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  1. #1
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    Default Dark Monk -- STR or DEX based? UMD?

    I've leveled this monk up to lvl 11 -- planned build is below -- I'm starting to have doubts concerning the following:

    1) I opted out of UMD because I wanted to max concentration, search, and disable device, but had too few skill points to max UMD as well. Was this a terrible mistake, I'm wondering. Should I redo this? Please note: I want to do a monk 18/rogue 2 for trapping purposes -- I'm not interested in a pure monk.

    2) I rolled him as a dex monk because at the time -- no prior monk xp -- it seemed a good way to go. Now that I have touch of death, I'm in fire stance most of the time to get ki to us ToD. I'm wondering if I should reroll as STR monk, dump DEX, and boost WIS and INT (more skill points for UMD). I seem to get hit no matter what, so having DEX to improve AC seems a waste at this point anyway.

    3) I rolled as dwarf because the stat adjustments seemed good for what I was doing +CON and -CHR. I'm wondering if I go STR based if the race should change. I'm hesitant about warforged because I like to solo and I rely heavily on cleric heirlings when doing so. Unless wizard heirlings can keep warforged healed up just as well??? (Never tried that...)

    4) In general, I chose lots of my enhancements on educated guesses, and now looking at them, I'm wondering if they could be improved?

    Any suggestions/comments on the above points are welcome. If you see other aspects I'm overlooking, please point them out. Right now my monk cleans up and can solo like crazy, but I also need a monk that can handle end-game content and contribute well to groups in raids, etc.

    Thank you in advance.

    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    Matamoros de Verdad
    Level 20 Lawful Neutral Dwarf Male
    (18 Monk \ 2 Rogue) 
    Hit Points: 288
    Spell Points: 0 
    BAB: 14\14\19\24
    Fortitude: 15
    Reflex: 19
    Will: 15
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity            15                 19                   20
    Constitution         16                 17                   18
    Intelligence         14                 14                   14
    Wisdom               14                 14                   16
    Charisma              6                  6                    6
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                  9                   13
    Bluff                 0                  0                    0
    Concentration         3                 27                   29
    Diplomacy            -2                 -2                   -2
    Disable Device        6                 21                   21
    Haggle               -1                 -1                    3
    Heal                  2                  3                    3
    Hide                  6                 27                   27
    Intimidate           -2                 -2                   -2
    Jump                  6                  6                    6
    Listen                6                  7                    7
    Move Silently         6                 26                   26
    Open Lock             6                 10                   10
    Perform              n/a               n/a                   n/a
    Repair                2                  2                    2
    Search                6                 25                   27
    Spot                  6                  7                    7
    Swim                  2                  2                    2
    Tumble                3                  6                    6
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Rogue)
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Dwarven Tactics I
    
    
    Level 3 (Monk)
    Feat: (Selected) Dodge
    Feat: (Monk Bonus) Weapon Finesse
    Enhancement: Way of the Clever Monkey I
    Enhancement: Void Strike I
    Enhancement: Monk Wisdom I
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Dwarven Constitution I
    Enhancement: Monk Improved Recovery I
    
    
    Level 5 (Monk)
    Enhancement: Static Charge
    
    
    Level 6 (Monk)
    Feat: (Selected) Toughness
    Enhancement: Porous Soul
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Combat Expertise
    Enhancement: Monk Ninja Spy I
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Adept of Wind
    Enhancement: Adept of Flame
    
    
    Level 10 (Monk)
    Enhancement: Touch of Death
    
    
    Level 11 (Monk)
    Enhancement: Way of the Clever Monkey II
    Enhancement: Adept of Rock
    
    
    Level 12 (Monk)
    Ability Raise: DEX
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Void Strike II
    Enhancement: Adept of Rain
    
    
    Level 13 (Rogue)
    Enhancement: Ten Thousand Stars
    Enhancement: Racial Toughness I
    Enhancement: Rogue Dexterity I
    
    
    Level 14 (Monk)
    Enhancement: Monk Ninja Spy II
    
    
    Level 15 (Monk)
    Feat: (Selected) Discipline
    Enhancement: Way of the Clever Monkey III
    Enhancement: Master of Thunder
    
    
    Level 16 (Monk)
    Ability Raise: CON
    Enhancement: Monk Wisdom II
    
    
    Level 17 (Monk)
    Enhancement: Void Strike III
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 18 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Dwarven Tactics II
    
    
    Level 19 (Monk)
    Enhancement: Way of the Clever Monkey IV
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Enhancement: Grandmaster of Storms

  2. #2
    Community Member corpman's Avatar
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    do you really want the rogue lvls ?, the monk capstone is really nice and i would take umd for shield wands etc, stay dex and weapon finesse take power attack your damage will still be excellent.
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  3. #3
    Community Member Ttizz's Avatar
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    aye, go dex as primary stat, with str and con close to each other. With what is left dump into wis for the bonus, my TR 20 dark monk has nice dps and great saves, the capstone is really nice to have.

