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  1. #1
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    Default The Iron Monk - Reincarnate 34pt Monk

    I would first off like to acknowledge that this thread name has been previously used. At the time of my posting I did not know of that build. The original thread for "The Iron Monk" was done by a member named "Illuminati" and is in the ranger forums, hence my oversight . But now on to the build!

    IronBudha
    Race: WF
    Class: Monk
    Alignment: Lawful Good

    Let me start out by saying I do not recommend this as a first-time monk build; however, the only thing that is absolutely required is a +1 dex tome for itwf and gtwf.

    Since my monk turned lvl 20 I have been toying with several build concepts and ways to correct some of the mistakes i made the first time around. This build has transformed from a con-based monk into a str-based monk that tries to maximize hps without sacrificing dps. With the help of several community members this build has become fairly min-maxed, if you like ac and a high wis score turn away now you've been warned!

    The idea behind this build is to optimize dps as much as possible while maintaining a respectable hp total. With this build your wisdom score and ac aren't going to be anything to write home about, but by maximizing strength you can forget about some of those worries because dead enemies don't fight back.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (20 Monk) 
    Hit Points: 386
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 20
    Reflex: 16
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             18                    25
    Dexterity            16                    18
    Constitution         17                    21
    Intelligence          8                     8
    Wisdom                6                     8
    Charisma              6                     6
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Wisdom used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    29
    Bluff                -2                    -2
    Concentration         7                    40
    Diplomacy            -2                     2
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                 -2                    -1
    Hide                  3                     4
    Intimidate           -2                    -2
    Jump                  7                    29
    Listen               -2                    -1
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                 -2                    -1
    Swim                  4                     7
    Tumble                4                     5
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+3)
    Skill: Tumble (+1)
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 4 (Monk)
    Ability Raise: STR
    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) Toughness
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    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: STR
    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: STR
    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) Toughness
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Monk Serenity
    Enhancement: Static Charge
    Enhancement: Way of the Elegant Crane I
    Enhancement: Way of the Elegant Crane II
    Enhancement: Way of the Elegant Crane III
    Enhancement: Way of the Elegant Crane IV
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Grandmaster of Mountains
    Enhancement: Master of Stone
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Monk Balance I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Hardiness I
    Enhancement: Warforged Hardiness II
    Enhancement: Warforged Hardiness III
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Power Attack III
    Enhancement: Warforged Combat Training I
    Final Stats:

    32 (+2 tome, +6 item, either +3 tome or exc str +1)
    24 (+2 tome, +6 item)
    28 (+2 tome, +6 item, either +3 tome or exc str +1)
    8
    14 (+2 tome, +6 item)
    8


    Hit Points:

    160 - lvl 20 Monk
    180 - Con score (28 con)
    20 - Heroic Durability
    10 - Draconic Vitality
    40 - Superior False Life
    20 - Toughness (from items such as Minos or unsupressed Quorforged)
    66 - Toughness Feats (x3)
    45 - HP crafted Greensteel item
    40 - Toughness Enhancements

    581 hit points (561 in wind stance)

    Situational Max

    581
    40 - Mountain Stance
    20 - Rage Pot
    20 - Yugo pot

    661 hit points


    DPS:

    (assumptions: +4 holy icy burst of pure good handwraps / tod rings with holy and shocking burst / bloodstone / strike of the enduring IV / sneak attack i.e. not main target of mob)

    Hit: 2d12 + 1 (past life monk) + 15 (40 str = base + rage pot + titan grips psi clickie) + 8 (sneak damage from Tharne's goggles) + 4 (handwraps) + 8 (power attack with full enh line) + 2d6 (holy) + 2d6 (holy burst from tod ring) + 1d6 (shock burst from tod ring) + 1d6 (icy burst) + 1d6 (pure good) + 16 (ultimate earth strike) = 59-118 damage

    Crit (x2): (4d12 + 56 (past life monk+str dam+handwraps+pa) + 12 (bloodstone)) + 8 (tharne's) + 2d6 (holy) + 2d6 (holy from tod ring) + 3d6 (holy burst) + 1d6 (shock from tod ring) + 1d10 (shock burst) + 1d6 (icy) + 1d10 (icy burst) + 1d6 (pure good) + 16 (strike of the enduring IV) + 2d10 (acid from strike of the enduring IV) = 110-240 damage

    *Up to x4 multiplier with earth finishing move.


