad Multiclasser Failedlegend's Avatar
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    OK so here V3.0 (or w/e)

    Dwarf Pure Monk

    Str 14
    Dex 16
    Con 16
    Int 8
    Wis 16
    Cha 6

    Uses Handwraps/Unarmed with TWF following the Light Path

    Skills: Balance, Concentration, Jump (One point in Tumble taken away from Jump at lvl one)

    Possible Feats (need help here):
    TWF (Line)
    Weapon Finesse
    Toughness
    Deflect Arrows
    Diehard
    Improved Critical: Bludgeoning Weapons
    Discipline
    Power Attack
    Power Critical
    Stunning Fist

    Enhancements is pretty much figure out as I go since its so easy and relatively cheap to redo although most if not all most race/class stat boosts will be taken. Not really sure what I should boost at Lvl ups (probably at least dex +1 for GTWF In the end (or throughout) I hope to have the best possible DPS without sacrificing surviveability (Especially after my DPS rogue disappointed me...stupid everything immune to SA).
    Last edited by Failedlegend; 11-30-2009 at 11:12 PM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  2. #22
    Community Member Korvek's Avatar
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    Quote Originally Posted by Latharna View Post
    Last night's pick-up group included such fun as:

    Rogue: Trap!
    Ranger: What? <click>
    Blade-Trap: <wooosh>
    Ranger: *dies*
    Rogue: *dies*
    Fighter: *dies*
    Cleric: *dies*
    Wizard: *dies*
    In most groups, it will be closer to:

    Ranger: *saves*
    Rogue: *saves* (They have higher trap saves than Monks, after all)
    Fighter: *times trap and avoids it*
    Cleric: *times trap and avoids it*
    Wizard: *times trap and avoids it*
    Monk: *saves*

    Monks are great, but picking a trap as an indicator of survivability is a poor choice.

    Quote Originally Posted by AylinIsAwesome

    I'm new to monk (my monk is only level 5 ), but from what I know it seems best to stay. Level 20 monk gives DR 10/epic, plus the capstone gives +10 concentration AND Ki regeneration +1 (passively). Plus you're a lawful outsider at that point.


    So situation is this:

    Shamans casting Hold Person on everyone.
    Cleric gets held -> dies
    Fighter gets held -> dies
    Rogue gets held -> dies
    Ranger gets held -> dies
    Monk is immune -> kick's ass


    Then resses the cleric without even having to meditate.
    Again, people seem to overplay certain features. For one, finding an enemy that casts hold person instead of hold monster at level 20 will probably be difficult to say the least. Second, if there's any real risk of being held, the cleric or ranger would just cast FoM on everyone, rendering them immune anyway. Third, even without FoM, it would be extremely difficult for the Cleric and Rogue (Probably the other two as well) to fail their saves.

    Again, monks are an extremely survivable class, but many of the free benefits they receive are superfluous in this game.

    Monks gain the benefit of both decent DPS, decent AC, and high saves without too much effort, and deal high relative DPS against enemies as fortification increases.

  3. #23
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    Quote Originally Posted by Korvek View Post
    Monks are great, but picking a trap as an indicator of survivability is a poor choice.
    Ooh, who peed in your coffee?

    We like monks for our own reasons. If they're not the same as yours, too bad.

    We all have funny anecdotes about stuff we've seen. I don't give a flying f*ck if you don't like it. The monk lived, everyone else died.

    How exactly can you "time" a trap you didn't even know was there?

    Not everyone has the time to run the same dungeon over and over and over to memorize trap locations and hidden areas.

    I doubt if any of us will be impressed when you reply that you can memorize a dungeon on the first trip.

    We play monks because they're fun. You sound like the kind of player that needs a graphing calculator to decide on what class or weapon to use.

    Don't be shy, we know you've graphed out the dps ratios on Mathematica.

  4. #24
    Hero Morningfrost's Avatar
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    Quote Originally Posted by Failedlegend View Post

    Possible Feats (need help here):
    TWF (Line)
    Weapon Finesse
    Toughness
    Deflect Arrows
    Diehard
    Improved Critical: Bludgeoning Weapons
    Discipline
    Power Attack
    Power Critical
    Stunning Fist
    Deflect arrows IMHO works poorly as it. Maybe a dragonmark or a skill-raising feature can be better. Also I hear Power Critical (+4 on confirmation roll) is quite useless, unless I'm confusing it.

