EDIT: While I haven't got around to listing a full equipment listing, I did throw up three really fun DT Docents for use with this character. They relate to the 3 modes that this build utilizes.
In other news, I've left the game for various reasons, meaning I will not longer be addressing questions regarding this build. I'll still be on addressing questions for the next two weeks, but I'll be gone gone gone after that. Best of luck, and thank you all for such kind words and a great experience.
EDIT: I've updated this build in regard to class progression. Once I get around to worrying more about equipment, I will post three full equipment layouts (one for AC, another for DPS, and another for troublesome tanking) and a list of which feats to take at which levels. I've also edited some of the notes regarding the build. None of this is greatly different from the previous build layout, and those of you still in the process of leveling this build don't need to worry about any of the changes here. Cheers! ^_^
Philosophy:
With the garnered interest in the monk class as of late, I thought to put out a build that works slightly different than the other tiny speedsters that might be making their rounds as of late. There are a number of similar builds, but I have yet to see one fully built toward serving the purpose of a hate tank. A hate-tank monk?! Preposterous! I submit to you the Godhand build.
I’ve min-maxed this build in something of a counter-intuitive fashion. Namely, no astounding wisdom and a low dexterity. Why? With the light-based buffs not requiring a DC, and the fighter-warforged/strength-based line of enhancements, and with the synergy between the Kensai and Monk classes, Ki generation is a non-issue (there is a ton of it), and this build is able to achieve a higher stun DC than a capped monk without plugging stats into Wisdom. As well, some impressive combat feats are able to be employed by going max-strength (Sunder, Trip). Furthermore, while this build’s AC is workable end-game (certainly not optimal, and certainly not in epic), the idea is to stick somewhere between using a generic AC for mobs and the DoD while tanking.
The Godhand can be healed effectively by arcane and divine (minimum of 94% divine healing) casters, which makes it choice for raids and tricky quests. It is, perhaps, one of the cheapest hate-tanks to keep alive, since it benefits so greatly from mass heals and mass repairs. Even better than this, by utilizing the DPS benefits of the monk/unarmed, this build is optimal for 50-100% fortification enemies/bosses. You should find that aggro generation often occurs even without the brute-force line of enhancements if you are playing this build efficiently, but this build can get to very effective hate-aggro-generation with said enhancements and with items – if deemed necessary.
Where this build comes to appropriate what works best for the Monster is that it can impressively function within 3 distinct modes: An AC mode (wherein the DPS in AC mode still outdoes that of builds like the Monster), A DPS mode (to be used when you have a reliable source (or sources) of healing), and a Pure Tank mode (to be used only when you find yourself in the very rare situation of being out-DPS'd in a raid, and thus need to gather more aggro). All three modes can be achieved through equipment alone, meaning the versatility of this build come end-game is very high. I will post more on what the equipment setup looks like in specific later.
Caveats and Warnings:
I composed this build while working toward my TR on my capped monk. As a result, the numbers here are intended for a character for which I had already grinded out the tomes and equipment. This build is both clickie/boost heavy, and gear dependent in order to shine; however, as an experiment I brought this build to level 16 from afresh, and it remained a viable and fun party candidate. The damage is spectacular. Still, some experience with monk ki strikes and fighter boosts will be necessary to play this build effectively. I hope you view your keyboard like a piano, and plan on making some beautiful music.
If starting with a 32 point build rather than TRing, I suggest taking a stat point away from wisdom. As well, the DPS numbers on a non-TR’d version of this will fall by only 2.5 per hit, which is less than some would think. As a result, there is no need to think of this as specifically a TR build. Several friends of mine have run this build to 20 by going with a 32 point build, and they have all given me very positive feedback.
Because this build is able to utilize 17 feats, and, by use of gear, a viable AC or DR or HP, I opted for HP on this build. There is a lot of room for play with enhancements, feats, and skills (UMD is possible on this build, as well as intimidate if you push it). Therefore, the general effectiveness of this build emerges on the basis of the situation – making it versatile, adaptive, and largely customizable. Unfortunately for me, it also makes stating some solid numbers rather difficult -- although I've done what I can.
(For those that are newer to following builds, I would suggest that you look at what aspects of the game are giving you the most trouble (stuns not landing as much as you'd like? feel as though an additional 20 HP would help? getting hit too much or not hitting enough? would like more divine healing?) and use enhancements as a way to give you the boost you need to, say tactics, or HP, or improved healing, etc.. Figure out where you feel you need the extra help, and don't be afraid to reset your enhancements.)