    Saves:

    12/12/12 - Base
    9/7/2 - Stats
    5/5/5 - Resistance
    4/4/4 - GH
    2/2/2 - Luck
    1/1/1 - Alchemical
    -1/0/0 - Crane Path (after WF Hardiness III)

    32/31/26


    Gear:
    Helm - Immunity crafted Triple Neg helm (immunity to blindness, fear, and deathblock) [rest of immunities are redundant with WF monk]
    Necklace - Shintao Cord (+6 con, +15 concentration, Shintao Monk set)
    Trinket - Bloodstone (Seeker +6)
    Goggles - Tharne's Goggles (True Seeing, Sneak Attack Bonus +5, Tharne's Set)
    Cloak - HP crafted Min II cloak (+45 stackable hps, Heavy Fort, Prot +5)
    Armor - Upgraded Quorforged Docent (+7 ac, +6 con, SFL, Toughness) [situationally use DOD or tanking DT armor with Levik's]
    Ring #1 - Kyosho's Ring (+6 wis, exc str +1, Shintao Monk set, Holy Burst)
    Ring #2 - Gnawed Ring (exc con +1, Occult Slayer set, Shocking Burst)
    Gloves - Upgraded Titan Grips (+6 str, +6 additional str clickie, additional hp regen)
    Bracers - Tharne's Bracers (+6 dex, Tharne's set) [situationally use Levik's bracers]
    Belt - Vorne's Belt (Occult Slayer set)
    Boots - Boots of the Innocent (+5 resist/ striding)


    Notes:

    Since it is a reincarnate build I don't feel I need to explain playstyle, but for DPS mode you would be in Wind Stance (alternating storm and earth strikes) and for certain tanking situations you would be in Mountain stance. The majority of your time would be spent in wind stance but maxing mountain stance is worth it if for no other reason than maxing earth strike (which is by far the best of the strikes, IMHO).

    The feat selection was catered to maximize dps and to-hit while maintaining a respectable hp total.

    The enhancements were chosen to compliment a dark path dps monk. By choosing crane path it should allow for the ki generation needed to rotate strikes in during TOD cooldowns. And WF Hardiness III was included to shore up the loss to fort save.

    The gear was selected to cover all the essentials: +6 to primary stats, +1 exc to str and con, immunities, true seeing, additional hps, extra damage, heavy fort, prot and resist +5, monk ring burst effects, and still have room for as many set bonus' as possible. If you have any suggestions as far as gear feel free to let me know.

    This is a fluid creation. This build started out as a concept for something kind of different from what I had traditionally known as a monk. I just want to create a build that performs well and I find fun and different, because if I do hopefully others will as well.

    I welcome all advice and comments on the build. And thank the posters who have already helped me out immensely with the build!

    Also feel free drop me a line anytime in game even if its just to say hi, I play on Khyber and spend most of my time on either Ironbudha (lvl 20 monk) or Thegodofwar (15sorc/2pal/2 rog). Thanks for reading!
    Last edited by Skriker; 04-04-2010 at 04:51 AM.

  2. #2
    Community Member Hydro's Avatar
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    I would go with 18 STR, 10 Wisdom isnt doing much for you and you are hurting your primary source of to hit and to damage by starting with a 16 STR.

    Monks are a DPS class and should be built to do maximum dps, so every point of str matters. Also I would definitly reccomend Dark Path at level 9 or 10, nothing like 1 shotting red names and mobs every 15-30 seconds.

  3. #3
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    have to agree with hydro.

    if you do less damage, the longer time needed to kill the mob, the more damage you take, the more work for healers/repairmen.

    btw why LG?

    ps. madstone + finnishers = failure

  4. #4
    Founder & Super Hero Arkat's Avatar
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    Two words...

    Power Attack
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  5. #5
    Community Member Creeper's Avatar
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    Is this serious?

    How will you hit things?

    Why light path on a WF?

    Why all the hps?

