Im working on trying to make a build for a trap disabling monk and was wondering if anyone cud give me any tips?
Im working on trying to make a build for a trap disabling monk and was wondering if anyone cud give me any tips?
the "standard" type is a 13 rogue 7 monk taking acrobat2 and using quarterstaff, since it can handle traps, has insane attack speed with the stick, can have UMD & self-heal.
I used to be with it, but then they changed what it was, now what's it is weird and scary to me.
Check this thread, I think this may be what you are looking for.
http://forums.ddo.com/showthread.php?t=158960
is there a thread for the 13 rogue/7 monk build?
With Update 5 adding the Ninja Spy monk PrE, I suspect we'll see a number of TWF rogue / monk builds using short swords.
I've played many Monk/Rogues. As a matter of fact, it's one of my favorite combos. But in my opinion, the more levels of Monk you have, the more reason there is to have stayed pure. That means that more levels of Rogue is the best way to go IMO.
A 13/7 split is a really powerful combo. With Update 5, that combo gets some love (in addition to the general nerfs). Ninja Spy for Monk adds 1d6 sneak attack, and Assassin changes it's mechanics for a few more sneak d6's. This leaves a 13/7 with the same sneak attack as a pure Rogue with no PrE. The problem with this is that almost every single AP you earn will be spoken for qualifying for both PrE's, boosting SA and AC, and taking a few essentials, so you'll have to give some things up.
This is the build I started in anticipation of U5.
Some people will say that his Int is too low for an Assassin. But I didn't take Assassin for the assassinate ability, I took it for the extra sneak attack damage.
Others will say that I took too much Spot, but you'll have stealth abilities, and Spot is essential for this. It does no good having great stealth skills when you're bumping into hidden mobs that you can't see.
Use handwraps until level 12 when you get IP and then use short swords to stay centered.Code:Ninja Assassin Character Plan by DDO Character Planner Version 3.32 DDO Character Planner Home Page Level 20 Lawful Neutral (or Good if you choose) Halfling Male (7 Monk / 13 Rogue) Hit Points: 283 base Spell Points: 0 BAB: 14/14/19/24 (16/16/21/26 when centered) Fortitude: 13 base Reflex: 23 base Will: 14 base Starting Feat/Enhancement Abilities Base Stats Modified Stats With +6 Gear (32 Point) (Level 1) (Level 20) (before crafting) Strength 14 16 22 Dexterity 16 28 34 Constitution 14 16 22 Intelligence 12 14 20 Wisdom 14 18 24 Charisma 8 10 16 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 +2 Tome of Charisma used at level 7 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 7 32 Bluff -1 6 Concentration 2 27 Diplomacy -1 0 Disable Device 5 25 Haggle -1 0 Heal 2 4 Hide 6 27 Intimidate -1 0 Jump 6 12 Listen 2 6 Move Silently 7 30 Open Lock 7 24 Perform n/a n/a Repair 1 2 Search 5 25 Spot 6 27 Swim 2 3 Tumble 4 12 Use Magic Device 3 23 Level 1 (Rogue) Skill: Balance (+4) Skill: Disable Device (+4) Skill: Hide (+3) Skill: Jump (+4) Skill: Move Silently (+4) Skill: Open Lock (+4) Skill: Search (+4) Skill: Spot (+4) Skill: Tumble (+1) Skill: Use Magic Device (+4) Feat: (Selected) Two Weapon Fighting Level 2 (Monk) Skill: Concentration (+5) Feat: (Monk Bonus) Toughness Level 3 (Monk) Skill: Balance (+2) Skill: Concentration (+1) Skill: Spot (+2) Feat: (Selected) Dodge Feat: (Monk Bonus) Weapon Finesse Level 4 (Monk) Ability Raise: DEX Skill: Balance (+1) Skill: Concentration (+1) Skill: Move Silently (+2) Skill: Spot (+1) Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness Level 5 (Rogue) Skill: Disable Device (+4) Skill: Hide (+1) Skill: Search (+4) Level 6 (Monk) Skill: Balance (+2) Skill: Concentration (+2) Skill: Spot (+1) Feat: (Selected) Two Weapon Defense (to be swapped for Shadow Blade if it ever gets introduced) Level 7 (Monk) Skill: Balance (+1) Skill: Concentration (+1) Skill: Hide (+1) Skill: Jump (+1) Skilll: Move Silently (+1) Level 8 (Rogue) Ability Raise: DEX Skill: Disable Device (+3) Skill: Move Silently (+1) Skill: Search (+3) Skill: Spot (+3) Level 9 (Monk) Skill: Balance (+2) Skill: Concentration (+2) Skill: Hide (+1) Skill: Move Silently (+1) Feat: (Selected) Improved Two Weapon Fighting Feat: (Monk Bonus) Power Attack Level 10 (Monk) Skill: Balance (+1) Skill: Concentration (+1) Skill: Hide (+2) Skill: Move Silently (+2) Level 11 (Rogue) Skill: Disable Device (+3) Skill: Open Lock (+1) Skill: Search (+3) Skill: Spot (+3) Level 12 (Rogue) Ability Raise: DEX Skill: Balance (+2) Skill: Concentration (+2) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Selected) Improved Critical: Piercing Weapons Level 13 (Rogue) Skill: Balance (+1) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+4) Level 