  5. #25
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Morningfrost View Post
    Deflect arrows IMHO works poorly as it. Maybe a dragonmark or a skill-raising feature can be better. Also I hear Power Critical (+4 on confirmation roll) is quite useless, unless I'm confusing it.
    For lack of a better choice, Deflect Arrows can be of use at lower to mid-levels. Later on in-game, debatable.

    Maybe some Skill Focus:"X" to replace Feats at other levels should be considered.

    Concentration is a viable choice for a Focus Feat.

    I took and have kept Power Crit myself. Really didnt find anything else to take to fit my build/character. Not disappointed with my choice....

    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.

  6. #26
    Hero Morningfrost's Avatar
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    Quote Originally Posted by Hendrik View Post
    I took and have kept Power Crit myself. Really didnt find anything else to take to fit my build/character. Not disappointed with my choice....
    I have Dragonmarks of passage (least and lesser) that I find useful, especially soloing. I have finally managed to get TWF at level 9. I won't probably take the teleport dragonmark, but improved criticals with bludgeoning or slashing (weather I find better handwraps or kamas first) will be a viable choice. I'm also considering to roll a staff-based monk with THF to see how it comes out.
    --
    Originally posted by C-Dog

    If it walks like a duck and quacks like a duck but it's undead, then it's an undead duck.

  7. #27
    Community Member Letrii's Avatar
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    Quote Originally Posted by Morningfrost View Post
    I have Dragonmarks of passage (least and lesser) that I find useful, especially soloing. I have finally managed to get TWF at level 9. I won't probably take the teleport dragonmark, but improved criticals with bludgeoning or slashing (weather I find better handwraps or kamas first) will be a viable choice. I'm also considering to roll a staff-based monk with THF to see how it comes out.
    At level 9 your fists do more damage than a kama and add full Str bonus to offhand attacks, unlike kama that only adds half. The only reasons to use kamas are to beat DR and for extra bonuses or bonuses not available on handwraps.

  8. #28
    Hero Morningfrost's Avatar
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    Quote Originally Posted by Letrii View Post
    At level 9 your fists do more damage than a kama and add full Str bonus to offhand attacks, unlike kama that only adds half. The only reasons to use kamas are to beat DR and for extra bonuses or bonuses not available on handwraps.
    Glad you pointed it out. Thanks.
    --
    Originally posted by C-Dog

    If it walks like a duck and quacks like a duck but it's undead, then it's an undead duck.

  9. #29
    Founder Shaamis's Avatar
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    Shaamis, my 20 monk is standing stat-wise at:

    While in ultimate wind stance:

    S: 26
    D: 26
    C: 23
    I: 8
    W: 28
    Ch: 6

    I stroll around with a 46-48 AC give or take...

    I do plan on reincarnating (as soon as I get my +3 dex tome) and my new stats will start out as:

    With adjustment for dwarf already figured in:

    S:18
    D:15
    C: 14
    I: 8
    W12:
    Ch:6

    =34 points.

    with tomes I have and dex +3 tome I plan on having, i'll be able to qualify for lvl 4 ultimate wind stance (18 minimum dex), a 32 strength at lvl 20, and my other stats:

    While in ultimate wind stance:

    S:32 (w/ +3 Str tome)
    D:30 (with +3 Dex tome)
    C:22 (w/+2 tome)
    I:13 (combat expertise with my +3 Int tome)
    W:23 (24 with a +3 tome)
    Ch: 6 (still SEXY)

    all of these tomes except the +3 Dex tome are in my inventory, ready to use after I reincarnate.

    Why Wis so low? well, at lvl 20, with your save already astronomical, and Spell resistance is crazy, you really don't need a Wis that high, what you need is dps.

    As a strength build, I can utilize kamas (lightning II) and ultimate wind stance for fair DPS as a monk, and when I want, i can just use handwraps for the in-your-face beatdowns.

    Thats what I have planned so far for my 1st reincarnation.
    Shaamis is REBORN! Stronger!Faster! DRUNKER THAN EVER!!! - DeathSmile Guild on Hardcore - The Drunken Monk of Stormreach on all other servers!