  6. #6
    Community Member twoton's Avatar
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    I think this might be more of what your looking for as to HP but also good dps for a monk.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (20 Monk) 
    Hit Points: 408
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 16
    Will: 14
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             17                 24                   24
    Dexterity            16                 18                   18
    Constitution         16                 18                   20
    Intelligence          8                  8                    8
    Wisdom               11                 13                   14
    Charisma              6                  6                    6
    
    Tomes Used
    +2 Tome of Strength used at level 8
    +2 Tome of Dexterity used at level 8
    +2 Tome of Constitution used at level 8
    +2 Tome of Wisdom used at level 8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               7                 27                   27
    Bluff                -2                 -2                   -2
    Concentration         7                 28                   41
    Diplomacy            -2                 -2                   -2
    Disable Device       n/a               n/a                   n/a
    Haggle               -2                 -2                    2
    Heal                  0                  2                    2
    Hide                  3                  4                    4
    Intimidate           -2                 -2                   -2
    Jump                  7                 30                   30
    Listen                0                  2                    2
    Move Silently         3                  4                    4
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                   -1
    Spot                  0                  2                    2
    Swim                  3                  7                    7
    Tumble                n/a               n/a                   n/a
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Feat: (Past Life) Past Life: Monk
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 4 (Monk)
    Ability Raise: STR
    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: (Selected) Power Attack
    Feat: (Monk Bonus) Toughness
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    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: STR
    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: STR
    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) Toughness
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Monk Serenity
    Enhancement: Static Charge
    Enhancement: Way of the Clever Monkey I
    Enhancement: Way of the Clever Monkey II
    Enhancement: Way of the Clever Monkey III
    Enhancement: Way of the Clever Monkey IV
    Enhancement: Touch of Death
    Enhancement: Fists of Iron
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Monk Concentration I
    Enhancement: Monk Wisdom I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Power Attack III

  7. #7
    Community Member Hydro's Avatar
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    Still have to push for 18 STR starting, I dont care if its one damage I am missing its still one damage. Not to mention the fact that it is +1 to hit which is really hard to loose. I went 17 con with plans to use +1 exceptional con, but if I pull a +3 dex tome I will LR and start with an 18 con and a 15 dex, or if I pull a +3 con tome... well everything would work out niceley then.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Metaru 
    Level 20 Lawful Good Warforged Male
    (20 Monk) 
    Hit Points: 406
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 16
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             18                    25
    Dexterity            16                    18
    Constitution         17                    21
    Intelligence          8                    10
    Wisdom                6                     8
    Charisma              6                     6
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    27
    Bluff                -2                    -2
    Concentration         7                    45
    Diplomacy            -2                    -2
    Disable Device       n/a                    n/a
    Haggle               -2                    -2
    Heal                 -2                    -1
    Hide                  3                     4
    Intimidate           -2                    -2
    Jump                  4                    21
    Listen               -2                    -1
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                 -2                    -1
    Swim                  4                     7
    Tumble                7                    27
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Tumble (+4)
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Toughness
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Toughness
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Enhancement: Monk Serenity
    Enhancement: Static Charge
    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: Touch of Death
    Enhancement: Fists of Iron
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Grandmaster of Mountains
    Enhancement: Master of Stone
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Monk Concentration I
    Enhancement: Monk Jump I
    Enhancement: Warforged Brute Fighting I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Power Attack III

  8. #8
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    The name already exists - and it is actually a decent build unlike this one.

    Your problems start here, but your premise is fundamentally flawed to being with
    Quote Originally Posted by Skriker View Post
    110 - Toughness Feats (x5)

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    Wow thanks for all the replies!


    Hydro: Thanks for posting. Ya I definitely agree with you about bumping starting strength. One of my concerns with the build was the offensive capacity, and every bit helps. Dark path is a lot of fun and definitely what I would use to level up but with light monks in demand for TOD runs it's an even battle in my mind at higher levels.


    sir_odin: Thanks for posting man. Basically went LG so I could use pure good handwraps, just recently bought +4 holy of pg with icy on them and I'm thoroughly enjoying them. But LN would mitigate some extra pesky damage later on hmmm. And thanks for pointing out my oversight with the madstone I was just hyped up about figuring theoretical maxes I'll remove it from the calculations when i revise the build.


