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  1. #81
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by Srozbun View Post
    According to DDO Wiki Cape of the Roc is +1 exceptional, which is already available on a multitude of rings from this build. Not sure if maybe it's the clickie Roc's Strength (CL8, 3/rest)
    Quote Originally Posted by Quijonsith View Post
    Cloak of the Roc IIRC is +7 stat and +1 Exceptional, not +2 exceptional. I do remember hydro mentioning that he uses that cloak.

    The Jump and Tumble is prereq for ninja spy.
    I've seen screenshots of Cape of the Roc having both Exceptional +1 and +2 STR on it.

  2. #82
    Community Member Hydro's Avatar
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    Quote Originally Posted by Srozbun View Post
    Hey Hydro, a quick question about gear.

    You start with a 17 CON and count on +1 exceptional. Of your listed rings only Oremi's gives +1 eCON so do you switch to this for more HP when tanking at the loss of DPS from Shintao set?

    Does Verik's (Kensai set) work with monks and would it be a good substitute for FB set? (Lose +2 damage, gain +2 hit and 20 HP from +1 CON)?

    Where does your +2 exceptional str come from?

    Edit: also what is the point of jump and tumble 1-2? Prereq?
    +1 Exceptional Con was added with epic tokens to my cloak which does have +2 Exceptional to STR on it. TOD rings are dps items I dont rely on them for any exceptional stats it would make swapping them out way to difficult.

    The normal rings I wear is Shintao/Oremi's and Warpriest/Frenzy Bezerker (If I had one 40+ TOD runs have not been kind).

    And yeah Jump and tumble are just Pre reqs.

  3. #83
    Community Member Quijonsith's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    I've seen screenshots of Cape of the Roc having both Exceptional +1 and +2 STR on it.
    Ah, thanks. I stand corrected.
    Baaldon Draggins: 20 Halfling Monk; Krigen Skaptero: Monk Healing Amp Intimitank

  4. #84
    Community Member Srozbun's Avatar
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    Quote Originally Posted by Hydro View Post
    +1 Exceptional Con was added with epic tokens to my cloak which does have +2 Exceptional to STR on it. TOD rings are dps items I dont rely on them for any exceptional stats it would make swapping them out way to difficult.

    The normal rings I wear is Shintao/Oremi's and Warpriest/Frenzy Bezerker (If I had one 40+ TOD runs have not been kind).

    And yeah Jump and tumble are just Pre reqs.
    Cool. Sitting on 14 ToDs atm on my pally. 6 more before I TR into your build. I'm thinking if it's available I'd take the encrusted over the kyosho ring just because in most ToDs 8+ melees will also want to roll on the encrusted.

    Edit: NVM just realized other part of Verik's was a necklace.
    Last edited by Srozbun; 08-22-2010 at 03:55 PM.
    700+ HP? 90+ AC? TWF DPS and Hate?
    http://forums.ddo.com/showthread.php?t=326756


  5. #85
    Community Member Hydro's Avatar
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    Quote Originally Posted by Srozbun View Post
    Cool. Sitting on 14 ToDs atm on my pally. 6 more before I TR into your build. I'm thinking if it's available I'd take the encrusted over the kyosho ring just because in most ToDs 8+ melees will also want to roll on the encrusted.

    Edit: NVM just realized other part of Verik's was a necklace.
    Yeah in my opinion the optimal ring sets would be:

    Ring 1
    Oremi's
    Shintao

    Ring 2
    Encrusted
    Warpriest

    Swap rings depending on the situation, also the Oremi's ring is useless if you ever get the red scale since multiple weapon on attack effects dont stack (Oremi's, Ravager, Red Scale Etc)... Or work with fists half the time either...

    Wow would you believe two people in the last week have given me negative rep for this guide.... Seriously... Wow some people...

  6. #86
    Community Member Quijonsith's Avatar
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    Not that the neg rep bothers you enough but you could submit to a dev to have it removed I do believe. While your build does not suit my personal style of play I can atleast acknowledge that it is a great and effective build. I don't know why anyone would neg rep you for it.
    Baaldon Draggins: 20 Halfling Monk; Krigen Skaptero: Monk Healing Amp Intimitank

  7. #87
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    Default Hi Megan the noob here!