  10. #30
    The Mad Multiclasser Failedlegend's Avatar
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    In light of all the comments I've redone some things....what do you guys think?

    Note: Gonna be mainly using Handwraps/Fists and be in Wind stance most of the time...using Mountain stance as needed


    Code:
    32 pt. Dwarf Monk
    
    Str 14+6 (item) = 20
    Dex 16+2(Lvl) +6(item) = 24
    Con 16+2(Lvl) +6(item) = 24
    Int 8
    Wis 16+3(Monk Wis) +1(Lvl) +6(item) = 26
    Cha 6
    
    
    Possible Feats:
    
    Monk Bonus Feats: Toughness,Power Attack,Path of Light,Discipline
    Granted: Evasion,Improved Evasion and a multitude of Monk specific abilities
    Chosen: Improved Critical: Bludgeoning Weapons,Weapon Focus:Bludgeoning, TWF (Line),Skill Focus:Concentration,,Power Crit
    
    
    Skills:
    
    Concentration,Jump,Balance
    
    
    Enhancements:
    
    Way of the Patient Tortoise
    Monk Improved Recovery
    Monk Wisdom
    Difficulty at the beginning
    Rise of the Phoenix
    Unbalancing Strike
    Restoring the Balance
    Receptive Earth
    Fists of light
    Lifting the Veil
    Grandmaster of Mountains
    Grandmaster of Storms
    Adept of Flame
    Adept of Rain
    Dwarf Toughness (2)
    Monk Concentration (1)
    Monk Serenity
    
    80
    Code:
    Character Plan by DDO Character Planner Version 3.12 BETA
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (20 Monk) 
    Hit Points: 322
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    
    Strength             14                    14
    Dexterity            16                    18
    Constitution         16                    18
    Intelligence          8                     8
    Wisdom               16                    20
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    31
    Bluff                -2                    -2
    Concentration         7                    47
    Diplomacy            -2                    -2
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                  2                     4
    Hide                  3                     4
    Intimidate           -2                    -2
    Jump                  7                    26
    Listen                2                     4
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  2                     4
    Swim                  3                     3
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Discipline
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Path) Philosophy - Path of Harmonious Balance
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Power Critical
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 12 (Monk)
    Ability Raise: CON
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Ability Raise: CON
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Skill Focus: Concentration
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 20 (Monk)
    Ability Raise: CON
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Monk Serenity
    Enhancement: Lifting the Veil
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Way of the Patient Tortiose II
    Enhancement: Way of the Patient Tortiose III
    Enhancement: Way of the Patient Tortiose IV
    Enhancement: The Receptive Earth
    Enhancement: Restoring the Balance
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Fists of Light
    Enhancement: Rise of the Phoenix
    Enhancement: Difficulty at the Beginning
    Enhancement: Unbalancing Strike
    Enhancement: Adept of Wind
    Enhancement: Disciple of Breezes
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Disciple of Pebbles
    Enhancement: Grandmaster of Mountains
    Enhancement: Master of Stone
    Enhancement: Adept of Flame
    Enhancement: Disciple of Candles
    Enhancement: Adept of Rain
    Enhancement: Disciple of Puddles
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Monk Concentration I
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Monk Wisdom III
    Last edited by Failedlegend; 12-13-2009 at 10:51 AM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  11. #31
    Community Member Irinis's Avatar
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    Oops, hit reply instead of new thread.
    Last edited by Irinis; 12-09-2009 at 01:26 PM.
    Please split the class forums into REAL subcategories this is a jumbled mess.

  12. #32
    The Mad Multiclasser Failedlegend's Avatar
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    I rolled the above Monk just to try it out and I was wondering how do you you make it so he uses TWF I only see one entry for a fist in his primary hand or does hands/wraps use THF?

    Note: Still looking for input on build just created the monk to see how it would fair soloing Kobold assault
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  13. #33
    Community Member Dexol's Avatar
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    Quote Originally Posted by Latharna View Post
    Ooh, who peed in your coffee?

    We like monks for our own reasons. If they're not the same as yours, too bad.