    Arkat: Checked out your build Arkat 2.0 the other day and it's well done, thanks for posting. I wasn't including power attack because of the already low to-hit the build would have compared to str or dex builds. But if I started with a higher starting str and used lvl ups in str instead of con I would definitely include power attack.


    Creeper: Thanks for posting. Yes I was worried about hitting things as well I think the suggestions of increasing str are starting to outweigh the extra hp for me. I chose light path because no matter how small i do like the self heals and I like the finishers better such as aligning the heavens and grasp the stone dragon, but the increase to DPS from dark path is appealing. As far as hps goes the more the better for me at least, I have never found myself wishing I had less but plenty of times wishing i had more.


    twoton: Thanks for taking the time to post a build! I like the direction you're going here, with the higher str I agree that power attack should have a place here and I'd follow the same lvling path as before for feats but just swap out a toughness at lvl 6. And if I were to go dark path I'd use close to what you have for enhancements, as much as I would like to have highest lvl of earth strike I doubt I'd have the ki to rotate it and fist of death. Overall very nice suggestions, man theres alot there for me to consider. Again thanks alot for posting.


    Hydro post #2: Also thanks for taking the time to post a build! Haha yeah i hear ya on the +1 exc con bonus thats actually what i was banking on for the original posting but just used a +3 con tome to even out the numbers on the planner. But no matter either way im coming up on 20 runs for DQ and shroud maybe i'll get lucky and loot a +3 tome . Nice build though, I like the stats. Get a couple of exc bonuses or +3s and I'd be set. I agree with you about almost everything except WF:bludg at lvl 6. While +1 to-hit is always nice do you think it's necessary when taking the str route. Just wondering your thoughts behind this. Anyway I like it alot I'll prob follow those stats and hunt for +3's. Again thanks alot for posting.


    Greydeath: I can't seem to find the other build named "The Iron Monk" if you could link it that would help me alot. I searched the monk forums and the character build forums but couldn't find anything. I named the build after my monk "Ironbudha" if I did copy someone else's build name it was unintentional and I am very sorry I would gladly add an acknowledgement to the original author of the name and/or change this name. I will agree with you that 5x toughness feats is probably overkill. Due to the suggestions here I'll probably go str based monk and just try to min-max my stat points as much as possible. I'd be interested to see what your thoughts are on how best to balance dps and survivability, if you could post a build for me to look thru I'd greatly appreciate it.


    And lastly a question to hydro and twoton and to the rest of the dark monks out there . It's been awhile since I was dark path it seemed before I was just pooling ki for TOD. Is it feasible to rotate in storm strikes and earth strikes between TOD cooldowns and maintain ki?

    And again thanks for the posts, each point presented makes the build better.
    Last edited by Skriker; 04-03-2010 at 09:18 PM.

  10. #10
    Community Member Creeper's Avatar
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    Quote Originally Posted by Skriker View Post
    As far as hps goes the more the better for me at least, I have never found myself wishing I had less but plenty of times wishing i had more.
    If you are a thoughtful person you will wish you had a lot less hps, on this build for example, when you hit things 15% less of the time (missing on 2s, 3s, and 4s.) because you put your level up points into con, and missing that extra +8 damage from power attack and that +3 damage from strength when you ARE hitting things on 2s, 3s, and 4s. +11 damage is a big deal.


    Quote Originally Posted by Skriker View Post
    It's been awhile since I was dark path it seemed before I was just pooling ki for fod. Is it feasible to rotate in storm strikes and earth strikes between fod cooldowns and maintain ki?
    Dark path has only been out for a few months BUT you reasonably can hit storm strikes and earth strikes between TOUCH of death (TOD which I assume is what you meant by fod) even while in wind stance without oremi's necklace.

