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  1. #181
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    What i do worry about with this guild is the AC.
    Will it not be to low for tanking end game? even with the incorp and epic DR?

    Also if you take the claw set [ i assume its the red fens one? ] are u then not off worse ? at low levels ? sinds you cant wear jidz then.
    Last edited by AceWolver; 07-26-2011 at 12:46 PM.

  2. #182
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    Quote Originally Posted by AceWolver View Post
    What i do worry about with this guild is the AC.
    Will it not be to low for tanking end game? even with the incorp and epic DR?

    Also if you take the claw set [ i assume its the red fens one? ] are u then not off worse ? at low levels ? sinds you cant wear jidz then.
    At the moment (I'm 17, not quite at epic yet) my monk is able to tank most things very comfortably, I don't have a worthwhile AC, but I do have a standing hp of about 420, and thanks to my heal amp, I can be healed almost to full by a heal, and I no longer see those dark green numbers This build is very capable of keeping agro on most bosses, even when not completely kitted out.

    Up until level 20, I'm going to be wearing jidz, for the 25% heal amp, but once I get the epic claw set I'll switch, as it not only increases your hate gain, but also offers a higher healing amp than the jidz tetka anyway, making it better no matter what stance you're in.

  3. #183
    Community Member nolaureltree000's Avatar
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    Quote Originally Posted by AceWolver View Post
    What i do worry about with this guild is the AC.
    Will it not be to low for tanking end game? even with the incorp and epic DR?

    Also if you take the claw set [ i assume its the red fens one? ] are u then not off worse ? at low levels ? sinds you cant wear jidz then.
    AC is an all or nothing stat. either you have it or you dont. this build doesnt even consider AC.

  4. #184
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    but then you'll be taking more damage overall then somebody who does go for AC ?

  5. #185
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    AC is only worth it if you REALLY go for it, it isn't Damage Reduction, that's different. For end game content you have to sacrifice a great deal to get a meaningful AC, and in many cases the trade off isn't worth it. A while ago I was playing with a light monk who boasted of his "amazing AC". At the end of the quest he'd died twice from disintegrate, and only managed to get 9 kills. In comparison, the ranger who insisted on only using a bow got about 30, the cleric got about 50 and I felt really smug when I pointed out that if you got the "amazing AC" the monk claimed he had, added his number of kills to it, then doubled it, it still didn't reach my kill count ^^
    Moral of the story: If you can get a good AC whilst maintaining high dps, go for it, this build doesn't do that, but it does everything else so well, I think I can forgive it

  6. #186
    Community Member Helexax's Avatar
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    I've got a 10th lvl dwarf monk, and a lesser heart of wood, besides losing WF immunities what else would i lose if going dwarf, instead of WF ( first life, anyways )? Conversely, what would I gain?

  7. #187
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    I would like to make a monk as well and this is the first build I have seen that I think I would enjoy but due to the updates I question wether I should take Stunning Blow or go Stunning Fist, anyway I have another question and a suggestion.

    Does Warforged Tactics effect Stunning Fist?


    If it doesn't then you could alter this build to incorporate Stunning Fist by Changing starting stats to...

    STR 16
    DEX 16
    CON 16
    INT 8
    WIS 12
    CHA 6

    Drop WF Tactics, Animal Path 3, plus the 2 to 4 extra points you have left over somewhere towards the end of the build (I worked this out on a whim, correct me if I am wrong.) and you would have enough points to take Monk WIS 1&2. WIS 12 + 2 Tome + 2 Monk WIS + 6 Item = 22. You should be able to use Stunning Fist and ToD a bit more effectively now with only sacrificing 5 Hp's , yes?

    If I am wrong then I am wrong. Just trying to contribute to adapting this build to the most recent updates for people who see this build and want to start a monk like me.
    Last edited by Roguish_Existence; 07-30-2011 at 07:14 PM. Reason: Corrected errors.