    Hello Hydro!

    I am a new player and I would like to try your build, but I have no idea what changes would I have to make if I wanted to play a human instead? would you be so kind to tell me? I have 32 points available what would you do differently in terms of abilities, skills, feats and enhancements?

    Thanks for taking the time to write this thread Hydro!

    Megan.

  8. #88
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by boltok View Post
    Hello Hydro!

    I am a new player and I would like to try your build, but I have no idea what changes would I have to make if I wanted to play a human instead? would you be so kind to tell me? I have 32 points available what would you do differently in terms of abilities, skills, feats and enhancements?

    Thanks for taking the time to write this thread Hydro!

    Megan.
    My Monk is a Human, on 32-points at the moment (planning on TRing sooner or later...).

    I started with 16/16/16/8/10/8 with level-ups in STR, and my feats were Dodge, Stunning Fist, TWF, ITWF, GTWF, Power Attack, Improved Critical: Bludgeon, and Toughness 4x.

    I went Wind Stance with Crane animal path, though on a Human you have enough APs to GM Fire, Wind and Earth anyway.

  9. #89
    Community Member Deathdefy's Avatar
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    Just wanted to go Fanboi on you and say I love that we have a yardstick for both a max wis / utility build in Rockan Robin and a yardstick for a max dps / tanking build in the Metaru.

    I'm going to befoul both concepts and make a max str, but some wis monk somewhere in the middle, but suffice to say I have received heavy beneficial influence from this guide. Thanks muchly and I will attempt to learn how to rep you now.

  10. #90
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    For those that are lazy, like myself, I have consolidated Hydros build, as stated, into DDOCP format, for clarification.
    Repeat.. NOT MY BUILD, IT'S THE ONE FROM POST #1

    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Warforged Male
    (20 Monk) 
    (naked stats)
    Hit Points: 401
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 16
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 25                   25
    Dexterity            16                 18                   18
    Constitution         16                 18                   20
    Intelligence          8                 10                   10
    Wisdom                6                  8                   10
    Charisma              6                  8                    8
    
    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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               7                 27                   27
    Bluff                -2                 -1                   -1
    Concentration         7                 28                   41
    Diplomacy            -2                 -1                   -1
    Disable Device       n/a                n/a                   n/a
    Haggle               -2                 -1                   -1
    Heal                 -2                  0                    0
    Hide                  3                  4                    4
    Intimidate           -2                 -1                   -1
    Jump                  7                 29                   31
    Listen               -2                  0                    0
    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                 13                   13
    Swim                  4                  7                    7
    Tumble                4                  5                    7
    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) Power Attack
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Dodge
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Toughness (TR:Monk if available)
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Stunning Blow
    Feat: (Monk Bonus) Toughness
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Toughness
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Enhancement: Monk Serenity
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Way of the Patient Tortiose II
    Enhancement: Way of the Patient Tortiose III
    Enhancement: Touch of Death
    Enhancement: Fists of Iron
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Winter's Touch
    Enhancement: Adept of Rock
    Enhancement: Grandmaster of Mountains
    Enhancement: Master of Stone
    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: Monk Jump I
    Enhancement: Monk Jump II
    Enhancement: Monk Tumble I
    Enhancement: Monk Tumble II
    Enhancement: Warforged Brute Fighting I
    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

  11. #91
    Community Member nolaureltree000's Avatar
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    just rolled this build on a 32 point character. im only at level 5 right now, but so far im liking it. im out DPSing most of other melees in my group. i was running 'proof is in the poison' today when everyone else in my party wiped halfway to the shrine. i went through ~35 repair pots, but i was able to get the whole group to the shrine with relative ease.

    the only negatives ive found so far is that its somewhat costly to play this build optimally. i usually drink a pot of barkskin, +4 STR, and +4 DEX as it helps me DPS better and limits some of the damage i take. at 3:00 per pot, it starts to add up when you are running longer quests, or grouped with a slower moving group. it wouldnt recommend this build to someone as a first character, you really need a capped toon to fund rolling this build.

    that and will saves. i tend to get stunned, hypnotized, etc a lot. although i havent used a WIS tome yet, and it would probably help if i started using +4 WIS pots when i use my others.

    overall though, im really enjoying this build and am very glad i rolled it.