  11. #11
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    Quote Originally Posted by Skriker View Post
    Greydeath: I can't seem to find the other build named "The Iron Monk" if you could link it that would help me alot. I searched the monk forums and the character build forums but couldn't find anything. I named the build after my monk "Ironbudha" if I did copy someone else's build name it was unintentional and I am very sorry I would gladly add an acknowledgement to the original author of the name and/or change this name. I will agree with you that 5x toughness feats is probably overkill. Due to the suggestions here I'll probably go str based monk and just try to min-max my stat points as much as possible. I'd be interested to see what your thoughts are on how best to balance dps and survivability, if you could post a build for me to look thru I'd greatly appreciate it.
    The Iron Monk was a build done by Illuminati a long time ago when monks first came out. It is essentially an AC Ranger build with paladin and monk splashes.

    http://forums.ddo.com/showthread.php...ight=iron+monk
    Last edited by Fetchi; 04-03-2010 at 11:50 AM.

  12. #12
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    Quote Originally Posted by Skriker View Post

    And lastly a question to hydro and twoton and to the rest of the dark monks out there . It's been awhile since I was dark path it seemed before I was just pooling ki for fod. Is it feasible to rotate in storm strikes and earth strikes between fod cooldowns and maintain ki?

    And again thanks for the posts, each point presented makes the build better.
    First off thanks for bringing this ideal to the forums. I am getting close to TRing my monk for the second time and was stuck on the ideal of trying to hit around mid 50's ac. After reading your post and thinking about it and building a build to post I was thinking whats the point of ac at end game? ummm nothing LOL.

    To answer your question I find when beating on raid bosses and the like ( I havent started doing epic quests yet) you build up plenty of ki in windstance to rotate tier 4 windstrike and one other ki strike of your choosing before your TOD timer resets. Sometimes you may have to find yourself running a little behind on ki if your roll to many 1's in a row while waiting on TOD timer I usually just dont use the other two ki strikes or I just use one of them.

  13. #13
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    Quote Originally Posted by twoton View Post
    To answer your question I find when beating on raid bosses and the like ( I havent started doing epic quests yet) you build up plenty of ki in windstance to rotate tier 4 windstrike and one other ki strike of your choosing before your TOD timer resets. Sometimes you may have to find yourself running a little behind on ki if your roll to many 1's in a row while waiting on TOD timer I usually just dont use the other two ki strikes or I just use one of them.
    You'll have more Ki than you know what to do with on Epic because just about every time you hit a mob it will be a crit because of weighted, stunning blow, dex damage, etc.

  14. #14
    Community Member Hydro's Avatar
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    Quote Originally Posted by Skriker View Post
    Wow thanks for all the replies!


    Hydro: Thanks for posting. Ya I definitely agree with you about bumping starting strength. One of my concerns with the build was the offensive capacity, and every bit helps. Dark path is a lot of fun and definitely what I would use to level up but with light monks in demand for TOD runs it's an even battle in my mind at higher levels.

    Hydro post #2: Also thanks for taking the time to post a build! Haha yeah i hear ya on the +1 exc con bonus thats actually what i was banking on for the original posting but just used a +3 con tome to even out the numbers on the planner. But no matter either way im coming up on 20 runs for DQ and shroud maybe i'll get lucky and loot a +3 tome . Nice build though, I like the stats. Get a couple of exc bonuses or +3s and I'd be set. I agree with you about almost everything except WF:bludg at lvl 6. While +1 to-hit is always nice do you think it's necessary when taking the str route. Just wondering your thoughts behind this. Anyway I like it alot I'll prob follow those stats and hunt for +3's. Again thanks alot for posting.

    And lastly a question to hydro and twoton and to the rest of the dark monks out there . It's been awhile since I was dark path it seemed before I was just pooling ki for fod. Is it feasible to rotate in storm strikes and earth strikes between fod cooldowns and maintain ki?

    And again thanks for the posts, each point presented makes the build better.
    I will be honest with a light path monk really is not neccesary for TOD, we have tried to use one on some of our Elite TOD + Sulu kill attempts but the monks usually never keep earth dragon up 100% of the time and personally I would of preffered the extra dps a STR based monk with Touch of Death would of brought. If its a normal run looking for a light monk... well thats probably not a run I want to be in anyways. With Mantle of The Worldshaper and Scarabs healers really shouldnt need to worry about being stunned, not to mention the Horoth tank should have enough HP to survive taking a few hits without a heal.

