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  1. #41
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    I am just curious about the viablility of taking one point from str a creatiom and puting it into con, because i will not be using litany, so it would seem i wpuld have a waisted point anyways and i would like to try to get earth 4 and im not really expecting to pull a +4 tome.

    Also, i was curious where the to-hit of the rockan robin build sits compared to the horcrux and the dwarf build posted a few posts above?

  2. #42
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Mumu720 View Post
    Also, i was curious where the to-hit of the rockan robin build sits compared to the horcrux and the dwarf build posted a few posts above?
    Quote Originally Posted by Anthios888 View Post
    Even taking into account power attack (woot dps) and halfling bonus to hit, that's like a finesse halfling monk with 32 DEX.
    Quote Originally Posted by Mumu720 View Post
    I am just curious about the viablility of taking one point from str a creatiom and puting it into con, because i will not be using litany, so it would seem i wpuld have a waisted point anyways and i would like to try to get earth 4 and im not really expecting to pull a +4 tome.
    It's one point, if that's worth it to you, it's worth it to you. I would rather raise DEX to 16 and take Grandmaster Wind Stance instead of Earth stance. The option to put on doublestrike is much better than a ki strike IMO. Of course, CON is HP, so you can't go wrong there.

    You could also just skip the +1 exceptional and end with an even number. You'd have the same HP as listed, as I made a mistake on the OP and it was 20 short.
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  3. #43
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    Quote Originally Posted by Anthios888 View Post
    It's one point, if that's worth it to you, it's worth it to you. I would rather raise DEX to 16 and take Grandmaster Wind Stance instead of Earth stance. The option to put on doublestrike is much better than a ki strike IMO. Of course, CON is HP, so you can't go wrong there.

    You could also just skip the +1 exceptional and end with an even number. You'd have the same HP as listed, as I made a mistake on the OP and it was 20 short.
    I get what your saying, but i feel like this buildnwould benifit from the earth4 more than storm4. Because if you run in wind stamce youll be loosing 2 to hit and ki regen, and since your gonna be wearing the shintao set your gonna be behind on ki. Plus the earth4 strike is nice to have and it means more hp, and thats gonna be more valuable than 1 ac since while this build has decent ac i dont think its gonna be high enough to matter a whole lot endgame, but i might be wrong.

  4. #44
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Mumu720 View Post
    I get what your saying, but i feel like this buildnwould benifit from the earth4 more than storm4. Because if you run in wind stamce youll be loosing 2 to hit and ki regen, and since your gonna be wearing the shintao set your gonna be behind on ki. Plus the earth4 strike is nice to have and it means more hp, and thats gonna be more valuable than 1 ac since while this build has decent ac i dont think its gonna be high enough to matter a whole lot endgame, but i might be wrong.
    While I agree that HP is great, the option to put on wind stance when to-hit is not an issue (90% of the game) is way better than earth4 ki strike.
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    it might make more sense for the player to re-roll.

  5. #45
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    Quote Originally Posted by Anthios888 View Post
    While I agree that HP is great, the option to put on wind stance when to-hit is not an issue (90% of the game) is way better than earth4 ki strike.
    Yeah, i agree totally there, i would rather run a monk in wind stance. And it would end up giving you better dps for sure. I just think it doesnt mesh well with this build, But you dont get wind 4 till 18 so you could run wind stance 3 up till 18 then just reset ur enhancements and grab earth 4. With luck ill pull a +4 tome for both and have the option to switch back and forth if i want to. I feel like i use my luck up tho by looting a bloodstone in the first chest i opened in the sands.

  6. #46
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    Anthios, I'd like to thank you for a detailed build for the H-Orc Monk.

    Mine is now at lvl 9 (32 pt build +2 tome to all stats), and doing very nice dps. But, although not new to online games like this, I'm only 2 months into DDO. I'm VIP, and purchased about everything that doesn't cover. (Yeah, I can be a go-off at times, but I do love the game).

    Having said that, I have a rather naive question for you. Even at 9th lvl, and unlike the Light Monk experience ... I find I have SO many options of attacks. I get lost in knowing what to really use, outside general knowledge of what you can/cannot stun, elements creatures are vulnerable to, etc.

    Usually nothing lasts long enough to do very much to get combos off. I also (unless I'm mistaken) see that Stunning Blow, Void Strike II, Trip, and Sunder ... interrupt the combo, or eliminates the finishing move.

