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  1. #61
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Jasam01 View Post
    Probablem with pure builds is other then the Rokin Robin build, you won't find meny named ones for Monks.

    My advice... hmm...

    There seem to be 3 basic ways to build a pure monk atm. (All of whichtake 16 con, with +2 tome making the 18 for granmaster earth)

    STR Based, 16(+5), 16, 16, 8, 8, 8,(Highest DPS, Sun Stance for KI, often lowest WIS so lower monk special DCs)
    DEX Based, 14, 16(+5), 16, 8, 14, 8(Weapon finese(-1 toughness), Highest AC, Wind Stance + crane deale with KI/Damage)
    WIS* Based, 14, 16, 16, 8, 14(+5), 8(Highest AC, Highest Monk Specials, possibility of to-hit issues)

    Note:*I don't know if the WIS based routes are able to hit everything with no trouble, but I've seen plenty of builds that imply it is possable.

    I suspect the nigh untouchable monks you've seen are one of the latter two, but even STR based monks can get very good AC.

    Skill Wise

    Take
    Max Concentration - Better ki storage.
    High Balance - Stand up quicker when fallen.

    Then consider
    Hide/Move silently - work well with ninja spy/halfling, the latter works well with the invisability, the former aganst true-seeing.
    Jump - Jump caps at 40, so if you have a jump clicky you will likly not need any.
    Tumble - Always take one point to unlock the roll for faster shallow water movement e.t.c. Can max for flips if points to spare.

    Path Wise

    Light - Healing fists are nice at lower levels, and can keep a party topped off, but don't scale as you level, late game has some buffs of varing debateable usefullness. Useless PrE(Being rewritten in Update 7 aparently).
    Dark - Massive DPS with Touch of Death(9th level), 500 damage that can hit twice (two weapon fighting) or even 3 times (wind stance), very nice PrE (NInja Spy II gives a total of 3d6 sneak attack damamge, some stealth skill bonuses, 25% stacking displacement/invisability ability, a water walking ability and ki regen and faster move speeds when sneaking).
    '3rd Path' - Anouther commen trick is to take Light to begin with, then switch at 6/9/12 to Dark using your free feat swap, giving you useful healing in the low levels, then gaining large DPS when Touch of Death/Ninja Spy is available.

    You could be seeing either kind of monk. Stunning + ToD's quick kills + 25% stacking displacement + high AC = nigh untouchable, yet Light's constant healing + High AC means nigh untouchable and no need for pots.

    Feat Wise

    Take
    TWF - 20% more chance of second attack, also works on ki strikes/ToD e.t.c.
    ITWF - 20% more chance of second attack, also works on ki strikes/ToD e.t.c.
    GTWF - 20% more chance of second attack, also works on ki strikes/ToD e.t.c.
    IC:B - Double crit region will mean a lot more damage, and faster ki regen.
    Stunning Fist* - Stun mobs for auto crits/unable to move, fast ki regen with fire stance/crane.

    Situational
    Monk Past Life - If you have it, take it.
    Dodge - +1 AC, needed for Ninja Spy.
    Power Attack - If you can hit with it, use it.
    Toughness - Fill the remaining slots with this.

    Don't take
    Combat Expertese - INT Requirement interfears with already point staved requirements(18 base STR/DEX/CON/WIS for Grandmasters, 17 Base DEX for GTWF). Use the points in DEX/WIS instead for higher AC, DC's, Hit e.t.c. If you need the AC use defensive fighting.

    *Note
    I say to take fist and not blow, as it is a 6 second cool down, and is 10+half level + wis, so unless your STR mod is 10 higher then you WIS mod(unlikly), it will have a better DC(And shorter cooldown of 6 vs 15 seconds))


    Race Wise

    Top 3

    Halfling - Halfling Guile/Cunning Enhancements and inherent skill/stat bonuses synergy VERY well with a monk. I recommend them highest in general.
    Human - +1 skill point is always useful, +1 toughness is nice too. Easyer to get some stat distrabution on, and the racial enhancements are generaly useful. If your a light path monk, Human healing amp allows you to get 1-2 instead of 1-2 on healing fists.
    Warforged - I've seen a number of builds that use warforged. Warforged tatics work with stunning fist, racial immunities are nice, and is often seen in high AC/Hate tank builds. Also has WF Power attack which can negate some of the loss from low STR typical of the builds.

