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  1. #1
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    Default my monk need advice please

    hello im kinda new to the mnk(p2p) and to ddo

    im tryin to figure out how to build a mnk and to make him one that can take the damage and deal it aswell im lvl 6 right now and think im failed here are my stats

    name:upinsmoke(halfling)
    str:16
    dex:18
    con:13
    int:14
    wis:11
    cha:8

    im a ninja spy and have chosin the path of darkness and i want to know what kind of stance and what i should use my ap in and other things to help my mnk be really good please post and tell me what u think and what i need to improve and how also i did not customize this mnk i followed a path and this is what i got, ill check in on this alot.

    thank you
    Last edited by southpole420; 03-13-2010 at 05:36 AM.

  2. #2

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    I can't believe Turbine gave the ninja spy path so much Int. Its unneeded unless they want you to splash with rouge

    For Stance. Wind. It increases your Attack speed which is what makes monks so great.

    For AP's you will want to get your Grandmaster Storm and Earth stances (Since Earth's attack is untyped damage it will effect everything), I would think at least adept in the fire and water depending on how tight your AP's are.
    -You will want to get your Halfling Dex, Cunning and Guile (+atk / +dmg when flanking).
    -Dark Special Attacks Static Charge, Porous Soul, All-Consuming Flame, Winter's Touch, so you can get your Touch of Death.
    -Make sure to take the Toughness Feat at some point so you can take Racial Toughness I & II.
    -Monk Improved Recovery I & II doesn't hurt either, it makes healing spells more effective on you saving the healers a little mana. If you have the AP great, but I'm sure some would argue its not needed. III however is a waist of AP
    -Monk Wisdom, based on your stats you will likely need all 3 to get an even ending stat.
    And make sure to save 2 AP for your Capstone at 20

    If you need Filler AP Monk Concentration is probably your best bet, followed by probably Jump. You shouldn't need more then 1 or 2 points in these.

    Along the way you will want to eat a +1 Con Tome to get your con to an even number to get the bonus HP as well. You could do the same with a +1 Wis Tome, and then only worry about Monk Wis I & II and save 6 AP to use elsewhere


    *Just noticed, You need a 18 Con for Grandmaster of Mountains, 16 Con for Master of Stone, and 14 for Adept of Rock... Since the earth attack will be your staple of damage later in the game, you'll either need a +1 con tome for Adept, or a +3 for Master.

    Personally, since your only level 6 you may want to think about re rolling your character and dropping your Int down to a more respectable 8 and beefing up your Con. End game is all about HP since unless you can get I think 50? AC everything will always hit you. So you can never have to much HP, and anything under 300 HP is a death sentence.
    Last edited by chubbs99; 03-13-2010 at 01:32 AM.
    Quote Originally Posted by Visty View Post
    if you want a challange, grab 5 strangers, park them at the quest entrance and then solo the quest
    if you want even more challange, let those 5 help you

  3. #3
    Community Member Taimasan's Avatar
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    Is there enough AP to get the Dark Path Line, Grandmaster Wind and Earth, and Full Cunning and Guile?? If there is, might be something to sway me to halfling my next TR.

  4. #4
    Community Member Impatiens's Avatar
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    Quote Originally Posted by Taimasan View Post
    Is there enough AP to get the Dark Path Line, Grandmaster Wind and Earth, and Full Cunning and Guile?? If there is, might be something to sway me to halfling my next TR.
    Yes.

    I've been playing around with the character generator for ages trying to figure out exactly how to build my TR halfling monk. These were my main concerns. You do sacrifice any higher tiers of an animal path and monk improved recovery, perhaps some other things as well like monk Wisdom III (6 AP is a lot to spend for one stat point), but it's definitely possible to get touch of death, full cunning/guile, and GM Wind and Earth
    Last edited by Impatiens; 03-13-2010 at 04:03 AM.