  12. #92
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    Quote Originally Posted by Quijonsith View Post
    Hmm, I guess I was wrong then, but you are sure to give up alot to get all 3 of those I would imagine.
    Darkstar had a good breakdown, here's some more detail on what it'd take to get Void IV, Ninja II, and Touch of Death:

    2) Monk Serenity
    12) Touch of Death + pre-reqs
    12) Ninja Spy I, II, and prereqs
    15) 3 Master Stances
    9) Grand Master Stance
    10) Void Strike I, II, III, IV

    = 60

    There's your minimum. From there, something like:
    3) Animal Path I, II
    3) Toughness I, II
    3) WF Power Attack I, II
    2) WF Tactics I
    4) Monk Imp Recovery, WF healer friend
    4) 2nd Grandmaster Stance
    1) Fists of Iron or Brute Fighting

    = 80

    Compared to Metaru, this loses ~47 HP (2 Con, 2 toughness, 1 animal path), 1 damage from power attack, and one of Brute Fighting or Fists of Iron. And obviously the strength gets dropped to get the Wisdom for Water Stance and Void Strikes. That's a significant change, and it's no longer Metaru, but depending on what you're going for, may be effective.

    To hydro - really appreciate the clear explanations for your build. The UI section was especially useful.
    Last edited by entropiccanuck; 09-01-2010 at 11:35 PM. Reason: clarity.

  13. #93
    Community Member SINIBYTE's Avatar
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    Quote Originally Posted by durhamblue View Post
    For those that are lazy, like myself, I have consolidated Hydros build, as stated, into DDOCP format, for clarification.
    Repeat.. NOT MY BUILD, IT'S THE ONE FROM POST #1

    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Warforged Male
    (20 Monk) 
    (naked stats)
    Hit Points: 401
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 16
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 25                   25
    Dexterity            16                 18                   18
    Constitution         16                 18                   20
    Intelligence          8                 10                   10
    Wisdom                6                  8                   10
    Charisma              6                  8                    8
    
    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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               7                 27                   27
    Bluff                -2                 -1                   -1
    Concentration         7                 28                   41
    Diplomacy            -2                 -1                   -1
    Disable Device       n/a                n/a                   n/a
    Haggle               -2                 -1                   -1
    Heal                 -2                  0                    0
    Hide                  3                  4                    4
    Intimidate           -2                 -1                   -1
    Jump                  7                 29                   31
    Listen               -2                  0                    0
    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                 13                   13
    Swim                  4                  7                    7
    Tumble                4                  5                    7
    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) Power Attack
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Dodge
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Toughness (TR:Monk if available)
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Stunning Blow
    Feat: (Monk Bonus) Toughness
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Toughness
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Enhancement: Monk Serenity
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Way of the Patient Tortiose II
    Enhancement: Way of the Patient Tortiose III
    Enhancement: Touch of Death
    Enhancement: Fists of Iron
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Winter's Touch
    Enhancement: Adept of Rock
    Enhancement: Grandmaster of Mountains
    Enhancement: Master of Stone
    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: Monk Jump I
    Enhancement: Monk Jump II
    Enhancement: Monk Tumble I
    Enhancement: Monk Tumble II
    Enhancement: Warforged Brute Fighting I
    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
    Which tomes are absolutely required? What is a proper order for enhance to take to be used as a fresh non TR leveling guide? Is it possible to incorporate UMD (20+) into the build?