14 (Rogue) Skill: Balance (+1) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+4) Level 15 (Rogue) Skill: Balance (+1) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+4) Feat: (Selected) Greater Two Weapon Fighting Level 16 (Rogue) Ability Raise: DEX Skill: Balance (+1) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+2) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+2) Level 17 (Rogue) Skill: Balance (+1) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+3) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Rogue Bonus) Cripling Strike Level 18 (Rogue) Skill: Balance (+1) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+3) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Selected) Toughness (or a different Feat to taste) Level 19 (Rogue) Skill: Balance (+1) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Hide (+1) Skill: Move Silently (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Level 20 (Rogue) Ability Raise: DEX Skill: Balance (+1) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Hide (+1) Skill: Move Silently (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Rogue Bonus) Improved Evasion Enhancement: Rogue Haste Boost II Enhancement: Rogue Skill Boost I Enhancement: Halflinng Dexterity II Enhancement: Halfling Cunning II Enhancement: Halfling Guile II Enhancement: Rogue Subtle Backstabbing I Enhancement: Way of the Clever Monkey I Enhancement: All-Consuming Flame Enhancement: Adept of Wind Enhancement: Monk Ninja Spy I Enhancement: Racial Toughness II Enhancement: Rogue Faster Sneaking II Enhancement: Rogue Assassin II Enhancement: Rogue Sneak Attack Accuracy III Enhancement: Rogue Sneak Attack Training III Enhancement: Rogue Hide II Enhancement: Monk Jump II Enhancement: Rogue Move Silently II Enhancement: Monk Tumble II Enhancement: Rogue Dexterity III Enhancement: Monk Wisdom II
Swap to wraps or kamas as needed for DR purposes and stay centered and in Wind Stance at all times. Switch to Water Stance when needing to run through traps, and Sun Stance (with a Rage pot/clicky) when pulling Str levers.
As I only took Rogue levels every third level and only raised skills on class levels, his trap skills will start to slip every couple of levels, and then get maxed again. You'll need the best possible gear available to make up for this deficiency if you plan on running elites at level.
If you don't have $ for the best possible gear, raise search and disable by 1 point at levels 4, 7 and 10 and give up some spot/jump/balance/hide/move silently (to your taste) to compensate.
Additionally, if you get your hands on a pair of Spectral Gloves:
Drop Rogue Dexterity III
Use those 6 AP to get Haste Boost III, Subtle Backstabbing II, and Item Defense I
Edit:
Obviously you don't have to use this build, but if you like it it will give you an idea of what to shoot for. I basically just copy/pasted it from another thread with a similar question.
Last edited by Calebro; 06-25-2010 at 12:53 PM.
Here is an acrobat 2 adept of wind non ninja speed build. I understand you wanted 7 monk for wholeness of body, and 13 rogue for that extra sneak attack but I figured upping the saves might be a good thing for the fastest weapon whipper in the game who is basically going to be bouncing around all over the place. I included improved feint and cleave just because I am having fun with it right now. Combat Expertise...use it, makes your rogue monk pulling aggro alot more fun when your AC is higher.
Code:Character Plan by DDO Character Planner Version 3.34 DDO Character Planner Home Page Level 20 Lawful Good Halfling Male (2 Paladin \ 6 Monk \ 12 Rogue) Hit Points: 274 Spell Points: 0 BAB: 15\15\20\25\25 Fortitude: 19 Reflex: 23 Will: 16 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 15 22 Dexterity 13 20 Constitution 12 14 Intelligence 13 15 Wisdom 10 14 Charisma 13 16 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 +2 Tome of Charisma used at level 7 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 5 20 Bluff 5 28 Concentration 1 15 Diplomacy 5 24 Disable Device 5 25 Haggle 1 3 Heal 0 2 Hide 1 7 Intimidate 1 3 Jump 6 21 Listen 0 4 Move Silently 1 7 Open Lock 4 20 Perform n/a n/a Repair 1 2 Search 5 23 Spot 4 23 Swim 2 6 Tumble 2 12 Use Magic Device 5 26 Level 1 (Rogue) Feat: (Selected) Two Handed Fighting Level 2 (Paladin) Level 3 (Monk) Feat: (Selected) Combat Expertise Feat: (Monk Bonus) Toughness Level 4 (Rogue) Level 5 (Paladin) Level 6 (Rogue) Feat: (Selected) Improved Feint Level 7 (Rogue) Level 8 (Rogue) Level 9 (Monk) Feat: (Selected) Cleave Feat: (Monk Bonus) Power Attack Level 10 (Rogue) Level 11 (Monk) Feat: (Monk Path) Path of Harmonious Balance: Fists of Light Level 12 (Rogue) Feat: (Selected) Improved Two Handed Fighting Level 13 (Monk) Level 14 (Rogue) Level 15 (Monk) Feat: (Selected) Greater Two Handed Fighting Level 16 (Monk) Feat: (Monk Bonus) Toughness Level 17 (Rogue) Level 18 (Rogue) Feat: (Selected) Improved Critical: Bludgeoning Weapons Feat: (Rogue Bonus) Improved Evasion Level 19 (Rogue) Level 20 (Rogue) Enhancement: Rogue Haste Boost I Enhancement: Rogue Haste Boost II Enhancement: Rogue Haste Boost III Enhancement: Rogue Haste Boost IV Enhancement: Halfling Dexterity I Enhancement: Halfling Dexterity II Enhancement: Halfling Cunning I Enhancement: Rogue Subtle Backstabbing I Enhancement: Rogue Subtle Backstabbing II Enhancement: Rogue Subtle Backstabbing III Enhancement: Adept of Wind Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Rogue Faster Sneaking I Enhancement: Rogue Thief-Acrobat I Enhancement: Rogue Thief-Acrobat II Enhancement: Rogue Sneak Attack Accuracy I Enhancement: Rogue Sneak Attack Training I Enhancement: Rogue Sneak Attack Training II Enhancement: Rogue Sneak Attack Training III Enhancement: Rogue Sneak Attack Training IV Enhancement: Monk Balance II Enhancement: Rogue Balance I Enhancement: Rogue Balance II Enhancement: Rogue Bluff I Enhancement: Rogue Bluff II Enhancement: Rogue Search I Enhancement: Rogue Spot I Enhancement: Rogue Tumble I Enhancement: Rogue Tumble II Enhancement: Paladin Charisma I Enhancement: Rogue Dexterity I Enhancement: Rogue Dexterity II Enhancement: Rogue Dexterity III Enhancement: Monk Wisdom I Enhancement: Monk Wisdom II Enhancement: Paladin Toughness I
Last edited by GhoulsTouch; 06-26-2010 at 03:55 AM.
I am not a fan of odd starting stats or a low starting Wis (such as found in Ghoul's build) but you do not have much choice as your points are spread thin. I would shift a point down in Str and transfer to Dex and a point from Cha and transfer to Wis. Also, since Rogue is Skill heavy, I would take 2 points from Str and put those into INT.
However, there is MUCH debate about Str versus Dex/Wis builds. If you are not using a lot of the special monk moves (like Stunning Fist and Quivering Palm), you do not need a high Wis but need more Str for dps.
Same is true of negative stat (such as in Calebro's build). Since it is Cha, all this means is paying more for Scrolls and such. Not a big thing if you use the AH but it can get a little interesting when you realize you are paying 60 GP for a 48 GP items over and over again.
Sometimes spreading out your points in odd numbers especially with multi classes is the only way to make the most of them as evened out modified stats from enhancements/level ups in the end.
Last edited by GhoulsTouch; 06-27-2010 at 09:34 PM.
This is where some people talk about bad mixes in the forums. After all, you definitely need the primary stat as high as you can get and then what to do about the secondary stat.
For a Monk, Dex is primary with either wis or str as secondary. Likewise, for a Rogue Dex is primary with Int and Wis as secondary. So, a Dex/wis Monk with a High Int in order to splash (or more) Rogue is a fairly easy build. Similarly, as Wis is a Pal skill, it is not much of a stretch to add Pal.
However, the question is what to do about Cha (as Divine Grace and Turn Undead are based upon this). Additionally, Str, Dex, Wis and Con are raised and lowered based upon which stance you are in. So, in order to avoid negative penalties (especially with Con and Str) all four have to be at least 12. Adding in High Int for Rogue skills and High Cha for even more mundane saves and a decent Turn Undead, you have a problem even with odd numbers.
Because of the above, IMHO, you would have to either TR a toon a couple of times (getting 36 points to work with) in order to eliminate most of the problems. The stats would looke something like this:
Human 36 point Multi-class
STR 14
DEX 14
CON 12
INT 14
WIS 14
CHA 14
You could take the INT down to 12 as a human gets 4 extra points at first level and up the DEX or Wis by 1. Same would be true of Str so that Dex or Wis would be 16. Since Rogues get 8 (+INT mod), you could put INT at 10 (taking DD, OL, Search, Spot, listen, Hide, Move Silent and 1/2 point into concentration or heal) but you may have a problem keeping non - class skills maxxed out without those extra points.
This gets me to option two, in addition to having or getting a +1 Supreme Tome (+1 to all stats), you need gear early that adds to stats and skills. So, you would need plenty of patience (for grinding) or lots of plat (for the Auction House). As such, you can min several stats full well knowing that you are very quickly going to send those stats through the roof. CHA, WIS, DEX, STR are the ones that this is done with. Still have to have Str and Dex at 12 for Power Attack and GTWF. Although, I have seen gear build with Wis and Cha at 8 and the poeple swear by them.