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  1. #1
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    Default Re Worked 2/6/12 WF Hardwood

    After a couple of failed builds I think I've finally come up with my staff wielding skill monster. I wanted to wield a staff just for the sake of doing it. I have a 20 monk TWF line with handwraps and whatnot. I really wanted to be able to handle traps fairly well and wield a toothpick like a mad man. This build should give me decent DPS, with sound stunning blows, decent AC, and Decent HP. I can't be knocked, and my staff is going to be hasted up the wahzoo. Enhancements are somewhat difficult to plan out on my builder so I might get there at different levels but end result will pretty close. Basically I want Kensei 1 and Kensei mastery bludgeoning, and then Theif Acrobat II.

    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Redo 
    Level 20 Lawful Neutral Warforged Male
    (6 Fighter \ 2 Monk \ 12 Rogue) 
    Hit Points: 330
    Spell Points: 0 
    BAB: 16\16\21\26\26
    Fortitude: 16
    Reflex: 16
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    23
    Dexterity            14                    17
    Constitution         16                    18
    Intelligence         12                    12
    Wisdom               12                    13
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    25
    Bluff                -2                    -1
    Concentration         3                    15
    Diplomacy            -2                    -2
    Disable Device        5                    24
    Haggle               -2                    -1
    Heal                  1                     1
    Hide                  6                     7
    Intimidate           -2                    -2
    Jump                  7                    14
    Listen                1                     1
    Move Silently         6                     7
    Open Lock             6                    26
    Perform              n/a                   n/a
    Repair                1                     1
    Search                5                    24
    Spot                  5                    24
    Swim                  3                     6
    Tumble                6                    32
    Use Magic Device     n/a                   n/a
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Two Handed Fighting
    Enhancement: Fighter Attack Boost I
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Dodge
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Way of the Clever Monkey I
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Balance I
    Enhancement: Monk Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Great Weapon Aptitude I
    
    
    Level 5 (Rogue)
    
    
    Level 6 (Fighter)
    Feat: (Fighter Bonus) Cleave
    Feat: (Selected) Stunning Blow
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Racial Toughness I
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness II
    
    
    Level 9 (Rogue)
    Feat: (Selected) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 10 (Fighter)
    Enhancement: Racial Toughness III
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Great Weapon Aptitude II
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    Enhancement: Fighter Kensei I
    
    
    Level 12 (Rogue)
    Feat: (Selected) Great Cleave
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Skill Boost II
    
    
    Level 13 (Rogue)
    
    
    Level 14 (Rogue)
    Enhancement: Kensei Quarterstaff Mastery I
    Enhancement: Rogue Subtle Backstabbing I
    Enhancement: Racial Toughness IV
    Enhancement: Rogue Balance II
    
    
    Level 15 (Rogue)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: Rogue Tumble I
    Enhancement: Rogue Tumble II
    
    
    Level 16 (Rogue)
    Enhancement: Rogue Thief-Acrobat I
    
    
    Level 17 (Rogue)
    Enhancement: Rogue Dexterity II
    
    
    Level 18 (Rogue)
    Feat: (Rogue Bonus) Improved Evasion
    Feat: (Selected) Power Critical
    Enhancement: Fighter Strength II
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Rogue)
    Enhancement: Rogue Thief-Acrobat II
    Enhancement: Rogue Dexterity III
    Once again comments and input are appreciated. If you just want to tell me I'm an idiot that's fine too.

  2. #2
    Community Member Asketes's Avatar
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    13 rogue gets you an extra d6 SA but more importantly a second special ability


    2 monk pretty much just gets you some healing amp.

    here is my WF 13 rogue 6 fighter 1 monk staff user to compare (lots of fun)

    http://my.ddo.com/character/khyber/fawltypicks/

    Still needs his greensteel and a few other items, but is loads of fun, crits very nicely and w/ his +3 vicious icy burst staff weighted 5% is a great addition to any epic party (stunning blow DC- 39)
    (Perma) - Khyber - Official Helpers Guild Noob
    Quote Originally Posted by Eladrin View Post
    Grease is an extremely valuable party buff.

  3. #3
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    Hey thanks a bunch. You actually hit on my main question on whether I should go 1 or 2 lvls into monk. Much appreciated.

  4. #4
    Community Member ArichValtrahn's Avatar
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    Im surprised you decided to forgo UMD. Seems like a staple on rogue builds - even splashes. Why no UMD?