  8. #188
    Community Member masterzzan's Avatar
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    wf tactics apply to stunning fists. i checked it
    ^^^^^^^^
    This Side UP


  9. #189
    Community Member nolaureltree000's Avatar
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    Quote Originally Posted by Helexax View Post
    I've got a 10th lvl dwarf monk, and a lesser heart of wood, besides losing WF immunities what else would i lose if going dwarf, instead of WF ( first life, anyways )? Conversely, what would I gain?
    ability to be healed by arcanes is the biggest thing. also WF brute fighting and power attack enhancements.

    the ability to tank goes down drastically when selecting another race besides WF for this build.



    Quote Originally Posted by Roguish_Existence View Post
    I would like to make a monk as well and this is the first build I have seen that I think I would enjoy but due to the updates I question wether I should take Stunning Blow or go Stunning Fist, anyway I have another question and a suggestion.

    Does Warforged Tactics effect Stunning Fist?


    If it doesn't then you could alter this build to incorporate Stunning Fist by Changing starting stats to...

    STR 16
    DEX 16
    CON 16
    INT 8
    WIS 12
    CHA 6

    Drop WF Tactics, Animal Path 3, plus the 2 to 4 extra points you have left over somewhere towards the end of the build (I worked this out on a whim, correct me if I am wrong.) and you would have enough points to take Monk WIS 1&2. WIS 12 + 2 Tome + 2 Monk WIS + 6 Item = 22. You should be able to use Stunning Fist and ToD a bit more effectively now with only sacrificing 5 Hp's , yes?

    If I am wrong then I am wrong. Just trying to contribute to adapting this build to the most recent updates for people who see this build and want to start a monk like me.
    it wouldnt be advisable to start this build with anything but max STR if you want to retain tanking ability. you are competing to hold aggro against horc barbs with eSoSs. every little bit of dps you can irk out will be needed. stuns are an after thought to this build. you cant stun raid bosses while tanking.

    those changes would be fine for a more well rounded monk, but not for a tanking monk imo.

  10. #190
    Community Member goodspeed's Avatar
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    Id say if not a robot then a horc. Giving up that extra power attack can hurt a bit. Plus horcs are just str machines. You get to 18 easy leaving more then enough points for a 16 in dex and con, and still coming out with a 10 for wis.

    Their isn't even any doubt that you'll have to worry about missing anything starting up. Just hit PA, drink a hero pot, a bark pot and go. Equip those shocking gloves and ur in business. It's like vorping mobs when you crit. 120 hp just gushes out.

    Dwarf doesn't really bring a whole lot to the table. They're survivable but for that extra hp and toughness you lose alot. Maybe if you wanted to go light monk, but even then id say both the robot and the horc fit the bill. Unless you wanted to go ac based then the halfman's ur guy.

    huh just noticed this is about 2 months old..... RISE DARK BUILD RISE!!!! (lv 6 and kickass. good job)

  11. #191
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Hydro View Post
    Wisdom
    This build does not rely on WIS for anything besides Will saves and even with a 6 starting WIS you will still have a Will save that beats most fighters and barbarians. You’re Will save will be more than enough for any content in the game especially with all your immunities. I cannot stress this enough a 6 base WIS is fine for this build and there is no reason to start with it any higher if it requires taking points from STR or CON.
    This build is out of date and kinda lacking now.

    The above quote is why.

    In short, this build needs wisdom to land touch of death these days.

  12. #192
    Community Member anto_capone's Avatar
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    Quote Originally Posted by fTdOmen View Post
    This build is out of date and kinda lacking now.

    The above quote is why.

    In short, this build needs wisdom to land touch of death these days.

    idk, my monk is still getting 250-1500 damage each touch of death with no viable WIS.