    I really just cant reccomend light path to any DPS monk. Touch of death is just way to usefull, being able to hit crit immune mobs for 500 damage is just amazing not to mention how usefull I find it for main tanking raid bosses. Touch of Death makes it very easy to quickly establish and hold aggro while tanking, almost as fast as a good barbarian can. Normally while tanking lets say VOD I wait until Sulu lands I hit him with a Touch of Death run over to the corner to get in position hit him with a second Touch of Death then call for people to come in. I have only once lost aggro while using this strategy once but it was from a STR based rogue that had 4 lightning strikes in a row go off from his kopeshes. Since then I have actually created a "threat" DT docent and I havent lost aggro since.

    Weapon Focus Bludgeoning is somewhat needed for Elite quests and definitly needed for Epic quests. Monks just dont have the massive to hit a Barbarian or Fighter has and it frustrates me alott when I miss. Generally in epics I turn off Power Attack but for Epic Velah I can leave it on and as long as I am using my Shintao set I usually will hit on a 2 or 3. If monks ever get a PRE that gives us a few more points to hit I will probably drop it for another toughness feat but for now I feel its pretty much a required feat.

    Ki generation is much better at 20 but it is always a fun game, as long as I am using my Oremi's neck I usually have enough ki to use earth strike 3 and 4 along with Touch of Death. Unfortunatly I prefer the set bonus given by my Shintao set and I dont have the Oremi ring. Normally I put on the Oremi neck when I need to generat ki then swap to my Shintao cord when I am sitting around 150 ki. I tried Crane path for a while and I liked it but I couldnt stand the loss in Fort saves. Crane path plus weighted wraps is basically endless ki though so this lifetime I am actually thinking of taking crane path to tier 3 and using the Warforged Hardiness 2 enhancement to help balance the loss in fort saves. I will be honest its really only Epic beholders that I had a problem with last life and I really am just spoiled by my barbarians 45+ Fort save and there really is nothing like being able to mash 8 different strikes and Touch of Death on stunned mobs in epics.
    Last edited by Hydro; 04-03-2010 at 02:25 PM.

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    Quote Originally Posted by Skriker View Post
    Wow thanks for all the replies!
    ...

    sir_odin: Thanks for posting man. Basically went LG so I could use pure good handwraps, just recently bought +4 holy of pg with icy on them and I'm thoroughly enjoying them. But LN would mitigate some extra pesky damage later on hmmm. And thanks for pointing out my oversight with the madstone I was just hyped up about figuring theoretical maxes I'll remove it from the calculations when i revise the build.
    ...
    The funny thing about monk and handwraps are that allignment restriction don't apply, so use chaotic or pure good on a LN monk, makes no differen't.

    There is how ever 1 exception, the named HW from delera... better off with some normal pure good/holy ML 4 for delera (black bone skellies) than forcing the build LG.

    However if you gonna use melee weapons, these rules apply (except greensteel, mindsunder and maybe some other)

    The reason I hate good characters are all the archers wich have evil arrows (esp wiz king) and unholy blight, might be some other nasty effects that i don't know. and if you aiming for litany, N is the way.

    LotD+Mentau+Wretched Twilight vs Bloodstone+Tharne's Goggles?!? if i only had the luxury to choose =)

    well my monk is LG atm... did TR late one night and forgot to check allignment box, no worries ill get it right next life
    Last edited by sir_odin; 04-03-2010 at 06:39 PM.

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    Default bit off topic

    im guessing the reason you build around con is survability.

    my tip is to use a DoD when you know the mob is stationary (most raid bosses) ticks of DR20 helps out a lot. (abundant step negates the cripple effect).

    2nd get a couple of titanic docents, when you see your health dropping like a stone click it for DR30, even tho it doesnt last long it might shave off enough dmg to let the repairmen/healers catch up. Even a DT or GS with stone skin proc would help.

    AoE spells shouldnt matter too much, 500++ hp and improved evasion your way safer than most classes.

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    Ok changing the build around now guys feel free to tell me what you think. And thanks for all the advice!

    Creeper:
    Quote Originally Posted by Creeper View Post
    If you are a thoughtful person you will wish you had a lot less hps, on this build for example, when you hit things 15% less of the time (missing on 2s, 3s, and 4s.) because you put your level up points into con, and missing that extra +8 damage from power attack and that +3 damage from strength when you ARE hitting things on 2s, 3s, and 4s. +11 damage is a big deal.