My notes for enhancements and feats and skills are kept in the general, as a result of the kind of versatility that can be obtained with this build. I will, now that TR has come back up, post my own versions and experiments with various aspects of the build's feats and enhancements, but until that time if you feel as though you may like a level by level run down simply PM me.
Without further rambling:
The Godhand Build:
Level 20 Lawful Neutral Warforged Male
(12 Fighter / 8 Monk)
BAB: 20/20/25/30/30 (w/ Flurry of Blows)
Level Progression A: 1-8 Monk, 9-20 Fighter (simpler to level, better abilities accessed earlier)
Level Progression B: 1-2 Monk, 3 Fighter, 4-5 Monk, 6 Fighter, 7 Monk, 8 Fighter, 9-10 Monk, 11 Fighter, 12 Monk, 13-20 Fighter (more complex to level, better skill distribution -- especially for filling monk based skills)
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Abilities (unbuffed)
(34 Point - TR I)
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[36] Strength 18 +3 Tome +5 Levels +2 Fighter +6 Item = 34, +1 Exceptional +1 Litany = 36
[26] Dexterity 15 +2 Tome +6 Item = 23, +1 Litany +2 Stance= 26
[28] Constitution 17 +3 Tome +2 WF +6 Item = 28, +1 Exceptional +1 Litany -2 Stance = 28
[—] Intelligence 8 +2 Tome = Negligible
[18] Wisdom 8 +2 Tome +1 Monk +6 Item = 17, +1 Litany = 18
[—] Charisma = Robot Charm.
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Abilities (self-buffed)
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STRENGTH: 52 maintainable, without madstone, but can boost to 58
36 +8 Powersurge = 44, + 6 Titan = 50, +2 Rage = 52, +2/4 Madstone = 54-56, +2 Yugo = 56-58 STR
(for power-gaming purposes (or as a joke), with a +2 exceptional, +4 tome, in Fire Stance, with Fighter Strength III and store pots and other buffs it is possible to get ~66 -68 very temporary STR… and then the scourge choker makes it really absurd… but it's silly, and, interestingly, there is significantly less of a DPS gain than one would think. You end up with worse DPS via stance, and the sheer amount of short term clickies/bursts)
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CONSTITUTION: ~36
30 + 2 Rage = 32, +2 Yugo = 34, +4-8 Madstone = 38-42, -2 Stance = 36-40
(again, for extreme circumstances, stances can be switched and pots/buffs can be applied, but I'm content with 36-40)
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Feats (17):
Toughness x4 (can be assigned elsewhere if desired)
TWF, ITWF, GTWF
Weapon Focus, GWF, Weapon Specialization, GWS: Bludgeoning
IC: Bludgeoning
Past Life
Power Attack
Stunning Blow
Quick Draw
Dodge
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Enhancements:
Fighter Attack Boost II (3)
Fighter Extra Action Boost I (2)
Fighter Haste Boost IV (10)
Kensai Unarmed Mastery II (2)
Fighter Critical Accuracy II (3)
Fighter Kensai II (6)
Fighter Stunning Blow I (1)
Fighter Unarmed Specialization I (1)
Monk Improved Recovery II (6)
Adept of Wind (2)
Adept of Rock (2)
Racial Toughness II (3)
Fighter Strength II (6)
Fighter Toughness II (3)
Warforged Constitution II (6)
Warforged Construct Thinking I (1)
Warforged Hardiness I (1)
Warforged Healer’s Friend I (2)
Warforged Power Attack III (6)
Warforged Tactics I (2)
Warforged Brute Fighting III (6)
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74 AP Spent. 6 can be spent on additional HP, DR, tactics (which I recommend), or further brute fighting if necessary, etc.
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Self-Achievable Hit Points:
180 - Constitution
120 - Fighter
64 - Monk
92 - Toughness x4 (I know… but almost 100 additional HP on a 17 feat build lends a lot of survivability)
40 - Toughness Enh x4
20 - Heroic Durability
10 - Draconic Vitality
20 - Minos Legens
30 - Greater False Life
45 - Greensteel Item
= 621 Standing
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40 - 80 - Madstone (+4 - +8)
20 - Rage
20 - Yugoloth Potion Secret Effect
= 701-741
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Healing Amplification
Base - 50%
Healers Friend Rank I +15%, Improved Recovery II +20%, DT armor/Bracers +20% = 93.6%, meaning can be healed by both divine and arcane sources reliably. Can be brought over 100% with gear.