    We all have funny anecdotes about stuff we've seen. I don't give a flying f*ck if you don't like it. The monk lived, everyone else died.

    How exactly can you "time" a trap you didn't even know was there?

    Not everyone has the time to run the same dungeon over and over and over to memorize trap locations and hidden areas.

    I doubt if any of us will be impressed when you reply that you can memorize a dungeon on the first trip.

    We play monks because they're fun. You sound like the kind of player that needs a graphing calculator to decide on what class or weapon to use.

    Don't be shy, we know you've graphed out the dps ratios on Mathematica.
    +1 for making me laugh on a cold dark winters morning
    Dex - Leader - THΣ ЏΠΣΔЯТΗΣÐ ΔЯСΔΠΔ
    I don't do serious, it no fun

  14. #34
    Community Member TPICKRELL's Avatar
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    Quote Originally Posted by Failedlegend View Post
    I rolled the above Monk just to try it out and I was wondering how do you you make it so he uses TWF I only see one entry for a fist in his primary hand or does hands/wraps use THF?
    Hands are two weapons, and Wraps decorate the hands. You only see one slot used, but the wraps apply to both hands. Unfortunately, you can not mix hand wraps, so you can't wrap one hand differently than the other.

    So, TWF does apply to hands even though you only see wraps filling one slot.

  15. #35
    The Mad Multiclasser Failedlegend's Avatar
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    Figured an alternative build using Warforged would be better for high AC build (GM Storms and Mountain for easy switch between Defensive and Offensive)..what do you guys think

    Note: I welcome any corrections/suggestions especially for enhancements also internet slapping me for choosing WF (I love WF) instead of the awesome Dwarf Race is also acceptable...with a reason of the Dwarfs supeiority (or any race for that matter) as long as ability to get GM Storms and GM Mountains is still there.

    Code:
    Character Plan by DDO Character Planner Version 3.12 BETA
    DDO Character Planner Home Page
    
    Krogg 
    Level 20 Lawful Neutral Warforged Male
    (20 Monk) 
    Hit Points: 302
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    
    Strength             14                    14
    Dexterity            16                    18
    Constitution         16                    18
    Intelligence          8                     8
    Wisdom               14                    18
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    27
    Bluff                -2                    -2
    Concentration         7                    47
    Diplomacy            -2                    -2
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                  2                     4
    Hide                  3                     4
    Intimidate           -2                    -2
    Jump                  6                    25
    Listen                2                     4
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  2                     4
    Swim                  2                     2
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Discipline
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Philosophy - Path of Harmonious Balance
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Power Critical
    
    
    Level 7 (Monk)
    
    
    Level 8 (Monk)
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Skill Focus: Concentration
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Lifting the Veil
    Enhancement: Ten Thousand Stars
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Way of the Patient Tortiose II
    Enhancement: Way of the Patient Tortiose III
    Enhancement: Way of the Patient Tortiose IV
    Enhancement: The Receptive Earth
    Enhancement: Restoring the Balance
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Fists of Light
    Enhancement: Rise of the Phoenix
    Enhancement: Difficulty at the Beginning
    Enhancement: Unbalancing Strike
    Enhancement: Adept of Wind
    Enhancement: Disciple of Breezes
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Disciple of Pebbles
    Enhancement: Grandmaster of Mountains
    Enhancement: Master of Stone
    Enhancement: Adept of Flame
    Enhancement: Disciple of Candles
    Enhancement: Adept of Rain
    Enhancement: Disciple of Puddles
    Enhancement: Monk Concentration I
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Monk Wisdom III
    Enhancement: Warforged Healer's Friend I
    Str 14+6 (item) = 20
    Dex 16+2(Lvl) +6(item) = 24
    Con 16+2(Lvl) +6(item) = 24
    Int 8
    Wis 14+3(Monk Wis) +1(Lvl) +6(item) = 24
    Cha 6
    Last edited by Failedlegend; 12-10-2009 at 10:36 PM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  16. #36
    Hero Morningfrost's Avatar
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    Quote Originally Posted by Failedlegend View Post
    Figured an alternative build using Warforged would be better for high AC build (GM Storms and Mountain for easy switch between Defensive and Offensive)..what do you guys think
    My experience is too limited to give advice to anyone, but I think fire-based stance is very good in offensive mode, even if everybody seems to discourage it here.