    To me one of the most important things when posting a build is the enhance & feat orders, as most player are not LRing their current characters, but instead starting from scratch, and maximizing the enhancements to follow the leveling curve (including things like when to add STR enhancements based on gear selection, for example having +1 enhancement STR while equiping a +3 STR item gives you an even number maximizing your enhancements and gear availability). Basically, not everyone is a level 20 LR into a build.
    Last edited by SINIBYTE; 09-02-2010 at 04:21 PM.
    Want to remain guildless or solo, but still want to take advantage of the guild renown system?
    Solo / Guildless / No Pressure / The Guildless Guild on Argonnessen

  14. #94
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    which tomes are important? i'd say all of them. plus, it works out cheaper on ddo points if you eat a +2 tome of supreme ability.


    and as for enhancement order.. I dont know.. as stated, not my build

    perhaps hydro could enlighten us with what enhancements to take at which levels.
    besides.. its not as if you permagimp a charachter by enhancements.. you can change em every 3 days. just take whatever until you get to a level where it matters. like, 12+
    Last edited by durhamblue; 09-02-2010 at 05:36 PM.

  15. #95
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    Quote Originally Posted by SINIBYTE View Post
    Which tomes are absolutely required?
    The only +2 tome needed to complete the build is Con, to get to 18 for Grandmaster Earth Stance. A Strength tome is pretty important too. The others ... Dex will give you 1 more AC and reflex save, Wis may give you another AC and will save, Int will give you +1 skill points from level 7 (13 total), and Cha will give you 1 DC on Shining Star. The above also bump their associated skills by 1.

    Quote Originally Posted by SINIBYTE View Post
    What is a proper order for enhance to take to be used as a fresh non TR leveling guide?
    Not my build, but I expect there's not a firmly established order. Look at what's available at your level, and go from there. Try to get Ninja I near 6, TOD near 9, Ninja II near 12, and your most used stances (Fire for this) as close when they're available as possible. Get the +healing ones soon if you group much.

    Too specific of a build order is hard because you may have some +3 ml 5 items from some quests or as race restricted gear or some other non-standard gear.


    Quote Originally Posted by SINIBYTE View Post
    Is it possible to incorporate UMD (20+) into the build?
    -1 from 8 base w/ +2 tome
    11 skills (probably drop some spot, or spot and jump. A +2 int tome will help)
    +3 from +6 item
    +4 from GH
    +3 from Golden Cartouche
    =20.
    There's other ways of getting there but this is pretty attainable

    The most common need for UMD 20 is for pure good, which irrelevant for this handwraps don't need Good/UMD 20 (except for Devotion, but you won't hit UMD 20 at a level where that's useful.)

  16. #96
    Community Member Resilian's Avatar
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    edit: nvm making a thread w/ my question
    Last edited by Resilian; 09-04-2010 at 03:02 AM.

    Zaeken Ael'Thura -- Third Life begins! 18/1/1 Barb/Fighter/Rogue planned.
    Splodethem and heal you -- Level 20 Human Favored Soul Evoker

  17. #97
    Community Member hebularks's Avatar
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    really a lot of fun .

    thanks for posting it

    +rep for the detailed explanation
    Retired from the Keeper
    Active player of Argonnessen

    Quote Originally Posted by FlimsyFirewood View Post
    grinding the same quest over and over is boring.

  18. #98
    Community Member Hydro's Avatar
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    Thanks for all the compliments, sorry if I am not posting much anymore. I have taken an extended break until they can fix the bugs and release some raid content that we havent run 100+ times. Should be back for Half-Orcs though, those could make an amazing Monk .

  19. #99
    Community Member Talltale-Storyteller's Avatar
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    Nice build, man.
    Member of The Sublime Permadeath Guild on Thelanis.
    www.thesublimeguild.com

    Go Hard or Go Home!

  20. #100
    Founder Fafnir's Avatar
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    This is a nice build... and this might sound antagonistic but I don't mean it to be... but isn't it really pared back to be equivalent to a WF barbarian with more clicks required to cycle the attack chain?

    I have a different build monk and a WF barb. The monk plays quite a bit differently because it has viable DCs on QP and SF - he feels very much like a hunter killer. The WF barbarian is excellent in epics where everything is perma stunned and he pumps out 500 dmg per swing - he feels very much like a damage sponge and pumps it out as well. Removing DCs from the monk (whether SF, QP or SS) makes this build seem a little like a barbarian build with less dps for the content I tend to run.

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