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  1. #41
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    Other then playing around with 2-3 AP for prefrence, thats about as perfect a build as I can think of for a DEX based Halfling. The stat distrabution is ideal.

    The only thing I'd do diffrently is consider less Jump (or INT tome, or jump clicky if I had one) to get more move silently for shadow fade.

    Oh, and eventualy I would respec to Crane for the Ki regen.

    I should now probably spend more time getting around to playing a monk then building them ^^'

  2. #42
    Community Member SINIBYTE's Avatar
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    Quote Originally Posted by Jasam01 View Post
    The only thing I'd do diffrently is consider less Jump (or INT tome, or jump clicky if I had one) to get more move silently for shadow fade.
    Thought all dark monks get shadow fade - did I miss something?
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  3. #43
    Community Member TPICKRELL's Avatar
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    Quote Originally Posted by SINIBYTE View Post
    Thought all dark monks get shadow fade - did I miss something?
    Shadow fade is considered more useful if you put points into move silently, so that the MOBs don't hear you moving about.

    I still wouldn't do it, but its a valid point.
    Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.

  4. #44
    Community Member SINIBYTE's Avatar
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    Quote Originally Posted by TPICKRELL View Post
    Shadow fade is considered more useful if you put points into move silently, so that the MOBs don't hear you moving about.

    I still wouldn't do it, but its a valid point.
    I'm a jumping fiend.. I jump constantly (yeh, I'm one of those). I can get invis pots or clickies all day long, so that doesn't concern me really, the incorporeal part is the goods tho. So I'd rather have points in concentration, balance and jump. Unless I'm really missing out on something there... Ki retention, less knockdowns, and the ability to spring all over the place...
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  5. #45
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    I was more suggesting forgoing some jump(or maybe balance, I still have yet to find out how thats calculated), or if you get a +2 Int tome at some point, that move silently may help with the Invis(as the mobs can still hear you, gives a stealth/escape option if you can work the points into it somehow.)

    It's one of those things thats nice if you can find a way to squese a few more points in somewhere.

  6. #46
    Community Member SINIBYTE's Avatar
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    Quote Originally Posted by Jasam01 View Post
    I was more suggesting forgoing some jump(or maybe balance, I still have yet to find out how thats calculated), or if you get a +2 Int tome at some point, that move silently may help with the Invis(as the mobs can still hear you, gives a stealth/escape option if you can work the points into it somehow.)

    It's one of those things thats nice if you can find a way to squese a few more points in somewhere.
    Even if I popped a +2 INT tome at 7, I'd probably use the extra point for haggle... but I do understand your point. My jump is unusually high (28 jump at 20), so maybe I could scale that back to 20 at 20, and pump move silently - but I think i'd still only wind up at about 16 or 18 or so, so I'm not sure how much help that would be.
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  7. #47
    Community Member TPICKRELL's Avatar
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    Quote Originally Posted by SINIBYTE View Post
    ... so maybe I could scale that back to 20 at 20, and pump move silently - but I think i'd still only wind up at about 16 or 18 or so, so I'm not sure how much help that would be.
    Jump with modifiers (like jump spell/jump items) is capped at 40, so I would never advocate going beyond a 20 jump.

    Also, I would never do a haggle monk, just make a human haggle bard when you get the verteran status. It works much better, assuming you have the shared bank account.
    Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.

  8. #48
    Community Member SINIBYTE's Avatar
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    Quote Originally Posted by TPICKRELL View Post
    Jump with modifiers (like jump spell/jump items) is capped at 40, so I would never advocate going beyond a 20 jump.

    Also, I would never do a haggle monk, just make a human haggle bard when you get the verteran status. It works much better, assuming you have the shared bank account.
    Whats the difference between 29 move silently and 30 move silently?
    Also, whats the difference between 29 balance and 30 balance?

    (Just wondering if there are break points that would be ideal).