    I'm new to it, I'm lost, and could use some insight. Hope this post isn't impeding on the build's thread, but appreciate any feedback. (Be it advice or guiding me to a forum or page I can read up on it.)

    Thanks again. Other than the issue above, and really am enjoying it. I've received quite a few complements from party members on my performance with him

  7. #47
    Community Member Anthios888's Avatar
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    Quote Originally Posted by J.McIntyre View Post
    Anthios, I'd like to thank you for a detailed build for the H-Orc Monk.

    Mine is now at lvl 9 (32 pt build +2 tome to all stats), and doing very nice dps. But, although not new to online games like this, I'm only 2 months into DDO. I'm VIP, and purchased about everything that doesn't cover. (Yeah, I can be a go-off at times, but I do love the game).

    Having said that, I have a rather naive question for you. Even at 9th lvl, and unlike the Light Monk experience ... I find I have SO many options of attacks. I get lost in knowing what to really use, outside general knowledge of what you can/cannot stun, elements creatures are vulnerable to, etc.

    Usually nothing lasts long enough to do very much to get combos off. I also (unless I'm mistaken) see that Stunning Blow, Void Strike II, Trip, and Sunder ... interrupt the combo, or eliminates the finishing move.

    I'm new to it, I'm lost, and could use some insight. Hope this post isn't impeding on the build's thread, but appreciate any feedback. (Be it advice or guiding me to a forum or page I can read up on it.)

    Thanks again. Other than the issue above, and really am enjoying it. I've received quite a few complements from party members on my performance with him
    Hey! Glad you're loving the build. I wouldn't sweat the finishing move thing at level 9. I'm guessing you just got touch of death, and I would probably spend all of my mana on stunning fist, touch of death, and, when you want to drop something's ability to hit you, dark punch. Worry about the rest when you're higher level. It's fun to practice getting charms (void dark void) or -touch of despair (dark dark dark; removes regeneration and fort). There might even be a few monsters that are better off dealing with that way (perhaps a super difficult golem you need to crit?). But, for the most part, the biggest thing is getting the hang of your stunning and other gameplay learning curve.

    Take care and let me know if you would like more detailed questions. There is a lot of discussion of this in my various monk threads.
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  8. #48
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    My advice on that front would be to not be afraid of going into quests on Elite, even solo. One of the big learning experiences for me when I came back after a break and got (heavily) into monks was that the more HP on your opponent, the more fun it was to play. Playing a monk has changed my perception of mobs from being a danger (used to play almost all arcanes) to being fuel. The longer they are alive the longer you can toy with them, prep finishers, practice which strikes are best for that race, etc. As long as you don't take on too many at once you should be able to manage hard & elite fine and the extra time the inflated mob HP provides gives you a perfect training ground.

    Also it seems that now in newer quests the chances of named loot goes up with the difficulty setting as for raids, so there's another good reason.


    PS. Thanks again Anthios, the ~95% similar build I'm running the TR on is working out just fine so far!

  9. #49
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    Thank you both for your replies. I am now .... Enlightened (Sorry couldn't resist the pun)

    Anthios888 - Thanks. That's what I needed to hear, and was unsure about. It makes sense that harder difficulties and higher level content would allow such combos and effects to shine. I run around with Charged Gauntlets (From Chrono) and wear the cloak and helm (don't remember names) to make the 3 piece bonus. I guess from such a solid build, ship buffs that give +2 to each stat, etc... that things have been dropping quicker than I could really do more than one move/ability. Oh... and I'm 1 pt away from ToD . Looking forward to that one!

    I did an Elite Chrono and Hard Tempest Spine run last night, which did present a whole new experience. Successful stuns were rarer in there, but when I shifted to combos.. it played out very well. So .. I get it now ... and I thank you both for the reassurance and input. (Play to your strengths, and react to what the situation presents.) One of my favorite things to do, is to always keep an eye on my group (healer and casters especially) ... and when they are in trouble (or prior to) .. I'll break off and intercept. Between stuns, Dark Void II, Trip, or simply my damage gaining aggro over them. I've gotten many thank you's from other players, and although not needed ... I admit it makes me feel great to have made a difference.

    I look forward to the tougher content, and will indeed seek out such challenges ahead. BTW - I am extremely curious and somewhat bothered by something. If you do 2 parts of a combo, and say ... trip. I know it resets the combo chain. Ok, I can buy maybe that the monk has to focus and follow through to achieve the finishing move. I accept that. However... why on earth would they have it so that your finishing move gets lost if you loot, pick up a collectible, open a door, and so on? (You guys are great, and hope you all have a very Happy Holiday).