  5. #5
    Community Member NXPlasmid's Avatar
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    Quote Originally Posted by southpole420 View Post
    hello im kinda new to the mnk(p2p) and to ddo

    im tryin to figure out how to build a mnk and to make him one that can take the damage and deal it aswell im lvl 6 right now and think im failed here are my stats

    name:upinsmoke(halfling)
    str:16
    dex:18
    con:13
    int:14
    wis:11
    cha:8

    im a ninja spy and have chosin the path of darkness and i want to know what kind of stance and what i should use my ap in and other things to help my mnk be really good please post and tell me what u think and what i need to improve and how, ill check in on this alot.

    thank you
    I like clever monkey, you get bonus to saves versus traps and elemental resists.

  6. #6

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    Quote Originally Posted by Impatiens View Post
    Quote Originally Posted by Taimasan View Post
    Is there enough AP to get the Dark Path Line, Grandmaster Wind and Earth, and Full Cunning and Guile?? If there is, might be something to sway me to halfling my next TR.
    Yes.
    I wasn't sure if Full Cunning/Guile was able, but at least 2-3 in each to be sure, which is still very nice. The hardest thing I've found now is getting the ball rolling in the AP department. Now that the first 4 stances are free, thats 4 AP you have to spend elsewhere and there isn't alot to choose from in the beginning.
    Quote Originally Posted by Visty View Post
    if you want a challange, grab 5 strangers, park them at the quest entrance and then solo the quest
    if you want even more challange, let those 5 help you

  7. #7
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    thank you for the advice and if i re roll my mnk what path should i choose and what animal do u think i should use and were do i go to so i can re roll?

  8. #8

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    Go custom. Always custom. Some of those pre-made paths really make you wonder if the developers making them play the same game as us, or if they play at all

    As far as I know, Humans or Halflings are the best class for monks, Halflings are able to produce more dps due to their AP "sneak attack" so your fine with that.

    For Stats (assuming 28pt)
    Str: 12
    Dex: 18
    Con: 14
    Int: 8
    Wis: 14
    Cha: 8

    Monks are alot better of a class if you have 32pt, but mine was 28pt and was fine leveling, however the difference between my 28pt and my now GRed 32pt is amazing. People like saying there isn't a huge difference between the two, but I think monks feel it alot more then any other class.

    If you do have 32 pt available, I'd add 2 to Str making it 14

    For Skills, Max Concentration Obviously, but then you can either max out 2 of Jump, Spot, Balance, or max out 1 and split your renaming points between the other 2.

    For Feats, in no particular order, you'll want to look at;
    Toughness*, Two Weapon Fighting*, Improved TWF, Greater TWF, Weapon Finesse*, Dodge, Power Attack, Stunning Fist*, Improved Crit: Bludgeoning, either a second toughness or diehard, maybe cleave whatever works for you, the last feat at 18 was kind of a toss up for me personally
    *can be taken as Monk Bonus Feats

    For AP, see my first reply. As for animal path I would agree that Clever Monkey was great as the 8 Resist it provides helps alot against pesky archers using +elemental damage on arrows. Usually that elemental damage can be resisted. However, Once you get to Vale/Amerath that 8 resist becomes about as useful as rice paper in a rain storm and you'll be better off with Patient Tortoise IMO.

    I'm also assuming you don't have access to many tomes, which is okay, I didn't either when I first made my monk However you will want to keep an eye out for cheap +2 Str, Con, and Wis and a +2 Dex would never hurt. You could always buy them from the DDO store, but this should be quiet playable without them, however by the time you get to doing the Vale, you may find things more difficult without them.

    Hope this helps you out. Monks are easy classes to gimp up, but I find them lots of fun to play. You won't be able to get Grandmaster as a halfling, but if you find a tome you can at least get Master, but your "sneak attack" damage should make up for that I would think.