  4. #4
    Community Member jmonty's Avatar
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    478

    Default

    Quote Originally Posted by Taters214 View Post
    I'm hesitant about warforged because I like to solo and I rely heavily on cleric heirlings when doing so. Unless wizard heirlings can keep warforged healed up just as well??? (Never tried that...)
    yes hireling clerics can keep up wf well, especially once they get heal.

    a bonus is when you find arcane warforged hirelings with repair spells because then you can get the yummy buffs and be kept alive. at higher levels having a hireling with rez and heal is beneficial too.

    the extra dps from the warforged power attack enhancements are worth it. and, i say go str as well, especially if you can get a +2 dex tome.

  5. #5
    Hero
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    Default

    STR is better than DEX for DPS. AC is largely worthless in DDO, unless you specifically have the right items while you're leveling (if you're a first life monk, you won't have that gear). Bring a healer hireling and you'll have all the healing you need.

    You don't need to boost INT to be good at traps. With minimal gear investment you'll be able to disable anything as you level, though I personally don't see the point in it. Every trap in the game can be bypassed through careful timing or just playing smart.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  6. #6
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    Default

    Thanks for the input, mates.

    I've planned out the below build based on the following thoughts:

    *I need a DEX of at least 17 to get up to Greater TWF, so I might as well make him weapon finesse and use all abilities raises for DEX to maximize attack bonus.

    *Dropped rogue levels to focus on monk and get capstone. As mentioned, disarming traps is not necessary (though I will miss out on 15% xp bonus when soloing) and monks have excellent saves vs. traps, especially with way of the monkey.

    *Without rogue levels, I didn't see the point of putting points into UMD. I'd only end up with UMD of 12 at monk lvl 20. Wands have UMD of 18 + spell level. Unless I get UMD geared up -- which I don't have at the moment, and I'm not sure how abundant UMD enhancing gear is -- there doesn't seem to be much point here. Maybe I'm overlooking something here???

    *Abilities un-enhanced at lvl 20 are at 16 STR, 20 DEX, 18 CON, 16 WIS -- this seems like a decent balance.

    *Decided to try warforged as the racial immunities are nice (though the -2 WIS I don't like much).

    Any further thoughts / suggestions are welcome.


    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    Macabre End
    Level 20 Lawful Neutral Warforged Male
    (20 Monk) 
    Hit Points: 282
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 17
    Will: 16
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 16                   16
    Dexterity            15                 20                   20
    Constitution         16                 16                   18
    Intelligence          8                  8                    8
    Wisdom               13                 13                   16
    Charisma              6                  6                    6
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               5                 20            
    Bluff                -2                 -2            
    Concentration         7                 27            
    Diplomacy            -2                 -2            
    Disable Device       n/a               n/a            
    Haggle               -2                 -2            
    Heal                  1                  3            
    Hide                  4                 20            
    Intimidate           -2                 -2            
    Jump                  3                  3            
    Listen                1                  3            
    Move Silently         4                 20            
    Open Lock             n/a               n/a           
    Perform              n/a               n/a            
    Repair               -1                 -1            
    Search               -1                 -1            
    Spot                  1                  3            
    Swim                  3                  3            
    Tumble                3                  6            
    Use Magic Device     n/a               n/a            
    
    Level 1 (Monk)
    Feat: (Selected) Stunning Fist
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    Enhancement: Warforged Healer's Friend I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Dodge
    Enhancement: Way of the Clever Monkey I
    Enhancement: Void Strike I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Weapon Finesse
    Enhancement: Monk Improved Recovery I
    Enhancement: Warforged Tactics I
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    Enhancement: Warforged Constitution I
    
    
    Level 5 (Monk)
    Enhancement: Static Charge
    Enhancement: Way of the Clever Monkey II
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Toughness
    Enhancement: Monk Ninja Spy I
    