  10. #50
    Community Member ganondalf's Avatar
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    FEATS
    1 Two weapon fighting
    1 (monk) Stunning fist
    2 (monk) Dodge
    3 (monk) Path of Inevitable Dominion
    3 Past Life: Disciple of the Fist
    6 Toughness
    6 (monk) Power attack
    9 Improved two weapon fighting
    12 Improved critical: bludgeoning~
    15 Greater two weapon fighting
    18 Stunning blow


    This is my suggested feat path for monks who are TRing into this build. Feel free to correct me if you've got a better one.

  11. #51
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    since ive never done dark monks before i hafta ask...y dark over light?

    i based my monk on your rockan robin build..it seems like adding in the ranged stun ability/jade strike/jade prison with already nice dc of stunning fist, not to mention the DR bypassing silver fist ability in shintao3 is good for everything ive run so far including epics...
    Last edited by Silverelle; 12-27-2010 at 08:47 PM.

  12. #52
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Silverelle View Post
    since ive never done dark monks before i hafta ask...y dark over light?

    i based my monk on your rockan robin build..it seems like adding in the ranged stun ability/jade strike/jade prison with already nice dc of stunning fist, not to mention the DR bypassing silver fist ability in shintao3 is good for everything ive run so far including epics...
    Hey! Here are a few reasons why I love dark monks:

    • 25% concealment = more survivability than healing curse in endgame
    • 3d6 sneak attack damage is a LOT of DPS, as monks are nearly always sneak attacking (stunned monsters are auto-sneak)
    • DR-bypassing bosses are a tiny portion of DDO, and I can bypass DR with metalline wraps and holy burst ring
    • at-will invis is really handy
    • Touch of Death is amazing DPS increaser without requiring additional twitch (250 if save, 500 normal, 625 with curse -- typically 2-3 procs per 15 seconds. Even when they save, it's 33 DPS and up to double or triple that in most situations.
    • Fast saves reduction means higher DCs (dark punch -2 saves)
    • Abilities work on nearly every type of monster, unlike shintao's tainted specialty
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  13. #53
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    yes is nice but u forgotten boost u bonus to hit, u have very low bonus to hit, u need bonus shintao tod set ,plus epic spectral gloves or morgana tod set or 3 fighter past life
    first remove enchantment power attack line or change tr half elf dilettante rogue(better for dps)if u not have +40/41(44/45with GH) to hit unbuffed in epic s u c k a very well, u build it s good only for non epic content. If u miss a lot of mob in epic quest u lost a lot of dps, useless.
    Last edited by Sarnind; 12-28-2010 at 11:04 PM.

  14. #54
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Sarnind View Post
    yes is nice but u forgotten boost u bonus to hit, u have very low bonus to hit, u need bonus shintao tod set ,plus epic spectral gloves or morgana tod set or 3 fighter past life
    first remove enchantment power attack line or change tr half elf dilettante rogue(better for dps)if u not have +40/41(44/45with GH) to hit unbuffed in epic s u c k a very well, u build it s good only for non epic content. If u miss a lot of mob in epic quest u lost a lot of dps, useless.
    Thanks for your interest, but I think we are seeing things very differently. I should not have to post a resume here but I have run many, many epic quests on my monk with the exact same to-hit as this build. While it is always nice to have more, there is more than enough for a good player to be an excellent dps and cc contributor; I wish for more only rarely. If you take a moment to look over the Horcrux, you will see that there is plenty to make up for the small amount lost by not having level-ups in STR. A half-elf would be a decent alternative for those interested, but I prefer 5 damage per swing on all monsters (10 on crit) vs. the 7.5 average sneak attack damage on those who take it. And, flexibility: the h-orc can always take PA off and get a major to-hit bonus for the hardest fights because of its natural high strength. H-elf has at most a +1 to-hit benefit over h-orc, while losing +2 on stunning blow DCs.