    Dark path has only been out for a few months BUT you reasonably can hit storm strikes and earth strikes between TOUCH of death (TOD which I assume is what you meant by fod) even while in wind stance without oremi's necklace.
    I agree with you about the extra to hit and damage i'm switching the post over to str based as we speak. Ahh yeah thats it I got so used to saying fist of light i forgot it was touch of death thanks for pointing that out I'll edit my previous post.


    Fetchi:
    Quote Originally Posted by Fetchi View Post
    The Iron Monk was a build done by Illuminati a long time ago when monks first came out. It is essentially an AC Ranger build with paladin and monk splashes.

    http://forums.ddo.com/showthread.php...ight=iron+monk
    Thank you Fetchi I'll put a short statement at the beginning acknowledging the name change and Illuminati and I'll edit the thread name ASAP.


    twoton:
    Quote Originally Posted by twoton View Post
    First off thanks for bringing this ideal to the forums. I am getting close to TRing my monk for the second time and was stuck on the ideal of trying to hit around mid 50's ac. After reading your post and thinking about it and building a build to post I was thinking whats the point of ac at end game? ummm nothing LOL.

    To answer your question I find when beating on raid bosses and the like ( I havent started doing epic quests yet) you build up plenty of ki in windstance to rotate tier 4 windstrike and one other ki strike of your choosing before your TOD timer resets. Sometimes you may have to find yourself running a little behind on ki if your roll to many 1's in a row while waiting on TOD timer I usually just dont use the other two ki strikes or I just use one of them.
    Thank you sir I'm glad you like the concept! Good to know, in the updated build I'm going to use way of the patient tortoise for hps but if i find i'm not maintaining ki as well as i would like I'll switch over to crane.


    Hydro:
    Quote Originally Posted by Hydro View Post
    I will be honest with a light path monk really is not neccesary for TOD, we have tried to use one on some of our Elite TOD + Sulu kill attempts but the monks usually never keep earth dragon up 100% of the time and personally I would of preffered the extra dps a STR based monk with Touch of Death would of brought. If its a normal run looking for a light monk... well thats probably not a run I want to be in anyways. With Mantle of The Worldshaper and Scarabs healers really shouldnt need to worry about being stunned, not to mention the Horoth tank should have enough HP to survive taking a few hits without a heal.

    I really just cant reccomend light path to any DPS monk. Touch of death is just way to usefull, being able to hit crit immune mobs for 500 damage is just amazing not to mention how usefull I find it for main tanking raid bosses. Touch of Death makes it very easy to quickly establish and hold aggro while tanking, almost as fast as a good barbarian can. Normally while tanking lets say VOD I wait until Sulu lands I hit him with a Touch of Death run over to the corner to get in position hit him with a second Touch of Death then call for people to come in. I have only once lost aggro while using this strategy once but it was from a STR based rogue that had 4 lightning strikes in a row go off from his kopeshes. Since then I have actually created a "threat" DT docent and I havent lost aggro since.
    You make some compelling arguments, it's hard to argue with the extra dps the dark path offers. Alright i'm switching the build over to dark.

    Quote Originally Posted by Hydro View Post
    Weapon Focus Bludgeoning is somewhat needed for Elite quests and definitly needed for Epic quests. Monks just dont have the massive to hit a Barbarian or Fighter has and it frustrates me alott when I miss. Generally in epics I turn off Power Attack but for Epic Velah I can leave it on and as long as I am using my Shintao set I usually will hit on a 2 or 3. If monks ever get a PRE that gives us a few more points to hit I will probably drop it for another toughness feat but for now I feel its pretty much a required feat.
    Good point, if I find when I reincarnate and get to lvl 20 again that I am hitting mobs reliably in epic content I may switch it out for toughness.

