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  1. #1
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    Default Half-Orc Monk for Mod 7

    I think the Temptation with the Half orc Monk will be to Min/Max them.

    I feel we will be able to take advantage of Half-Orc without min/maxing though. CHR and INT are not important for monks. starting with just an 18 STR is easy on the Half orc and addition Racial STR enhancements still provide a decent increase in DPS without sacrificing Wisdom for Stunning Fist and ToD DC's.

    THis is a TR of my current Monk/Ranger hybrid (Which Mod 7 will render much less effective). For 32pt, drop Wis to 15.

    Level 20 Lawful Neutral Half Orc Male
    (20 Monk)
    Hit Points:
    20 HD
    10 Draconic
    160 L20 Monk
    120 Con Bonus
    22 Toughness
    20 Toughnes Enh
    20 Minos
    30 GLF
    ---
    402 Hit Points

    500+ with Greensteel and buffs


    Spell Points: 0

    BAB: 15/15/20/2525

    Saving Throws:
    12/12/12 Base Saves
    6/7/10 Attributes
    5/5/5 Resistance item
    1/1/1 Resist ritual
    -----
    24/25/28
    4/4/4 GH
    2/2/2 Luck
    -----
    30/31/34


    Abilities
    {44}Strength 18 +2 Tome +2 H/O +5 Levels +6 Item +4 Stance +3 Exceptional +2 Rage +2 Yugo Pot
    {23}Dexterity 15 +2 Tome +6 Item
    {22}Constitution 14 +2 Tome +6 Item
    {14}Intelligence 6 +2 Tome +6 item as needed
    {30}Wisdom 16 +2 Tome +3 Monk +6 item +3 Exceptional +2 Yugo Pot -2 Stance
    {08}Charisma 6 +2 Tome


    Stunning Blow DC: 10Base +17STR +10Stunning = 37
    Stunning FIst DC: 10 + 10(1/2level) +10Wis +10(stunning) =40
    ToD DC: 10 + 20Monk Level +10Wis Mod = 40



    Level 1 (Monk)
    Feat: (Past Life) Past Life: Monk
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting

    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist

    Level 3 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness

    Level 4 (Monk)

    Level 5 (Monk)

    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Stunning Blow

    Level 7 (Monk)

    Level 8 (Monk)

    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting

    Level 10 (Monk)

    Level 11 (Monk)

    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons

    Level 13 (Monk)

    Level 14 (Monk)

    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting

    Level 16 (Monk)

    Level 17 (Monk)

    Level 18 (Monk)
    Feat: (Selected) Power Attack

    Level 19 (Monk)

    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Way of the Patiennt Tortoise III
    Enhancement: Way of the Patient Tortoise IV
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Void Strike I
    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: Monk Jump I
    Enhancement: Monk Jump II
    Enhancement: Monk Tumble I
    Enhancement: Monk Tumble II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Monk Wisdom III
    Enhancement: Half-Orc STR I
    Enhancement: Half Orc STR II
    Enhancement: Half-Orc Power Attack I
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  2. #2
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    Default Alternate Enh Path

    THe following drops Wis III and Tortoise IV in Favor of being able to take Void Strike in addition to Ninja Spy 1/2. THis would require a +3 WIs tome to maintain DC (Or other +1 Increase)

    Enhancement: Monk Serenity
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Way of the Patient Tortoise III
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Void Strike III
    Enhancement: Void Strike IV
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Adept of Flame
    Enhancement: Grandmaster of the Sun
    Enhancement: Master of Bonfires
    Enhancement: Adept of Rain
    Enhancement: Master of the Sea
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Monk Jump I
    Enhancement: Monk Jump II
    Enhancement: Monk Tumble I
    Enhancement: Monk Tumble II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Half-Orc STR I
    Enhancement: Half Orc STR II
    Enhancement: Half-Orc Power Attack I
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  3. #3
    Community Member rabrams99's Avatar
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    Default

    How are you getting the +3 exceptional wisdom...i have the +1 from epic bracers, but missing how to get the +3

  4. #4
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    Quote Originally Posted by rabrams99 View Post
    How are you getting the +3 exceptional wisdom...i have the +1 from epic bracers, but missing how to get the +3
    Any of the ToD Rings with +1 Wisdom. You can add +2 to them. Would be a swap in ring when dealing with trash mobs. DPS ring for Raid bosses.
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    Thelanis

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    Quote Originally Posted by Severlin View Post
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  5. #5
    Community Member rabrams99's Avatar
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    Default

    so epics you would be using a ring without shocking burst?


    (ANy chance you could post your gear list/wish list?)