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Final AC Breakdown (for when AC matters. Note: should be typically kept low for DoD and Madstone purposes):
10 Base
8 Dexterity
4 Wisdom
2 Centered AC
9 DT Docent + Composite Plating
2 Chaosgarde
5 Deflection
3 Chattering Ring
4 Insight
1 Ritual
1 Dodge
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49 - Unbuffed
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3 Bark pot
1 Haste
4 Shield
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57 - Self Buffed
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2 Barkskin
4 Bard song
6 Aura
2 Defensive Stance
3 Heroes Comp
2 Blocking
2 Recitation
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78 - Raid Buffed
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Saves (Self-Buffed)
Fighter: 8/4/4
Monk: 5/5/5
Stats: 13/8/4
Resist: 5/5/5
GH: 4/4/4
Kensai: 2/2/2
Walk: 2/2/2
Luck: 1/1/1
Litany: 1/1/1
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41/32/28 (with evasion, of course)
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+2/2/2 (still mind) vs. enchantments:
42/34/30
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DPS (Matters):
TO-HIT:
With a BAB of 20/20/25/30/30 the Kensai II line, the "walk" finisher, a very respectable strength modifier, the equal to-hit of unarmed, and all of the fighter feats, this build's to-hit is among the other bests. Epic content is not an issue. (If someone wants to calculate this for me, I will give them a cookie.)
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TACTICS DCs:
Trip, Sunder: 10 (Base) +2 (Kensai) +2 (Tactics) +~24 Strength bonus = ~38 DC
Stunning Blow = 38 +2 (ENH) = 40, +10 (weighted, when it finally works) = ~50 DC
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ATTACK SPEED:
This is where the real DPS come in, marking it as a very respectable DPS build. Unless I am mistaken, with handwraps, this is the fastest possible attack in DDO as of the present and coming mod. From what I've gathered from the forums, here's what we're looking at:
+10-12% (unarmed attack speed, as per Eladrin's comments on base speeds in Mod 9) +20%(Madstone [enh]) + 30%(FHB-IV [untyped]) + 5% (Windstance[insight]) = 165-167% speed, or ~149 Attacks per Minute
(I could use further confirmation of this, if a few people can testify to the attack rate /min)
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DAMAGE:
(NOTE: for this section I’m going to give the lowest possible and highest, both in three different kinds of circumstances. Thus, in all cases, the lowest case STR is taken absolutely un-buffed and in the latter entirely buffed. The first circumstance is against portals, being, unless I am mistaken, the most difficult DPS opponent. The Second is hate tanking a harry type (75% fort, no SA, with tricky DR, and no elemental damage). The last is a mob or easy type enemy (the kind commonly used to demonstrate DPS in builds: 0% fort, SA-able, elemental damage, little to no DR). All of this is in order to come to more averaged numbers and a more honest representation of the build, meaning the values here have room for improvement. It is entirely possible for the damage/per-hit numbers to be higher, and, at times, that will certainly be the case.)
1) Assuming a situational enemy akin to a portal (tricky DR, 100% Fortification, and thus anti-SA/anti-critable, with total elemental reistance):
Using +3 Holy of Greater _ Bane, Shintao Set Bonus, FB Set Bonus, Mentau Goggles + Litany
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7 (2d6 Fist) +7 (Fighter*) +8 (WF PA III) +1 (Pastlife) +1 (Litany) +2 (Shintao) +2 (FB) +2d6 (Holyburst Ring) +3 (Wraps) +2d6 (Holy) + 3d6 (GCB) +4 (GCB) +1 (Force Ritual) +8 or +4 (Mountain Ki Strike) +9 Bard +13-24 (Strength Mod) =
Between ~86-101/per-hit
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1) Assuming a situational enemy akin to tanking Harry (tricky DR, 75% Fortification, and thus anti-SA, with almost total elemental resistance):
Using +2 Metalline of G_B, Shintao Set Bonus, FB Set Bonus, Mentau Goggles + Litany
7 (2d6 Fist) +7 (Fighter*) +8 (WF PA III) +1 (Pastlife) +1 (Litany) +2 (Shintao) +2 (FB) +2d6 (Holyburst Ring) +1d6 (Shockingburst Ring) +2 (Wraps) +3d6 (G_B) +4 (G_B) +1 (Force Ritual) +8 or 2d6 (Ki Strike [Mount. or Storm]) +9 Bardsong +13-24 (Strength Mod)=
Between ~85-98/per-hit
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2) Assuming good circumstances, or average mob:
Using +3 Holy of G_B, Shintao Set Bonus, FB Set Bonus, Tharnes, Bloodstone (possibly Mentau, Litany, Wretched... depending)
7 (2d6 Fist) +7 (Fighter*) +8 (WF PA III) +1 (Pastlife) +2 (Shintao) +2 (FB) +2d6 (Holyburst Ring) +1d6 (Shockingburst Ring) +3 (Wraps) +2d6 (Holy) +3d6 (GB) +4 (G_B) +1 (Force Ritual) +8 or 2d6 (Ki Strike [Mount. or Storm]) +8 SA +9 Bardsong +13-24 (Strength Mod)=
Between ~101-112 /per-hit
*Fighter = +4 dam. ([feats:]Specialization + Greater Spec.), +1 dam. ([Ehn:] Unarmed Spec. I), + 2 ([Ehn:] Kensai Unarmed Mastery II) = 7 Per hit. Interestingly, this comes one number off of the full Frenzied Berserker addition to damage (+8) due to strength increases.