    Quote Originally Posted by Hydro View Post
    I tried Crane path for a while and I liked it but I couldnt stand the loss in Fort saves. Crane path plus weighted wraps is basically endless ki though so this lifetime I am actually thinking of taking crane path to tier 3 and using the Warforged Hardiness 2 enhancement to help balance the loss in fort saves.
    My thoughts exactly, I'll probably go tortoise as of right now but if I switch over to crane for the added ki I'll be using WF hardiness to shore up the loss to fort saves.


    sir_odin:
    Quote Originally Posted by sir_odin View Post
    The funny thing about monk and handwraps are that allignment restriction don't apply, so use chaotic or pure good on a LN monk, makes no differen't.

    There is how ever 1 exception, the named HW from delera... better off with some normal pure good/holy ML 4 for delera (black bone skellies) than forcing the build LG.

    However if you gonna use melee weapons, these rules apply (except greensteel, mindsunder and maybe some other)

    The reason I hate good characters are all the archers wich have evil arrows (esp wiz king) and unholy blight, might be some other nasty effects that i don't know. and if you aiming for litany, N is the way.

    LotD+Mentau+Wretched Twilight vs Bloodstone+Tharne's Goggles?!? if i only had the luxury to choose =)

    well my monk is LG atm... did TR late one night and forgot to check allignment box, no worries ill get it right next life
    Hmm that i did not know I've only ever rolled LG for a monk I'll have to start a lvl 4 LN monk and throw him some PG hwraps just to test it. And there's only one set of named handwraps that i know of so I think you're talking about the "Devout Handwraps" from necro 2 they are +2 metalline of pg. As much as not taking that extra evil damage would be nice, I will probably stick to LG for simplicity sake and roleplaying reasons also I hate Abbot with a passion and don't feel like farming for a litany .

    Quote Originally Posted by sir_odin View Post
    im guessing the reason you build around con is survability.

    my tip is to use a DoD when you know the mob is stationary (most raid bosses) ticks of DR20 helps out a lot. (abundant step negates the cripple effect).

    2nd get a couple of titanic docents, when you see your health dropping like a stone click it for DR30, even tho it doesnt last long it might shave off enough dmg to let the repairmen/healers catch up. Even a DT or GS with stone skin proc would help.

    AoE spells shouldnt matter too much, 500++ hp and improved evasion your way safer than most classes.
    Ya i alternate between the docent of defiance and the upgraded Quorforged still need to get a titanic docent tho. I don't have too many issues with survivability now it's just when things go bad I just figured having an extra couple hundred hps might help me save a group or build up enough ki to rez a healer.


    Wow well im updating the build, the build now its kind of changed into a hybrid between all of your suggestions with some of my own personal touches.
    Last edited by Skriker; 04-03-2010 at 09:17 PM.

  18. #18
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    Shadow Crypt (9) - {The Necropolis, Part 2}(Delera's Series)
    Devout Handwraps - (Weapon) +2 Handwraps, Metalline, Pure Good [ML:8, BTC] (Chest Room) NO REQUIRED TRAIT!
    These ones is a 'must' have, unless you have some meta gr8 evil outsider bane and a holy ToD ring.





    Return to Delera's Tomb (Delera's Series)

    Devotion - (Weapon) +1 Handwraps, Flametouched Iron Threaded, Holy, Improved Devotion I [BTA, Good only, UMD:20 ]
    these one are nice, but as a TR you prob have some Holy or Pure good HW ML:4-6

  19. #19
    Community Member Hydro's Avatar
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    Looks good man, I cant say for sure but last life Crane 4 seemed a bit overkill, might just want to stick with Crane 3 and pick up Healers Friend 2.

    With Monk Recovery 2, Healers friend 2, and Leviks bracers (or DT rune) you will be sitting at 100% healing which I personally really like.

  20. #20
    Community Member Marr0w1's Avatar
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    hey there Ironbudha,
    I've run with you a few times on my monk (Arcaea)
    I think every monk should LR to min/max like this once they hit epic content, because AC and DC on abilities isnt worth it on epic mobs

    I did a similar thing, except remained light based (because 500 damage strike isnt that much when your earth-finisher hits for 250 on stunned mobs anyway) and I'm almost always madstoned. You should add madstone to your hp calc's, I can self-buff to 700, and with reaver buffs almost 800.

    even with base stats of 8WIS and 16DEX, they're up to 20/26 by endgame so you dont hurt your saves too much anyway.

    so anyway, all the best with this build

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