I've seen screenshots of Cape of the Roc having both Exceptional +1 and +2 STR on it.
I've seen screenshots of Cape of the Roc having both Exceptional +1 and +2 STR on it.
+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.
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...
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.
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.
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.
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
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.
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.
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
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.
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.
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.
-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.)
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 .
Nice build, man.
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.