  6. #6
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    Default

    Quote Originally Posted by rabrams99 View Post
    so epics you would be using a ring without shocking burst?


    (ANy chance you could post your gear list/wish list?)


    Mosty likely. I think the extra DC there for Stuns would be more benefitial to the group.
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    Thelanis

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    Quote Originally Posted by Severlin View Post
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  7. #7
    Community Member Dark-Star's Avatar
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    Similar to my planned TR, however:

    Giving up an elemental burst for +1 dc is not worth it in the least.

    Wind4 + Oremi's neck + crane >> fire stance 4. You will need to find a way to get 16 dex, or a +3 tome (or 36 point build). And it gives you +1 DC over fire stance.

    Stunning blow is not needed with a 39-40 stunning fist DC. Take wf: bludgeon or another toughness.

    Void 4 is requisit.
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  8. #8
    Community Member Khurse's Avatar
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    Here's my question,(something I'm wondering for my Monk TR) Is Improved Crit Blunt really worth it?
    I'm not sure what I'd replace it with, but given how fast I hit, I'm not sure increasing my 5% crit chance to 10% (for x2 damage) is worth it.

  9. #9

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    Quote Originally Posted by Khurse View Post
    Here's my question,(something I'm wondering for my Monk TR) Is Improved Crit Blunt really worth it?
    I'm not sure what I'd replace it with, but given how fast I hit, I'm not sure increasing my 5% crit chance to 10% (for x2 damage) is worth it.
    Yes.

    Look at it this way: fully geared with end-game equipment (including various pieces of burst damage, etc.) and raid buffs/songs, figure a crit adds about 80 points of damage on a 19. Averaged over 20 rolls, this is equivalent to adding +4 to damage. Improved Crit is *the* best DPS feat in the game -- it's soooo good, it's even worth it for 20/x2!

    As for the build itself:

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  10. #10
    Community Member Khurse's Avatar
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    Quote Originally Posted by cforce View Post
    Yes.

    Look at it this way: fully geared with end-game equipment (including various pieces of burst damage, etc.) and raid buffs/songs, figure a crit adds about 80 points of damage on a 19. Averaged over 20 rolls, this is equivalent to adding +4 to damage. Improved Crit is *the* best DPS feat in the game -- it's soooo good, it's even worth it for 20/x2!
    Yes... but
    At endgame that's really only working on Raid Bosses/Bosses. Anything else is (usually) autocritted or vorpaled.
    And raid bosses tend to have higher fort,(Horoth etc) or are immune to crits (undead etc) so you're not even getting the extra crit all the time.

    I agree it's certainly good, I'm just not convinced there's not a better feat to take (at endgame,leveling up I'd definitely want it). Although what that might be I don't know... it may be a case there's simply nothing better to take.

  11. #11
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    Quote Originally Posted by Khurse View Post
    Yes... but
    At endgame that's really only working on Raid Bosses/Bosses. Anything else is (usually) autocritted or vorpaled.
    And raid bosses tend to have higher fort,(Horoth etc) or are immune to crits (undead etc) so you're not even getting the extra crit all the time.

    I agree it's certainly good, I'm just not convinced there's not a better feat to take (at endgame,leveling up I'd definitely want it). Although what that might be I don't know... it may be a case there's simply nothing better to take.
    unfortunately, we can only Stun a mob to autocrit once ever 6 seconds (and 15 w/ Stunning blow as well)

    We generally face more than 5-6 mobs per minute. THat leaves a whole lot of mobs that will not be autocrit. Epic mobs also cannot be vorpaled so you are reliant on pure DPS.

    IC: Bludgeon is an essential feat for any monk.
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  12. #12
    Community Member Xeraphim's Avatar
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    I'm messing with a Shintao Wind version on Lamannia. These Half Orcs really need to be 36 point builds for Monk, so you can max out the STR while still having a respectable CON and maybe some WIS to go around.

    I recommend Human STR Monk 2x to gather wraps and rings and raid loot, then HOrc. This makes it a TR2 Monk, and costs a lot of XP to get back to cap, but really works out at endgame.


    Honestly, most of these builds seem very simple to haphazardly plan out by now... the rest is deciding which gear to slap on it.
    Last edited by Xeraphim; 10-13-2010 at 11:53 PM. Reason: 10% more hits or +2 damage/hit? Hm....

  13. #13
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    Quote Originally Posted by Xeraphim View Post
    I'm messing with a Shintao Wind version on Lamannia. These Half Orcs really need to be 36 point builds for Monk, so you can max out the STR while still having a respectable CON and maybe some WIS to go around.
    Because starting at 18 instead of 20 is such a handicap? no. I dont think so.