    In the right hands, this build is a game-changer that can make an average group into a powerhouse. If it is "useless" to you, I wouldn't recommend playing it!
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  15. #55
    Community Member Samadhi's Avatar
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    Quote Originally Posted by Anthios888 View Post
    Toughness isn't a bad placeholder. Monks can always use more HP. I have stunning blow because the DC is decent for a backup stun and it gives you double chances to land. It requires no ki and is on a separate cooldown. So I think it works pretty well for builds with enough strength.
    I added stunning blow in addition to stunning fist on one of my monk-strosities. I'm a fan. More stuns is more stuns, period, and I have always been a huge fan of the stuns even if the cool down on SB makes it less valuable in general, I still think it is worth it.
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  16. #56
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Samadhi View Post
    I added stunning blow in addition to stunning fist on one of my monk-strosities. I'm a fan. More stuns is more stuns, period, and I have always been a huge fan of the stuns even if the cool down on SB makes it less valuable in general, I still think it is worth it.
    Nothing like CCing 3 or 4 epic mobs at once. Glad to hear you like it... I have not personally had it and am considering doing past life: paladin instead, but I know others have really vouched for it.
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    it might make more sense for the player to re-roll.

  17. #57
    Community Member Dark-Star's Avatar
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    Quote Originally Posted by Anthios888 View Post
    Thanks for your interest, but I think we are seeing things very differently. I should not have to post a resume here but I have run many, many epic quests on my monk with the exact same to-hit as this build. While it is always nice to have more, there is more than enough for a good player to be an excellent dps and cc contributor; I wish for more only rarely. If you take a moment to look over the Horcrux, you will see that there is plenty to make up for the small amount lost by not having level-ups in STR. A half-elf would be a decent alternative for those interested, but I prefer 5 damage per swing on all monsters (10 on crit) vs. the 7.5 average sneak attack damage on those who take it. And, flexibility: the h-orc can always take PA off and get a major to-hit bonus for the hardest fights because of its natural high strength. H-elf has at most a +1 to-hit benefit over h-orc, while losing +2 on stunning blow DCs.

    In the right hands, this build is a game-changer that can make an average group into a powerhouse. If it is "useless" to you, I wouldn't recommend playing it!
    Agree with your point, but a few small corrections. HE rogue dilettante gives 10.5 average SA damage (3d6). Strength difference is 3 (with human stat), so depending it will be +1 or +2 to hit and damage difference. If one wanted uber stun DC, the fighter dilettante would give another +2 to both SF and SB, at the expense of some SA damage. Given enough AP, HE could also take adavantage of Human Versatility IV, for another +5 to damage or to hit while boosting.
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  18. #58
    Community Member Junts's Avatar
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    Quote Originally Posted by Anthios888 View Post
    Nothing like CCing 3 or 4 epic mobs at once. Glad to hear you like it... I have not personally had it and am considering doing past life: paladin instead, but I know others have really vouched for it.


    I wanted to chime in here because I've been playing a monk with both:

    I find that I'm using stunning blow less and less. The problem isn't so much the cooldown as that its hard to make it reliable: something with a 15s cooldown that only works half the time isn't a significant contributor to your play. If you're gonna do a dual stun build, I'd definitely make sure you can push the DC to 40+. Its main value is letting you stun when you're out of ki, but if it isn't reliable at that it isn't a helpful button to press.

    I'm leaning towards dropping it but i may hold out til I get the last coupel strength brackets I lack to see how it does with them.

  19. #59
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    Quote Originally Posted by Anthios888 View Post
    Thanks for your interest, but I think we are seeing things very differently. I should not have to post a resume here but I have run many, many epic quests on my monk with the exact same to-hit as this build. While it is always nice to have more, there is more than enough for a good player to be an excellent dps and cc contributor; I wish for more only rarely. If you take a moment to look over the Horcrux, you will see that there is plenty to make up for the small amount lost by not having level-ups in STR. A half-elf would be a decent alternative for those interested, but I prefer 5 damage per swing on all monsters (10 on crit) vs. the 7.5 average sneak attack damage on those who take it. And, flexibility: the h-orc can always take PA off and get a major to-hit bonus for the hardest fights because of its natural high strength. H-elf has at most a +1 to-hit benefit over h-orc, while losing +2 on stunning blow DCs.

    In the right hands, this build is a game-changer that can make an average group into a powerhouse. If it is "useless" to you, I wouldn't recommend playing it!
    dear, i have a monk with 6 past life(3 monks 3 fighter)half elf 40 str 30 wise unbuffed with all item epic of game for dps, u monk have a serius problem to hit




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    Last edited by Sarnind; 12-29-2010 at 08:12 AM.

  20. #60
    Community Member Anthios888's Avatar
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    Quote Originally Posted by Sarnind View Post
    dear ... u monk have a serius problem.
    I know... rite? They're EVERYWHERE!!!1

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