  13. #193
    Community Member jmonty's Avatar
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    Quote Originally Posted by anto_capone View Post
    idk, my monk is still getting 250-1500 damage each touch of death with no viable WIS.
    good to hear!

    i tr'd into this, from wf monk, and i haven't played much the last 5 months or so. my tr is only lvl 5 so far but is fun to play and i've solo'd everything so far

  14. #194
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by anto_capone View Post
    idk, my monk is still getting 250-1500 damage each touch of death with no viable WIS.
    of course you're getting 250-1500 negative damage each touch of death, that covers the entire range of damage possible without vulnerabilities being added in.

    on average though this build now does roughly half the damage from touch of death that it used to, whilst still being ok in some peoples minds, it's not as viable as it once was.

  15. #195
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    Quote Originally Posted by fTdOmen View Post
    on average though this build now does roughly half the damage from touch of death that it used to, whilst still being ok in some peoples minds, it's not as viable as it once was.
    The build start with 6 wisdom. A heavily wisdom-focused monk might start with 16 wisdom, put all 5 level ups into wisdom, and use water stance, for a total of 25 before gear, buffs, and tomes (where assume both builds will have access to similar items). That's a 19 point advantage. Let's round up and call it 20.

    A difference of 20 points of wisdom translates into an average wisdom bonus difference of 10. That's not enough of a difference to make mobs go from saving 100% of the time to 0% of the time. At most, they'll go from saving 100% of the time to 50% of the time, or from 50% to 0% of the time.

  16. #196
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    Followed this build to 20, absolutely loved it.


    However now at 20 it turns out I don't tank as much as I expected, which is fine, so I'm thinking of TR'ing into another monk.

    Can someone update this slightly to fit the current game update, tweak it more for pure DPS. Warforged or dwarf, can't stand the helf looks unfortunately and halflings are no good as strenght monks


    Thanks in advance, Muckle.

  17. #197
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Snarglefrump View Post
    snip
    A difference of 20 points of wisdom translates into an average wisdom bonus difference of 10. That's not enough of a difference to make mobs go from saving 100% of the time to 0% of the time. At most, they'll go from saving 100% of the time to 50% of the time, or from 50% to 0% of the time.
    a 10 dc difference of 10 can indeed constitute the difference between 95% and 5% (due to 1's and 20's) esp on boss mobs where your touch of death was never guaranteed to pass the fortitude save.

    ask any arcane out there how much of a difference they see in their success rate by simply going from a 40-41dc or 40-42.

  18. #198
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    Quote Originally Posted by Muckle View Post
    Can someone update this slightly to fit the current game update, tweak it more for pure DPS. Warforged or dwarf, can't stand the helf looks unfortunately and halflings are no good as strenght monks
    Ok, here's my take on it. This is just my take - I'm not the original creator of the build - but I think I see a path to a viable build here. Thoughts will come in a following post.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    The Metaru U11
    Level 20 Lawful Neutral Warforged Male
    (20 Monk) 
    Hit Points: 342
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 16
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 25                   25
    Dexterity            16                 18                   18
    Constitution         17                 19                   21
    Intelligence          8                 10                   10
    Wisdom                6                  8                    8
    Charisma              6                  8                    8
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma 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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  4                    8
    Bluff                 0                  1                    1
    Concentration         7                  9                   21
    Diplomacy            -2                 -1                   -1
    Disable Device       n/a                n/a                   n/a
    Haggle               -2                 -1                   -1
    Heal                 -2                 -1                   -1
    Hide                  3                  4                    8
    Intimidate           -2                 -1                   -1
    Jump                  7                 10                   12
    Listen               -2                 -1                    1
    Move Silently         3                  4                    4
    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                 -1                   -1
    Swim                  4                  7                    7
    Tumble                4                  5                    7
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Monk)
    Skill: Bluff (+2)
    Skill: Concentration (+4)
    Skill: Jump (+3)
    Skill: Tumble (+1)
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Unarmed Strike
    Feat: (Automatic) Warforged Immunities
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 5 (Monk)
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Stunning Blow
    