    Reason being, with the 2AP I have leftover at 20, I could use to bump both up to an even 30 (theyre' maxed at 29).
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  9. #49
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    With a move silently item, I've heard half ranks can work (or even no ranks on at level content). Halflings + ninja spy also give some bonuses, so (though I'm only going on what i heard) it's actualy effective enough to shadow fade, run out of battle, find somewhere to heal up and head back in. Or even sneak through some entire quests.

    I wouldn't spend the AP on it. Perhaps drop racial toughness 2 and combine it with those 2 to get animal 4, or any other applicable combo.

    I honestly have never heard anything about balance other then 'more is better'. And I couldn't tell you the Move silently DCs.

    I can say they're not worth AP though. No skill is. (Other then perhaps UMD if it could be talen XD)

  10. #50
    Community Member SINIBYTE's Avatar
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    Quote Originally Posted by Jasam01 View Post
    With a move silently item, I've heard half ranks can work (or even no ranks on at level content). Halflings + ninja spy also give some bonuses, so (though I'm only going on what i heard) it's actualy effective enough to shadow fade, run out of battle, find somewhere to heal up and head back in. Or even sneak through some entire quests.

    I wouldn't spend the AP on it. Perhaps drop racial toughness 2 and combine it with those 2 to get animal 4, or any other applicable combo.

    I honestly have never heard anything about balance other then 'more is better'. And I couldn't tell you the Move silently DCs.

    I can say they're not worth AP though. No skill is. (Other then perhaps UMD if it could be talen XD)
    AP's are valuable and always in short supply, but after I put the build together I basically wind up with 2AP leftover at 20 (see this post: http://forums.ddo.com/showpost.php?p...5&postcount=40). So I thought if there was a DC breakpoint at 30 points with move silently or balance, using the "spare" AP wouldn't be a waste.
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  11. #51
    Community Member TPICKRELL's Avatar
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    Quote Originally Posted by SINIBYTE View Post
    Whats the difference between 29 move silently and 30 move silently?
    Also, whats the difference between 29 balance and 30 balance?

    (Just wondering if there are break points that would be ideal).

    Reason being, with the 2AP I have leftover at 20, I could use to bump both up to an even 30 (theyre' maxed at 29).
    I can't answer that, I never take move silently and my general rule is more balance is good, since it means I get up faster when I get tripped.
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  12. #52
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    Theres no 'breakpoint' unfortunatly.

    I recomened dropping Racial Toughness 2, then using that + your 2 left over to get either Recov. 2(10% more healing will do better then 10 hp by then), or Animal IV.

  13. #53
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    Quote Originally Posted by Jasam01 View Post
    Theres no 'breakpoint' unfortunatly.

    I recomened dropping Racial Toughness 2, then using that + your 2 left over to get either Recov. 2(10% more healing will do better then 10 hp by then), or Animal IV.
    Here's the updated build. Any other suggestions (you guys have been extremely helpful).

    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; 07-15-2010 at 07:09 PM.
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  14. #54
    Community Member NXPlasmid's Avatar
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    Quote Originally Posted by Jasam01 View Post
    Theres no 'breakpoint' unfortunatly.

    I recomened dropping Racial Toughness 2, then using that + your 2 left over to get either Recov. 2(10% more healing will do better then 10 hp by then), or Animal IV.
    I would not. those extra hit points aren't for getting hit by random mobs or elemental damage that can be mitigated by the monkey resists, it's so you can survive more than one hit from a major boss or even one hit, most people wear minos legends just for 20 hit points and craft greensteel items for 45 more. You cannot have too many hit points. Neither animal IV nor healing amp are worth losing those hitpoints. If you get killed in a single swipe from Harry or Sulu no amount of healing amp or elemental reisistance will get you back up....

  15. #55
    Community Member TPICKRELL's Avatar
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    Quote Originally Posted by NXPlasmid View Post
    I would not. those extra hit points aren't for getting hit by random mobs or elemental damage that can be mitigated by the monkey resists, it's so you can survive more than one hit from a major boss or even one hit, most people wear minos legends just for 20 hit points and craft greensteel items for 45 more. You cannot have too many hit points. Neither animal IV nor healing amp are worth losing those hitpoints. If you get killed in a single swipe from Harry or Sulu no amount of healing amp or elemental reisistance will get you back up....
    QFT... That is what I found with my first life on my first monk, and why every monk since has made hit points a much higher priority.