    How do you figure out high AC? I'm level nine at the moment, with 21 DEX (wind stance) and 20 WIS, and AC is still low, around 23/29 depending on buffs. I know it sucks, but I can't find out how to boost it up. I have +4 bracers, magical robe in case, barkskin and mage armor, and it still sucks! How can people have 40/45 unbuffed AC with monks?
    --
    Originally posted by C-Dog

    If it walks like a duck and quacks like a duck but it's undead, then it's an undead duck.

  17. #37
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    Personally I prefer fire stance over wind stance. I've gone back and forth between the two, but my play style leans heavily towards the fire. This is primarily beacause I love spamming the elemental ki strikes and building up finishing moves. In fire stance my ki regeneration is fast enough for me to do this. When I switch to wind stance, yes I attack faster, but I get frustrated because it keeps yelling that I don't have enough ki.

    Try out the various stances and play whichever one you prefer.

  18. #38
    Hero Morningfrost's Avatar
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    Quote Originally Posted by Maximan View Post
    This is primarily beacause I love spamming the elemental ki strikes and building up finishing moves. In fire stance my ki regeneration is fast enough for me to do this.
    It's the same for me, I like to repeat healing Ki, Walk of the Sun and Alignigning the Heavens to aid the party. Probably it is different for a dark side monk.
    Try out the various stances and play whichever one you prefer.
    With it's DR, I have found Mountain Stance to be rather useful in places like Delera's Tomb when there are a lot of archers shooting at you. You will take less damage and also generate Ki when struck.
    --
    Originally posted by C-Dog

    If it walks like a duck and quacks like a duck but it's undead, then it's an undead duck.

  19. #39
    The Mad Multiclasser Failedlegend's Avatar
    Join Date
    May 2009
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    Default

    Thanks for all the help everyone this is the build I'm gonna go with

    Code:
    32 pt. Halfling Monk
    
    Str 12+6 (item)+1/2 (tome) = 19/20
    Dex 16+2(Lvl) +6(item)+2(Halfling Dex) = 26
    Con 14+6(item) = 20
    Int  12(maybe +1 tome if CE is taken))
    Wis 16+3(Monk Wis) +3(Lvl) +6(item) = 28
    Cha  8
    
    Skills:
    
    Concentration,UMD,Balance,Hide,MS
    
    
    Level progression and Feats:
    
    1-Monk- TWF,Toughness
    2-Monk- Diehard
    3-Monk- Path of Light,Weapon Finesse
    4-Monk-  + Wis
    5-Monk- 
    6-Monk- SF:UMD (May switch out for CE), Stunning Fist  
    7-Monk-   
    8-Monk-   + Dex
    9-Monk-  Improved TWF
    10-Monk- 
    11-Monk- 
    12-Monk-  +Wis, Power Attack
    13-Monk- 
    14-Monk- 
    15-Monk-  Greater TWF
    16-Monk-  +Wis
    17-Monk-  
    18-Monk-  Improved Crit: Bludgeoning
    19-Monk- 
    20-Monk-  +Dex (1 pt jump instead of UMD)
    
    
    Enhancements:
    Monk Serenity
    Halfling Dex 2
    Halfling Cunning 2
    Halfling Guile 2
    Lifting the Veil
    Way of the Tortoise 4
    The Receptive Earth
    Restoring the Balance
    Monk Healing Amp 1
    Fists of Light
    Rise of the Phoenix
    Difficulty at the Beginning
    Unbalancing Strike
    Grandmaster of Storms
    Grandmaster of Oceans 
    Disciple of Pebbles
    Disciple of Candles
    Halfling Toughness 2
    Monk Wis 3
    
    80 AP
    Last edited by Failedlegend; 01-27-2010 at 03:27 AM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  20. #40
    Community Member
    Join Date
    Jul 2009
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    Default Warforged Monks

    Sorry if this is a dumb question, but does the Warforged's composite plate interfere with his Monk Centered bonus? And, would Mithral or Adamantine interfere if the composite won't? Was looking at creating an Earth Grand Master with Adamantine Body to create one helluva indestructible monk...

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