  5. #5
    Community Member Anderei's Avatar
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    Quote Originally Posted by ArichValtrahn View Post
    Im surprised you decided to forgo UMD. Seems like a staple on rogue builds - even splashes. Why no UMD?
    Yup, UMD is IMHO a 100times more useful than tumble.

  6. #6
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    Hey guys, about to hit veteran status so going to be playing with alt builds a bit more. Created a q-staffer going for stunning blow DCs as well. So would the advantages of Kensei I outweigh an extra 6 levels in monk (self healing, ki strikes, saves ect)?

    I tossed around idea for 3 setups
    1. 13 rogue 7 monk (what i built) self healing, monk goodies
    2. 13 rogue 6 fighter 1 monk (as suggested)
    3. 13 rogue 6 barb 1 fighter

    So, any insight as to how the option 2 will stack up against 1 and 3?

    Also, why put points into balance at all if you are immune to knockdowns anyhow?
    Last edited by jeremyt; 02-11-2010 at 11:58 AM.

  7. #7
    Community Member Asketes's Avatar
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    the 7 monk is nice for some fluff, the fighter will give you a TON more dps and feats

    I ALMOST went 6 barb instead of 6 fighter. BUT 8 barb is really where you get a decent barb splash. the Kensei I with a Staff is a really awesome bonus in my opinion..

    I'm sure whatever you decide, you will have fun with it

    Quote Originally Posted by jeremyt View Post
    Hey guys, about to hit veteran status so going to be playing with alt builds a bit more. Created a q-staffer going for stunning blow DCs as well. So would the advantages of Kensei I outweigh an extra 6 levels in monk (self healing, ki strikes, saves ect)?

    I tossed around idea for 3 setups
    1. 13 rogue 7 monk (what i built) self healing, monk goodies
    2. 13 rogue 6 fighter 1 monk (as suggested)
    3. 13 rogue 6 barb 1 fighter

    So, any insight as to how the option 2 will stack up against 1 and 3?

    Also, why put points into balance at all if you are immune to knockdowns anyhow?
    (Perma) - Khyber - Official Helpers Guild Noob
    Quote Originally Posted by Eladrin View Post
    Grease is an extremely valuable party buff.

  8. #8
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    I left at UMD because my Char is at 6. Is it still worth taking even with that big penalty? Will I be able to use repair scrolls and wands endgame?

  9. #9
    Community Member Anderei's Avatar
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    Quote Originally Posted by Strategy View Post
    I left at UMD because my Char is at 6. Is it still worth taking even with that big penalty? Will I be able to use repair scrolls and wands endgame?
    yes + allows you to use pure good weapons.

  10. #10
    Community Member Asketes's Avatar
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    Quote Originally Posted by Strategy View Post
    I left at UMD because my Char is at 6. Is it still worth taking even with that big penalty? Will I be able to use repair scrolls and wands endgame?
    with a GH and the cartouche I have an 80% chance to use a reconstruct/heal scroll.

    I need my shroud item and i'll be happy dandy
    (Perma) - Khyber - Official Helpers Guild Noob
    Quote Originally Posted by Eladrin View Post
    Grease is an extremely valuable party buff.

  11. #11
    Community Member Jay203's Avatar
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    Quote Originally Posted by Asketes View Post
    with a GH and the cartouche I have an 80% chance to use a reconstruct/heal scroll.

    I need my shroud item and i'll be happy dandy
    perma-reliant-on-greensteel
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  12. #12
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    been relooking and was wondering if 12 rogue 6 monk 2 fighter would be better? Go with second lvl of windstance over Kensei?

  13. #13
    Community Member FuzzyDuck81's Avatar
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    Kensai 1 would grant better base damage, slightly higher crit chance, an extra +1 to save DCs of your special attacks & more HP

    6 levels of monk would grant a more permanant attack speed boost thanks to 2nd tier wind stance (dps therefore probably about the same i think), better saves, plus let you take fists of light for the buffs (don't underestimate their utility - being able to give allied spellcasters -25% mana cost is a very useful thing, the stun immunity one is great too, and will mean you're less vulnerable to rust monsters, the bane of all WF) & very handy heal-on-hit to boost your survivability better - it'll let you get the 2nd tier of clever monkey path too - 4 points of resistance to all elements is handy, it stacks with the rogue ones (individual elements) if you decide to spend an AP or 2 on them, which will make the more irritating spells like acid arrow, acid fog, burning blood, fire/ice shield etc. significantly less of a problem.

    My personal inclination would be the monk level, but i just love monks

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