    
    Level 7 (Monk)
    Enhancement: Porous Soul
    Enhancement: Adept of Wind
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Touch of Death
    
    
    Level 10 (Monk)
    Enhancement: Void Strike II
    Enhancement: Adept of Flame
    
    
    Level 11 (Monk)
    Enhancement: Warforged Constitution II
    
    
    Level 12 (Monk)
    Ability Raise: DEX
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Way of the Clever Monkey III
    
    
    Level 13 (Monk)
    Enhancement: Master of Thunder
    Enhancement: Warforged Power Attack I
    
    
    Level 14 (Monk)
    Enhancement: Monk Ninja Spy II
    Enhancement: Master of Bonfires
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Monk Wisdom II
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    
    
    Level 17 (Monk)
    Enhancement: Monk Wisdom III
    
    
    Level 18 (Monk)
    Feat: (Selected) Discipline
    Enhancement: Grandmaster of Storms
    
    
    Level 19 (Monk)
    Enhancement: Way of the Clever Monkey IV
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Enhancement: Monk Serenity
    Enhancement: Monk Improved Recovery II

  7. #7
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    Dex based is really only beneficial for high ac builds in order to reach an ac that is fun to play you really have to completely max dex have the right gear and be a halfling as well as have alot of ac consumables at hand while lvling.

    With your build now I feel your wasting alot by putting lvl up points in dex it's not doing anything useful for your build but raising your reflex . Which isn't worth it especially considering you could get more damage and save a feat putting those lvl up points into str . And your reflex will still be good without them. If you can get ahold of a plus 2 dex tome you will be set with your current stats .


    Very good decision not to splash rogue. I think you will enjoy the class alot more at 20 . And update 8 comes with rogue hirelings. So maybe you can still get your 15 percent exp.
    Last edited by komeback; 12-04-2010 at 02:29 AM. Reason: Add information

  8. #8
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    Quote Originally Posted by komeback View Post
    Dex based is really only beneficial for high ac builds in order to reach an ac that is fun to play you really have to completely max dex have the right gear and be a halfling as well as have alot of ac consumables at hand while lvling.

    With your build now I feel your wasting alot by putting lvl up points in dex it's not doing anything useful for your build but raising your reflex . Which isn't worth it especially considering you could get more damage and save a feat putting those lvl up points into str . And your reflex will still be good without them. If you can get ahold of a plus 2 dex tome you will be set with your current stats .


    Very good decision not to splash rogue. I think you will enjoy the class alot more at 20 . And update 8 comes with rogue hirelings. So maybe you can still get your 15 percent exp.
    I don't have a +2 tome, and let's say I never have one. If I have my DEX start at 15 (keeping STR, CON, WIS high) and put all ability raises into STR as you say, I will only be able to get TWF but not improved or greater TWF--that would not be good, I think, since those feats are great and there are really no others to replace them that are really too beneficial. So, I would need to lower some other stat from the get-go in order to have base DEX 17 at roll. STR and CON start at 16, so they can't reasonably be lowered; thus, the only real candidate is WIS, which would have to be lowered to base 9 in order to get points to have DEX 17 (using warforged). Is it really a good idea to have WIS be so low on a monk?

  9. #9
    Community Member Ttizz's Avatar
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    Quote Originally Posted by komeback View Post
    Dex based is really only beneficial for high ac builds in order to reach an ac that is fun to play you really have to completely max dex have the right gear and be a halfling as well as have alot of ac consumables at hand while lvling.

    With your build now I feel your wasting alot by putting lvl up points in dex it's not doing anything useful for your build but raising your reflex . Which isn't worth it especially considering you could get more damage and save a feat putting those lvl up points into str . And your reflex will still be good without them. If you can get ahold of a plus 2 dex tome you will be set with your current stats .


    Very good decision not to splash rogue. I think you will enjoy the class alot more at 20 . And update 8 comes with rogue hirelings. So maybe you can still get your 15 percent exp.

    My TR mnk is a dex based wind/dark setup, she is not focused on AC, but more around dps. with the ultimate wind stance, good STR and the instant 250-2000 instant dmg at command, I feel she is decent. When you aren't focused around AC you don't have to suffer because of it. I have a pair of GS aspect of smoke boots (perma blur) on her. And when you stack that with the displacement clicky and the ninja incorpreal and AC she is **** near impossible to hit verses most mobs. By no means is she the end all monk, this is just my 2cp and just another option in the wide world of monk builds.

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