    I recommend Human STR Monk 2x to gather wraps and rings and raid loot, then HOrc. This makes it a TR2 Monk, and costs a lot of XP to get back to cap, but really works out at endgame.


    Honestly, most of these builds seem very simple to haphazardly plan out by now... the rest is deciding which gear to slap on it.
    I'm back to level 12 at the moment and gotta say, aside from having to rearrange a lot of my hotkeys to take advantage of all the clickies, I'm having a blast. I feel no ill effects from starting with only a 18 str. My wisdom is strong and my DC's are in the 30's already for Stunning fist and ToD.

    I'm starting to really plan out my end game gear now. Gonna be tough to set something up that provides all the stats and dame boosts I want, but with a couple hotswap items, this character will be extremely effective come end game raiding and Epics.
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  14. #14
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    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Way of the Patiennt Tortoise III
    Enhancement: Way of the Patient Tortoise IV
    ...
    Enhancement: Half-Orc Power Attack I
    Why not Faithful Hound instead of Patient Tortoise? You'll want the +hit for epic. Alternatively FH II would give you the option of PA 3 without reducing your +hit.
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  15. #15
    Community Member Taimasan's Avatar
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    Quote Originally Posted by Dark-Star View Post
    Wind4 + Oremi's neck + crane >> fire stance 4. You will need to find a way to get 16 dex, or a +3 tome (or 36 point build). And it gives you +1 DC over fire stance.
    Sorry but I would have to disagree. Even with Oremi's neck+crane+wind iv in my experience I still have ki pool issues, and on my monk; my ki generation is directly linked to my dps. Since the change where fire iv + haste = wind IV speed ive found that fire out preforms haste. Even with Fire+Jourgy neck+crane I still have enough ki to keep up with a slack arcane. Which gives me a little bit below Wind IV speed. And on boss fights where crane loses alot of its luster fire makes up for it alot when you put on oremi's and on boss fight you would hopefully have haste. These are just my experiences and of course YMMV.

  16. #16
    Community Member Jaid314's Avatar
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    oremi's + crane 4 should be exactly identical to GM fire stance apart from the strength boost, afaict.

    with wind 4, your doublestrike should let you hit more often, and therefore generate more ki even compared to a fire stance user with haste (on paper, at least... don't have a monk with all the gear, stances, etc to test tbh)

  17. #17
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    Quote Originally Posted by Carpone View Post
    Why not Faithful Hound instead of Patient Tortoise? You'll want the +hit for epic. Alternatively FH II would give you the option of PA 3 without reducing your +hit.
    ?

    When this guy was a 12/6/2 Mutt I didnt have trouble hitting in Epic. His Str was 6 points lower as well.
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    Thelanis

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  18. #18
    Community Member Taimasan's Avatar
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    Quote Originally Posted by Jaid314 View Post
    oremi's + crane 4 should be exactly identical to GM fire stance apart from the strength boost, afaict.

    with wind 4, your doublestrike should let you hit more often, and therefore generate more ki even compared to a fire stance user with haste (on paper, at least... don't have a monk with all the gear, stances, etc to test tbh)
    Yes, i was thinking about this earlier and I was thinking about my build with void IV incorporated, which only allows 2 for animal path with my build. Oremi's + crane 4 would probably be alright just thinking about it and not doing any tests..on trash. On boss mobs with fortification though the crane 4 falls behind fire + oremi's, which is an issue. The double strike would give you a 10% increase and having 80% with twf a 10% increase does not seem that much. I have done tests with wind vs fire and cannot see a noticeable difference although this is hard without any dps meter available. But lets say its not drastic enough for me to change to wind. I frequently get triple and quad tods in fire, with no noticeable increase in wind.

  19. #19
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    How do people keep their Ki Up enough when not in Fire stance? I have many people telling me Earth stance or AIr stance is the way to go, but when ToD Costs 50Ki and all the other attacks that use Ki, I just dont see how folks are able to do all that outside of fire stance. The ki just doesnt build up fast enough..
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    Thelanis

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  20. #20
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Impaqt View Post
    How do people keep their Ki Up enough when not in Fire stance? I have many people telling me Earth stance or AIr stance is the way to go, but when ToD Costs 50Ki and all the other attacks that use Ki, I just dont see how folks are able to do all that outside of fire stance. The ki just doesnt build up fast enough..
    crane path, cause autocrit (either stunning blow if your wisdom sucks but your strength rocks, or stunning fist if your wisdom doesn't suck), beat the crud out of the target, generate massive amounts of ki, at a guess.

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