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Has:
- Advantages of Handwraps (+10-12% Base Rate of Attack, full bonuses to both hands, double hit of ki strikes and tactics, ToD damage rings) combined with a 2d6 base damage per fist! (That's like holding 2 epic xuums — one in each hand (without, well, the critical)!) combined with the fastest attack rate currently possible.
- Incredibly strong tactics line, able to stun most everything stunnable
- Ability to switch between high DPS mode, AC mode (with some gear/stance shifting, for when it would be desirable), and decent Turtling (Docent of Defiance and Earth Stance swap)
- Full (or almost full, depending upon enhancements) healing from both divine and arcane casters
- Huge to-hit
- Uses Bludgeoning, which has benefits from stunning to monster DR bypass
- Decent AC when applicable
- Tank Level HP and Saves
- Evasion
- 2 ranks of monk fast movement
- Possibility to build for UMD
- Innate DR bypass up to magic
- Due to constitution, a capped monk comparable concentration for Ki storage
- Fists of Light for perpetual self/party, as well as Wholeness of Body
- Healed by both arcane and divine, with 94% positive healing
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, level drain
- Ability to swap between circumstantial DPS and mob DPS with the change of 4 items
- NOT A CIRCUMSTANTIAL DPSer! Loves the agro, loves tricky bosses, loves stunning mobs
- 7 or 8 Action Boosts depending on enhancement layouts, allowing for about two and a half minutes of pwnage per shrine
- 17 feats, and the ability to forgo the 4 toughness feats for… whatever.
- Ability to, in raids, hate-aggro bosses while keeping up finishers on the party (it’s a pretty astounding scene to be keeping the casters in a 25% spell point discount while they spent those points keeping you fully healed while tanking… everyone is happy!)
Please feel free to alert me to any discrepancies, inflations, issues, complaints, or pure unadulterated fondnesses for the build. It is, as always, a work in progress and subject to changes based on miscalculations (hopefully they are few) or future updates. I would be more than more than pleased to have whatever feedback is possible.
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Three Great DT Docents for use with the Godhand Hate-Tank:
AC Docent: (use in conjunction with Chaosguard Bracers)
o +5 Resistance (Eld. Rune)
o Healing Amplification 20% (Temp. Rune)
o Heightened Awareness 4 (Sov. Rune)
Generic Tanking Docent:
o Resistance +5/Healing Amp 10% (Eld. Rune)
o Crushing Wave Guard/Corrosive Salt Guard/Incite 15% (Temp. Rune)
o Disintigration Guard (Sov. Rune)
Elite Tanking Docent: (use in conjunction with Levik's Bracers)
o Incite 10%
o Incite 15%
o Levik's Defender
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Excellent Variations on a Monkish Theme (worth looking into as related builds, all quite solid):
Rockan Robin (Halfling 20 Monk)
Caelana (Halfling 18 Monk/1 Fighter/1 Rogue)
Rockan the Boat (Halfling 12 Fighter/8 Monk)
The Hammer (WF Fighter 12/Monk 6/Rogue 2)
The Beotch Slapper (Human 12 Fighter/7 Monk/1Rogue)
The Monkster (Warforged 12 Fighter/7 Monk/1Rogue)