    Stances/strikes

    Almost all take Earth and a DPS/Ki Stance(Fire/Wind) up to IV. The idea is to use the DPS/Ki stance, while using earths ki strikes. Don't take more then 2 Grandmaster Stances, as it wastes AP.

    Take
    Earth - Take up to IV for the best ki strikes (non-elemental flat damage thats multiplyed on crits) and Fists of Iorn (+1 crit level attack)
    AND
    Fire* - Ki regen on hits, more on crits for amazing ki regen
    OR
    Wind - Up to 10% double strike chanceand perma haste(attack speed only)

    The other stances are
    Ocean - High saves and bonus to WIS DCs.
    Void - No Stance, but you buy the strikes. Void IV has the ability to Erase(instakill) enermys that have epic deathward (immune to vorpal). Light Path Monks should consider this. It's too expensive to fit in most dark builds(Requires all Master Stances + 1 grandmaster). The Void Dark Void finisher can charm mobs however, so some get the lower levels for it.

    *Note: At low levels for non-firestance users it's often a good idea to use the lower level fire stances for ki generation, and respeec the points out when you reach the higher tier stances (And get access to other sources of ki generation.)


    Animal Path

    I recomend Crane or Monkey. The nigh untouchable guys are probably using monkey which nullifys all the low end plinks and DoTs.

    Crane - If your not using Fire Stance, this is a good option for the Ki generation, as even with the 10% double strike of wind, it's hard to keep up with stuns+ToD. (Also Oreimi's necklace will help too)
    Monkey - Energy Resitance is very nice aganst DoTs and archers, especaly when leveling up.
    Tourtoise - +5HP a stage, +1 concentration a stage. I personaly recomend Monkey over this, the HP is too expensive for the AP cost IMO
    Hound - +to hit flanked oppenednts. Only useful if your normal to hit + flanking bonuses couldn't hit anyway. very rarely useful
    Badger - +ki regen when <30% hp, slower meditation. Near useless.

    Special Attack Enhancements.

    Dark Monk Attacks - Take all 4, they are needed for ToD. ToD is 500 untyped damage that works with GTWF/Wind Stance for up to 1500 damage.

    Light Monk healers - Waste of AP, all can be done with pots e.t.c. Raise of the Pheonix is not worth the ap spent on the other requirmeents and ais a very poor raise dead anyway. Find a clicky. Use the extra Ap to invest in the Void strikes instead.

    Other - Take Fists of Iorn and use it as part of your usual earth-earth-earth in you usual attack rotation. The others are not worth the AP cost, or are nigh usless unfortunatly.


    Other Enhancements

    Racial

    Halfling - Take Guile and cuning as much as you can afford
    Human - Healing Amp, versitility and adapatability enhancements
    Warforged - Power attack, brute, tatics

    Monk

    Capstone - is awsome (+1 ki regen, + 10 concentration)
    Improved recovery - Always nice if you have the points. Stacks multiplicitly with Human amp (110% monk + 120% human = 132%)
    Monk Wis - +Wisdom is good
    Monk Jump/Tumble II - Ninja Spy Reqs.

    Racial Toughness is a good one to spend aP on if you need the progression e.t.c.


    How to use your Monk.

    The general trick to monk is a combination of ToD(if you have it), Stunning Fist, Critical Ki generation and ki strikes. As a dark monk for example, you would use:

    ToD
    Stunning Fist
    Earth IV
    Earth III
    Fists of Iorn

    And repeat if not dead. The tricks here is firstly, you can stun a mob every 6 seconds. Stunned mobs take auto-crits. The earth series of strikes do amazing damage on crits. You also gain more ki on crits from Fire Stance/Crane. This allows you to do very high damage, regain ki quickly, and then use said ki to fuel more ToD/Stunning Fist/Ki Strikes. Combine this with High AC, and potentialy stacking displacement from ninja spy and you have your high DPS, High AC soloing monks that do amazing things.

    And this post is so long it's more a mini-guide to pure monk builds ^^'
    Not going to /snip it because it's so good it bears repeating. +1 rep to you sir.
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  2. #62
    Community Member SINIBYTE's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    Not going to /snip it because it's so good it bears repeating. +1 rep to you sir.
    Agreed. (I ran out of +1's to give yesterday)

    Using that as a rough guideline, and discussing different possibilities in this thread (and the several others in the monk forum), I came up with the build below. I think it's pretty much exactly what I'm looking for. I GR'd my gimp-ass monk last night, bought some new paralyzers, flagged for TOR start to finish, and picked up a level. It is definately a very fun build (although I do miss FoL, but the first time I ToD'd a rare in GH and it fell over I forgot all about it). I think I chose, in my opinion, the best Enhancements that focus mainly on maximizing DPS, while keeping an "appropriate" amount of survivability.

    DEX-Based Halfling Dark Pure Monk with Earth/Wind & Ninja Spy.

    The Sin Monk

    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: 302
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 19
    Will: 16
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity            16                 21                   23
    Constitution         16                 18                   18
    Intelligence          8                 10                   10
    Wisdom               14                 14                   16
    Charisma              8                  8                    8
    
    Tomes Used
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               7                 29                   29
    Bluff                -1                 -1                    2
    Concentration         7                 27                   37
    Diplomacy            -1                 -1                   -1
    Disable Device       n/a                n/a                   n/a
    Haggle               -1                 -1                    2
    Heal                  2                  3                    3
    Hide                  3                  6                   10
    Intimidate           -1                 -1                   -1
    Jump                  5                 16                   20
    Listen                2                  3                    5
    Move Silently         3                 27                   29
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    0
    Spot                  2                  3                    3
    Swim                  2                  2                    2
    Tumble                4                  7                    9
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+3)
    Skill: Tumble (+1)
    Feat: (Selected) Stunning Fist
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Monk Jump I
    Enhancement: Monk Tumble I
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Weapon Finesse
    Enhancement: Halfling Cunning I
    Enhancement: Way of the Clever Monkey I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Power Attack
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Guile I
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Static Charge
    Enhancement: Monk Jump II
    Enhancement: Monk Tumble II
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Way of the Clever Monkey II
    Enhancement: Porous Soul
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    Enhancement: Monk Ninja Spy I
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Enhancement: Halfling Cunning II
    Enhancement: Adept of Wind
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Touch of Death
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Enhancement: Halfling Dexterity II
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Enhancement: Halfling Cunning III
    Enhancement: Halfling Guile II
    
    
    Level 12 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Monk Ninja Spy II
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Enhancement: Master of Stone
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Halfling Guile III
    Enhancement: Way of the Clever Monkey III
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Enhancement: Monk Wisdom II
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Feat: (Selected) Toughness
    Enhancement: Grandmaster of Storms
    Enhancement: Grandmaster of Mountains
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Enhancement: Fists of Iron
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+2)
    Enhancement: Monk Serenity
    Enhancement: Adept of Rain
    Last edited by SINIBYTE; 07-22-2010 at 10:38 AM.
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  3. #63
    Community Member Slugnutty's Avatar
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    Oct 2009
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    SINIBYTE - Great work - Great thread!
    A guildy has a lvl 16 Light path Monk - and some friends online are also Monks and keep extolling how cool they are to play. I've capped a Fav Soul and an AA Ranger and was looking for something new to bring up.

    Found the Rockin' Robin thread for a Halfling light Monk and played it to lvl 9 thinking how great it was going to be to have raise dead.... only to realize - I solo a lot! What good is raise dead if it's only me......

    Found your thread and converted several days ago - WOW what a difference - even at level 9 - I posted some damage screen shots on our guild web site and last night our lvl 16 followed your build in his conversion to the dark side also..... He said he couldn't wipe the grin off his face form all the whoop ass he's bringing now too.....

    I find it odd the Turbine makes an AA wait to level 18 to get slaying arrows but at level 9 we get ToD - not complaining just strange that the level disparity is so great for a 500 hit point attack.

    Anyway +1 to you Sir for bringing a few more of us to the Dark side..... Thanks.

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