    *Edit: To Reroll you need to delete the character. So what you should do is create another toon, whatever it doesn't mater, and get him over to the harbor so he can access the mail. Then on your monk send all your money to said other toon, and put any of your good items into your shared bank. Stuff that is easily obtainable (ie Korthos Gear, Starter weapons) don't need to be saved, Stuff like Black Widow bracers out of Water works if you don't have vet status should be saved. Then just log out, and click delete at the character selection screen and input the toons name to verify deletion. You can then create a new character with the same name if you so like. If you want to use a different name, you don't need to delete the toon and can leave everything on it and just ship it to your new guy.
    Last edited by chubbs99; 03-13-2010 at 06:02 AM.
    Quote Originally Posted by Visty View Post
    if you want a challange, grab 5 strangers, park them at the quest entrance and then solo the quest
    if you want even more challange, let those 5 help you

  9. #9
    Community Member Impatiens's Avatar
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    Quote Originally Posted by chubbs99 View Post
    I wasn't sure if Full Cunning/Guile was able, but at least 2-3 in each to be sure, which is still very nice. The hardest thing I've found now is getting the ball rolling in the AP department. Now that the first 4 stances are free, thats 4 AP you have to spend elsewhere and there isn't alot to choose from in the beginning.
    Yeah you have to take something like monk jump or balance to really get started, unfortunately. Not that those are bad per se, but they aren't that useful either. Even with having to spend some APs on fairly useless enhancements full cunning and guile is still possible with two GM stances and Touch of Death (or Rise of the Phoenix for that matter, though if I went light I think I'd be spending my APs elsewhere).

  10. #10
    Community Member Impatiens's Avatar
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    Quote Originally Posted by chubbs99 View Post
    For Stats (assuming 28pt)
    Str: 12
    Dex: 18
    Con: 14
    Int: 8
    Wis: 14
    Cha: 8
    I'd go with 16 Dex and 16 Con, with the assumption that you'll be able to find/buy a +2 Dex tome by 18 for GM Wind since with that current distribution you'd need to put either level up points in Con or get a +4 tome to get GM mountain. You also will need to put one level up point in strength or get a +1 tome to get PA.

  11. #11

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    Quote Originally Posted by Impatiens View Post
    I'd go with 16 Dex and 16 Con, with the assumption that you'll be able to find/buy a +2 Dex tome by 18 for GM Wind since with that current distribution you'd need to put either level up points in Con or get a +4 tome to get GM mountain. You also will need to put one level up point in strength or get a +1 tome to get PA.
    yeah, its not the best. 32 pt really helps out a monk in alot of ways. And having access to tomes almost seems like a must just to be able to get everything where it needs to be.
    Quote Originally Posted by Visty View Post
    if you want a challange, grab 5 strangers, park them at the quest entrance and then solo the quest
    if you want even more challange, let those 5 help you

  12. #12
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    okay well i rerolled my monk and here are his stats i went with what stats i should use

    lvl4
    str:13
    dex:18
    con:15
    int:8
    wis:15
    cha:8

    thats when im not in any stance and i havnt used any ap yet but i am about to

  13. 03-13-2010, 04:45 PM


  14. #13
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    Quote Originally Posted by southpole420 View Post
    lvl4
    str:13
    dex:18
    con:15
    int:8
    wis:15
    cha:8
    much better now than what you had before.

  15. #14
    Community Member Arel's Avatar
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    Quote Originally Posted by southpole420 View Post
    okay well i rerolled my monk and here are his stats i went with what stats i should use

    lvl4
    str:13
    dex:18
    con:15
    int:8
    wis:15
    cha:8

    thats when im not in any stance and i havnt used any ap yet but i am about to
    I would suggest pumping at least 2-3 of your level-up boosts into STR, and look into getting a STR tome quickly. Even if you're going for finesse (which you obviously are) you want a decent strength, or your damage per hit is going to be really low, which makes doing damage and killing things a heck of a lot tougher. Otherwise, this is a solid distribution.

  16. #15
    Community Member Timjc86's Avatar
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    Quote Originally Posted by Arel View Post
    I would suggest pumping at least 2-3 of your level-up boosts into STR, and look into getting a STR tome quickly. Even if you're going for finesse (which you obviously are) you want a decent strength, or your damage per hit is going to be really low, which makes doing damage and killing things a heck of a lot tougher. Otherwise, this is a solid distribution.
    I would put all level ups into one to-hit stat (either str or dex - obviously dex with your build). I split level ups on my monk and his to-hit in epic content is less than desirable. But aside from level up points, I would pump strength as much as possible for the reasons Arel mentioned.

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