    
    Level 7 (Monk)
    Feat: (Automatic) Wholeness of Body
    
    
    Level 8 (Monk)
    Ability Raise: STR
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Improved Evasion
    
    
    Level 10 (Monk)
    Feat: (Automatic) Curse of the Void
    Feat: (Automatic) Ki Strike: Lawful
    Feat: (Automatic) Moment of Clarity
    
    
    Level 11 (Monk)
    Feat: (Automatic) Diamond Body
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Automatic) Abundant Step
    
    
    Level 13 (Monk)
    Feat: (Automatic) Diamond Soul
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Quivering Palm
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Feat: (Automatic) Ki Strike: Adamantine
    
    
    Level 17 (Monk)
    Feat: (Automatic) Timeless Body
    
    
    Level 18 (Monk)
    Feat: (Selected) Improved Sunder
    
    
    Level 19 (Monk)
    Feat: (Automatic) Empty Body
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Feat: (Automatic) Perfect Self
    Feat: (Automatic) Shining Star
    Enhancement: Monk Serenity
    Enhancement: Static Charge
    Enhancement: Way of the Faithful Hound I
    Enhancement: Way of the Faithful Hound II
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Flame
    Enhancement: Grandmaster of the Sun
    Enhancement: Master of Bonfires
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Power Attack III
    Enhancement: Warforged Tactics I
    Enhancement: Warforged Tactics II
    Last edited by Darkrok; 10-10-2011 at 02:23 PM.

  19. #199
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    Quote Originally Posted by Darkrok View Post
    Ok, here's my take on it. This is just my take - I'm not the original creator of the build - but I think I see a path to a viable build here. Thoughts will come in a following post.


    Thank you, that looks interesting indeed. Looking forward to your follow up post.
    Still a bit low on wisdom, judging to the latest updates to Death Touch?

  20. #200
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    Ok, first of all the idea of tanking with this build is probably dated. Given the same gear level among all toons in the raid you'll be less likely both to survive and to hold agro given the changes that have happened since this build's creation.

    However, this build already set up to do a lot of damage. And on a TR we only took 1 extra Toughness feat. Fairly simple to convert this build to something useful in U11.

    Feats: Drop the extra Toughness for Improved Sunder. Given that we're a max-str monk in a race with Tactics options we'll be able to get a pretty good DC for it. Other than that the feats of PA, TWF, iTWF, gTWF, Dodge, Toughness, iCrit: Bludgeoning, Stunning Blow, and the Past Life: Monk look good.

    Enhancements: Also not a lot changing here. I only went Tier 2 on animal path (required for Ninja Spy II or I wouldn't have even gone there) and set it up for a better chance to hit in epics. I know I posted with only Tactics II but personally I would drop PA III and the Void I/II to pick up Tactics III. I really like the tactics options though so I tend to overdo those. Both methods are viable. I took Wind IV over Earth IV for our primary non-ToD ki consumers mainly because there are times you may not get consistent haste and don't want to/can't pop a haste pot (ToD raid for example). Given the change to crits I think both Wind IV and Earth IV are viable choices...I just like the option to run without haste if needed. That's a choice I'm making there though that could go either way.

    Gear: We actually have 3 different tactics-based moves we'll be using. Trip, Improved Sunder, and Stunning Blow. I would give serious thought to the new Epic Blademark's Docent. +15 to trip DC's is really juicy on a max-str toon with an extra +2 or +3 to trip DC's from enhancements. That would make Trip viable in most content without a gear swap. You'll want to have some handwraps with shatter + 10 for bosses and with stunning for other times (Vampiric Stonedust are pretty nice for that even though they're not +10). I would consider the Quickdraw feat on a first-life toon to be able to quickly swap between stunning and dps wraps on trash and between shatter and dps wraps on bosses.

    Overall I think this is a highly viable toon. I would run it with some madstone boots on, selling out for str, skipping the finishers and basically playing it as a highly durable tactics/dps toon.

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