Results 1 to 7 of 7
  1. #1
    Community Member
    Join Date
    Apr 2010
    Posts
    192

    Default 32 point monk build advice

    Before I go and roll up a new monk, I was wondering if people here could see if theres anything obviously wrong/could be done better with this (rather standard pure dark) build.

    Of note is that I would probably use crane instead of monkey as put here.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Halfling Male
    (20 Monk) 
    Hit Points: 314
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 17
    Will: 14
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 23                   23
    Dexterity            16                 18                   18
    Constitution         16                 18                   18
    Intelligence          8                 10                   10
    Wisdom                8                 10                   12
    Charisma              8                 10                   10
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +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                    27
    Bluff                -1                     3
    Concentration         7                    37
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     4
    Heal                 -1                     1
    Hide                  7                    31
    Intimidate           -1                     0
    Jump                  3                    10
    Listen               -1                     3
    Move Silently         3                    19
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                 -1                     1
    Swim                  3                     6
    Tumble                n/a                   n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Monk)
    Feat: (Selected) Dodge
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Guile I
    Enhancement: Static Charge
    Enhancement: Way of the Clever Monkey I
    Enhancement: Racial Toughness I
    Enhancement: Monk Jump I
    Enhancement: Monk Jump II
    Enhancement: Monk Tumble I
    Enhancement: Monk Tumble II
    Enhancement: Monk Wisdom I
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Stunning Blow
    Enhancement: Monk Ninja Spy I
    Enhancement: Porous Soul
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    
    
    Level 7 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 8 (Monk)
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Touch of Death
    
    
    Level 10 (Monk)
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Halfling Cunning II
    Enhancement: Halfling Guile II
    Enhancement: Way of the Clever Monkey II
    Enhancement: Way of the Clever Monkey III
    Enhancement: Monk Ninja Spy II
    Enhancement: Fists of Iron
    Enhancement: Master of Stone
    
    
    Level 13 (Monk)
    Enhancement: Master of Bonfires
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Halfling Cunning III
    Enhancement: Halfling Guile III
    Enhancement: Way of the Clever Monkey IV
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Toughness
    Enhancement: Monk Improved Recovery I
    Enhancement: Grandmaster of the Sun
    Enhancement: Monk Wisdom II
    
    
    Level 19 (Monk)
    Enhancement: Grandmaster of Mountains
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Monk Improved Recovery II

  2. #2
    Community Member DaggomaticDwarf's Avatar
    Join Date
    Mar 2006
    Posts
    614

    Default Low AC potential

    As a halfling you should take advantage of their ac bonus. I see low dex and very low wis, Monks need wis for their Monk finishing moves and ac. Your DC will be low. I will admit I have almost no knowledge of the "Dark sided" Monk path as my Monk is a Light based lvl 16 TR'd atm
    If A Dwarf falls in the forest does he make a sound? YES! Ah Gawd Dang Sons of a *BEEP*
    Guild leader of the "Order of the Never Empty Mug"-Khyber Server-Varda, Daggummet, Xotika, Angelheart, Annaleeza, Keirza, Gearszin, Iluvatar, Sindeamon, and Pippsqueek

  3. #3
    Community Member
    Join Date
    Oct 2009
    Posts
    123

    Default DC problem

    It seems that you are going for a stunning build. It's not that easy to do that effectively with both stunning blow and stunning fist. Stunning fist DC is based on Wis and Stunning Blow DC is based on Str. I'd go with stunning fist and drop stunning blow and swap out your strength for wis. As a dark sider your dps will be coming from crits due to stuns, ToD's and elemental strikes enhanced by your cursing blows.

  4. #4
    Community Member Hydro's Avatar
    Join Date
    Mar 2006
    Posts
    600

    Default

    Very nice build probably what I would consider the most effective endgame DPS monk build. I do see you went good instead of neutral, I also did the same thing on my monk but generally for end game neutral does better since you can use the Litany with no penalty and you take less damage from mobs with evil weapons. For me it was a little bit RP and also the hope that someday we might have nice named epic wraps that require good alignment.