    (Tried to give you some rep, but it wouldn't let me do it again)
    Last edited by TPICKRELL; 07-15-2010 at 05:15 PM.
    Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.

  16. #56
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    If those 10 don't make the diffrence, or the 10% amp is what it takes to heal up beyond one more hit e.t.c e.t.c.

    It's various trade offs. It would be best at that stage to see if it is making a vital diffrence.

    And lets be honest, people wear minos because theres no better item concivable to put on that slot. :P

    HP is VERY important yes. But it's also very hard to make your APs do what you want.

  17. #57
    Community Member SINIBYTE's Avatar
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    Quote Originally Posted by NXPlasmid View Post
    I would not. those extra hit points aren't for getting hit by random mobs or elemental damage that can be mitigated by the monkey resists, it's so you can survive more than one hit from a major boss or even one hit, most people wear minos legends just for 20 hit points and craft greensteel items for 45 more. You cannot have too many hit points. Neither animal IV nor healing amp are worth losing those hitpoints. If you get killed in a single swipe from Harry or Sulu no amount of healing amp or elemental reisistance will get you back up....
    Yeh, my ideal goal was to break at least 400 HP. I think thats the "safe" number. With 302 HP + 6 CON item and GFL, I'd be at 392 which is still shy of where I'd want to be.
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  18. #58
    Community Member NXPlasmid's Avatar
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    Quote Originally Posted by Jasam01 View Post
    If those 10 don't make the diffrence, or the 10% amp is what it takes to heal up beyond one more hit e.t.c e.t.c.

    It's various trade offs. It would be best at that stage to see if it is making a vital diffrence.

    And lets be honest, people wear minos because theres no better item concivable to put on that slot. :P

    HP is VERY important yes. But it's also very hard to make your APs do what you want.
    well you have a right to your opinions, even if they are wrong. healing amp can't bring you back from the dead. However, as we are talking about enhancements one is not locked into one choice or another. I must say that the monk PrEs are really annoying in terms of requirements...

  19. #59
    Community Member SINIBYTE's Avatar
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    Quote Originally Posted by NXPlasmid View Post
    well you have a right to your opinions, even if they are wrong. healing amp can't bring you back from the dead. However, as we are talking about enhancements one is not locked into one choice or another. I must say that the monk PrEs are really annoying in terms of requirements...
    The requirements do make things a bit difficult.

    Once last thing I was thinking about. I posted the "final" build a couple posts back, you'll notice "Adept of Rain" at the end there, just kind of looking whats available to spend 2 AP on (without giving up the previous Enhancements I chose), and grabbed that. I was thinking that Halfling Luck to get an extra +1 on Reflex and Will saves might be worth it for those last 2 points... My line of thought is - any sort of healing amplification isn't completely neccessary (unless you're a WF) so that really doesn't make much difference to me. But from a survivabilty point of view, HPs and Saves are where it's at.

    So I'm deciding stance based saves accross the board with adept of rain... or +1 to will and reflex regardless of stance all the time?

    I think once I decide where to drop these last 2 APs, I should be good to go for my reincarnate.
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  20. #60
    Community Member Crinos's Avatar
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    Quote Originally Posted by Jasam01 View Post
    Oh, and eventualy I would respec to Crane for the Ki regen.
    This is an excellent point.

    My experience is that you will struggle to have enough ki unless you are either in fire stance or have taken crane path.
    Even with Oremi's necklace for +1 ki per hit.

    Dark monks burn ki up.

    Having said that, your build looks very solid generally and you have clearly put a lot of thought into it. You obviously understand monks pretty well now, and that is probably the key to success.

    Fine tuning your AP distribution is a fact of life for most monks I think, but you can do it every 3 days if you really want, so it's easy to experiment.

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