    I would drop stunning fist and pick up another toughness instead, or you could swap feats around and get weapon focus blunt if you are planning on running epics and want the extra to hit if you have aggro. I would drop the wisdom enhancements, your will save will be fine and since your DC's will already be low the extra two wisdom won't male much of a difference. Also I would recommend only getting 2 of the animal path enhancements and going with either hound for the extra to hit or tortoise for the extra hp. The extra ki generation from crane is very little and it only works off a crit. In fire stance ki generation should be fine for trash and if you need a little more ki for bosses you can just pop on Oremi's neck. The negative to fort saves is just not worth it, especially for epic beholders.

    Also stunning blow should be all you need for most quests and especially epics. The cooldown might be longer but as long as you have a caster throwing mass hold you should rarely need to stun anyways.

    Lastely STR is this monks most important stat, it is you source of to hit and damage. There is absolutely no reason you should not start with a 16 str and put all level ups into it for this build. Unless you are going for an utility/solo monk build wisdom is only usefull for stunning fist DC's and Ac, stunning blow has better synergy with fire stance and Ac is next to useless endgame anyways.
    Last edited by Hydro; 07-08-2010 at 05:01 PM.

  5. #5
    Community Member Dark-Gulrak's Avatar
    Join Date
    Oct 2009
    Posts
    31

    Default

    What about a Dwarf Monk 32 points with 18 str 16 dex 16 con?

    Dark Path, aiming for DPS, my only issue is he looks funny as monk fighting unarmed XD

    And in such a build I take stunning blow to go with the max str I want to maintain along with stun wraps, do u think will they still work on high level elites and epics?

    I want to make a high HP high DPS pure monk. I would have gone with WF but overcoming the healing penalty can be annoying. This build will have good saves of course and better spell saves as a dwarf.

    Any opinions? XD


    Orien - where the coolest kids play

  6. #6
    Community Member Hydro's Avatar
    Join Date
    Mar 2006
    Posts
    600

    Default

    Dwarf is a decent choice but WF and especially Halfling are much better choices.

    Halflings are your best bet usually unless you want a build that can tank raid bosses. The halfling cunning enhancement is a nice increase in damage and its an extra +5 to hit that stacks with sneak attack items.

    I personally went with WF because I like being the raid tank, but I will usually recommend halflings since they require less gear to be able to use power attack in epics.

    A 35 DC Stunning blow is decent for elite quests and should land 80%+ anywhere except Amrath. In Amrath you are looking at probably a 50% chance of Stunning Blow landing. In epics a 35 DC is going to land 80% of the time easily.

    Edit: Just saw that you said high HP monk, for that dwarf or wf are your best choices. The WF healing penalty isn't much of an issue at end game since healing amp items are available and the benefits of immunities and being able to be repaired definitely out weighs the negative. For either race I would plan on getting racial con 2, racial toughness 4, and tortoise path 2-3, also since the dwarf does not have to spend points on healing amp enhancements or WF power attack you have more points for Dwarven favorite which can increase your stunning fist Dc by up to 3. My Wf currently uses 1 of the tactics enhancements.
    Last edited by Hydro; 07-08-2010 at 06:01 PM.

  7. #7
    Community Member
    Join Date
    Apr 2010
    Posts
    192

    Default

    Thanks for all the responces. I intend for this to be the first character I play through to 20, so I'd like to spot what I could obviously do better from the offset.

    On dropping one of the stunners for anouther toughness... Correct me if I'm wrong, but with the monk half level being applyed to stunning fist(10 +10(half level) + 0 = 20), It's DC should still be better then Blow (10 + 6 = 16), give or take a couple points from items, and have a much better cooldown.

    On the Wisdom enhancement, this first one was purely for meeting progression. I've swapped some round for 10% less healing amp, 1 less animal path, and got the level 4 Guile/Cunning. I could swap out the other point of wis for the 4th animal path, but as it is I just can't seem to find anything better to replace them with.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload