Results 1 to 13 of 13
  1. #1
    Community Member jortann's Avatar
    Join Date
    Jun 2010
    Posts
    992

    Default Newb Monk needs help

    I was thinking of rolling up a monk this weekend, just to try something new.

    But, I don't have a clue what I am doing. That's where I need your help

    It seems that with monk there are a lot of options. And on these forum pages everyone seems to be speaking monk language. I don't know the language. Ki, stance, path.... these mean nothing to me.

    So here is what I want to do... pure 32 point dwarf monk. That's all I got so far and it took me 2 days to come up with that. Also I will be rolling this guy with vet status if that makes a difference.

    Allright this is what I need help with.
    - A good started friendly build. I hope someone has one laying around or can point me to one.
    - An explanation of Ki. What it is and how it works in normal English terms. I don't speak DDO that well either but I am learning the language.
    - An explantion of stance. What it is and how it works in normal English terms.
    - An explanation of the paths. Which one an why.
    - Also a heads up on equipment would be nice

    Also if there is a helpful thread on how to play monk that someone could direct me to that would be cool. It seems like there is a lot of keyboard work on selecting moves and such and I don't even know where to begin.

    Thanks in advance

  2. #2
    Community Member PCNONSENSE's Avatar
    Join Date
    Oct 2006
    Posts
    21

    Default

    http://forums.ddo.com/showthread.php?t=242643

    I found this thread very helpful in building my first monk. Enjoy!

  3. #3
    Community Member jortann's Avatar
    Join Date
    Jun 2010
    Posts
    992

    Default

    Quote Originally Posted by PCNONSENSE View Post
    http://forums.ddo.com/showthread.php?t=242643

    I found this thread very helpful in building my first monk. Enjoy!
    Thanks for pointing it out. I read through it - very helpful. But I saw that people were saying that it was out of date with the new updates....



    I still need more help... are there any monk masters out there that need a padawan?

    I am willing to learn

    and despite what master Yoda thinks I am not too old to begin the training...

  4. #4
    Community Member -Zyxas-'s Avatar
    Join Date
    Dec 2009
    Posts
    268

    Default

    Quote Originally Posted by jortann View Post
    I was thinking of rolling up a monk this weekend, just to try something new.

    But, I don't have a clue what I am doing. That's where I need your help

    It seems that with monk there are a lot of options. And on these forum pages everyone seems to be speaking monk language. I don't know the language. Ki, stance, path.... these mean nothing to me.

    So here is what I want to do... pure 32 point dwarf monk. That's all I got so far and it took me 2 days to come up with that. Also I will be rolling this guy with vet status if that makes a difference.

    Allright this is what I need help with.
    - A good started friendly build. I hope someone has one laying around or can point me to one.
    - An explanation of Ki. What it is and how it works in normal English terms. I don't speak DDO that well either but I am learning the language.
    - An explantion of stance. What it is and how it works in normal English terms.
    - An explanation of the paths. Which one an why.
    - Also a heads up on equipment would be nice

    Also if there is a helpful thread on how to play monk that someone could direct me to that would be cool. It seems like there is a lot of keyboard work on selecting moves and such and I don't even know where to begin.

    Thanks in advance
    (If you didn't figure some of your questions out yet, I assume the aforementioned solves your build problem, so here are answers to some of your others
    2. Ki is energy to use on special attacks, from curing status ailments (semi-useless enhancements...) to dealing extra damage to stunning an enemy to special buffs. Your normal ki amount is equal to your concentration skill (with all modifiers). Ki goes down over time while over that amount (usually goes down by 1 or 2 points, occasionally 3, this is based on how high your ki is currently compared to your base ki). You gain ki when you successfully hit an enemy (or objects with hp bars) and do damage (some enemies with DR, damage reduction, make you hit for 0 and you don't get ki). The normal ki generation is 1 point, and 2 points on a crit, but Way of the Elegant Crane enhancement line raises ki generation on crits by 1 per tier, some high level rare named items (from ToD) give extra ki generation, and fire stances give bonus ki generation, with a little more each tier (both for crits and non-crits).
    Elemental strikes are the most basic ki strikes, they use 5 ki each use (+1 ki taken for each higher tier of the strike you use, based on enhancement bought stances), and do 1d6 (1 to 6) damage of that element per tier of the strike you use. There are also void strikes, from enhancements, that do force damage, and light and dark strikes (these cost 10 ki each use, dark has a debuff, light has a healing shield that heals YOU when you hit the enemy it's on).
    Finishers become available when you do a consecutive chain of 3 ki strikes (some time given to complete) in a certain order with certain elements. The chain is stopped by interacting with any object other than the wall and floor, or by using another ki strike that is not part of the current chain. They each cost 10 ki. These are debuffs (dark) (fairly useless, some good cases) and buffs (light) (some are really good, some are okayish, also triple light is an area of effect heal), and fairly useless triple elemental finishers (3 of the same). You can read up on exactly what certain finishers do.
    Again, more ki strikes are unlocked by buying enhancements (stances, void strike, and the weird status cure/inflict things). There are also two 50 ki strikes, one for light and one for dark, that require some other enhancements to get. Dark is touch of death, a 500 point damage bonus (negative energy, with a fortitude save for a chance for the damage to be halved). Very useful. Light is rise of the phoenix, which ressurects a dead party member (not useful very often, some emergencies though).

    3. Stances are abilities that you put on your bar and click (or press the corresponding number) to activate. They last until you turn them off, switch to a different one, or become uncentered (read on this). Fire gives Str and subtracts Wis (+ ki generation, one of the two main stances), water gives wis and subtracts str (with a useless effect, very useless overall), earth gives con and subtracts dex (and gives some DR and AC, useful in a few cases), and air gives dex and subtracts con (with attack speed and double strike boosts, the other main stance).
    Each stance starts out giving +2 to the stat and -2 to the other, level 12 versions change to +3 and -2, and level 18 versions change to +4 and -2. You should focus on fire or wind stance, and many people like to take earth stances as well for the ki strikes that go with it (earth is untyped damage). Fire is for Str based characters, and those who want more ki to use on strikes. Air is for Dex based characters, and those who want higher attack speed. Both are offensive stances (which is necessary...) and both are really good. I personally prefer fire, for the ki and I prefer Str based for better raw damage. Others prefer air, because the attack speed/double strike gives damage in the form of more hits. I'm not sure which is actually better DPS, but both are good in different ways.

    4. 2 types of path: animal and prestige. Animal paths are regular enhancements that give certain bonuses, Tortoise (HP and concentration) and Crane (ki on crits) are considered to be the best although some like monkey (resists) and hound (+to hit when flanking, takes effort to get use out of it). Tortoise is suggested for fire stance users because they don't need the ki, and 5 HP per rank and concentration are good for monks. Crane is suggested for air, especially if you have stuns, which give automatic crits, because air doesn't normally gain ki very quickly.
    Prestiges are easy, one tier ever 6 levels, they have prerequisite enhancements and feats though. Only light has ****ao, which is nice for stuns and other monster holding stuff, as well as bypassing some types of DR. Only dark has Ninja Spy, which gives sneak attack damage when you don't have aggro (attention of the enemy) (some situations also permit sneak attacks), a dodging chance ability, and the ability to use short swords and be centered.

    5. Equipment
    -Use handwraps. If you use stunning fist, get handwraps with Stunning on them to increase the chance to land it, if not just look for the best damage dealing types (pure good is a great effect to have, shock is considered the best elemental damage). At middle levels (above 10, low teens, up to about 15/16), there are some new prefixes for weapons that are really useful, mainly paralyzing, banishing (for outsiders - demons, devils, other extraplanar type stuff), smiting (for constructs - robots), and vorpal (only on slashing weapons, chance to instakill on a 20 roll).
    -Robes/outfits, deathblock is needed for a lot of things, fortification (best you can get) is a good type (although some side items have this too).
    -For your side items (helms, gloves, rings, etc) try to get a Strength boosting item (ogre power prefix), dex (dexterous), con (health), and wis (if using any wisdom related things, stunning fist or going for AC)(wise).
    -That's all of the important equipment, other stuff is personality (although some things are highly recommended, saves boosting item, hp boosting item).


    Wow that was long. I hope this helps a lot!

  5. #5
    Community Member jortann's Avatar
    Join Date
    Jun 2010
    Posts
    992

    Default

    Thanks Zyxas! That was uber helpful!

    So this is what I am thinking so far...

    32 Point Neutral Good Dwarf
    STR: 16
    DEX: 16
    CON: 16
    INT: 8
    WIS: 14
    CHA: 6

    Feats (I borrowed this from one of the builds - Is all the Toughness necessary or are there other options?)
    1. Toughness
    1. Two Weapon Fighting
    2. Power Attack
    3. Weapon Focus: Bludgeon
    3. Path of Inevitable Dominion
    6. Dodge
    6. Stunning Fist
    9. Improved Two Weapon Fighting
    12. Improved Critical: Bludgeon
    15. Greater Two Weapon Fighting
    18. Toughness

    Skills
    Concentration
    Jump
    Balance

    Enhancement lines
    Dark
    Fire
    Ninja Spy
    Tortoise
    Dwarven Tactics

    Build Coming...
    I hope to drop this into a character planner this weekend, but does this look like I am on the right path?

    Thanks again for all your guys help
    Last edited by jortann; 12-09-2010 at 06:57 PM.

  6. #6
    Community Member Khurse's Avatar
    Join Date
    Aug 2007
    Posts
    1,349

    Default

    You want stunning fist (or stunning blow if you're planning on having a significantly higher Str than Wis) in place of one of the toughness feats.
    With the usefulness of Stunning at endgame, (and leveling up it's not bad either) you're kind of expected to have it.
    And once you really get used to it, you'll always want to have the ability to stun mobs on your toons.

  7. #7
    Founder Rickpa's Avatar
    Join Date
    Feb 2006
    Posts
    511

    Default

    There are other good feats besides toughness, but you have this mostly right for Ninja Spy. I think the Dodge feat is a prerequisite.
    Last edited by Rickpa; 12-09-2010 at 05:04 PM.

  8. #8
    Community Member jortann's Avatar
    Join Date
    Jun 2010
    Posts
    992

    Default

    Quote Originally Posted by Rickpa View Post
    There are other good feats besides toughness, but you have this mostly right for Ninja Spy. I think the Dodge feat is a prerequisite.
    This is correct. Dodge is required. Thanks!

    Quote Originally Posted by Khurse View Post
    You want stunning fist (or stunning blow if you're planning on having a significantly higher Str than Wis) in place of one of the toughness feats.
    With the usefulness of Stunning at endgame, (and leveling up it's not bad either) you're kind of expected to have it.
    And once you really get used to it, you'll always want to have the ability to stun mobs on your toons.
    Thanks. However... This generated more questions...

    Should I take both Stunning Fist and Stunning Blow?
    Also do Dwarven Tactics affect Both of just Stunning Blow?


    Thanks in advance for your answers....

  9. #9
    Community Member Feithlin's Avatar
    Join Date
    Oct 2009
    Posts
    1,171

    Default

    Quote Originally Posted by jortann View Post
    Also do Dwarven Tactics affect Both of just Stunning Blow?
    Yes, it affects both.
    Thelanis: Nassim* (F12/P6/M2) - Talienor** (P18/Ra2) - Feithlin** (F12/Bd7/C1) - Stoneoak* (F12/M6/P2) - Hokusai (M17/F2/C1) - Ardence* (Bd15/F3/Ro2) - Matsushiro* (Ro11/M6/P3) | Argonessen: Luneargent (W18/Ro2) - Talienor (Ro20) - Takshir (Bd16/F2/Ro2) - Hiacynthe (C20) | Ghallanda: A bunch of pre DDO Unlimited characters (field of testing for post U19 )

  10. #10
    Community Member -Zyxas-'s Avatar
    Join Date
    Dec 2009
    Posts
    268

    Default

    Quote Originally Posted by jortann View Post
    This is correct. Dodge is required. Thanks!



    Thanks. However... This generated more questions...

    Should I take both Stunning Fist and Stunning Blow?
    Also do Dwarven Tactics affect Both of just Stunning Blow?


    Thanks in advance for your answers....
    So Dark, Fire Stance, it looks like you'll put levels into Str, so Stunning Blow would probably be useful too. If it was light, stunning blow wouldn't be so useful since Shintao has other stun type stuff. With how this build is going, Wis is going to end up quite a bit lower than Str, but Stunning Fist will still be better. Stunning Fist is your main stun, Stunning Blow is for if the enemy saves, if there's more stuff to stun before it's off of its cooldown (6 sec Fist, also 15 ki/15 sec Blow, free).

    Stunning Fist gets a DC (amount for the enemy to roll to save and resist it) of 10 + Half of your monk level + your Wis modifier -> at level 20, a base of 20, adds on Wis yet, if you have Stunning wraps, up to 10 more, Tactics line adds too.
    Stunning Blow is 10 + Str Mod (also affected by stunning wraps, and your Tactics enhancements).

    So you will need some stunning wraps, try to get as high as possible for the level within a reasonable price, maybe even go 1 tier down for the level to get added effects other than just stunning.

    With Fire Stance and Str based, you may not need any skill points invested in Jump. Casters have a Jump spell, which gives +10 jump, +20 at level 5(?), and +30 at level 9. This means you only ever need 10 points of jump without the buff to get it maxed (40 max for jump). You also don't need high jump very often.

    For Dark path, you'll need to get the special effect move enhancements (for dark, elemental debuffs) in order to unlock Touch of Death at level 9, keep this in mind when spending AP. There are four of these. While on the topic of enhancements, Ninja Spy has some enhancement prerequisites too, to check these go to your trainer, spend AP, check the box that says show all enhancements (maybe it's unchecking?), go to Ninja Spy, and look at them. Don't know them off the top of my head.

    For your current build, you will need a +1 Dex tome by level 9 for the 17 base dex prerequisite for Improved Two Weapon Fighting. Just to let you know. It shouldn't be too bad to get one, if you have a guild they may give you one, otherwise they aren't TOO expensive on the Auction House (depending on your server). BTW, what server are you playing on?

  11. #11
    Community Member jortann's Avatar
    Join Date
    Jun 2010
    Posts
    992

    Default Chunky Monkey

    Quote Originally Posted by -Zyxas- View Post
    BTW, what server are you playing on?
    I got this guy planned for Khyber (mainly to play with some of my static groupers when we aren't static grouping) but he doesn't NEED to go there. But I also got toons on Thelanis and Sarlona.


    Here is the build....

    I messed up the enhancements a little as you will notice at level 20. Forgot about getting the 'Touch of Death' in there and had to add it at the end, so I will need to ammend that as I go.

    Are there any other problems that you see?

    Code:
    Character Plan by DDO Character Planner Version 3.7.3 (Pre-Release)
    DDO Character Planner Home Page
    
    Chunky Monkey
    Level 20 Lawful Good Dwarf Male
    (20 Monk) 
    Hit Points: 342
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 15
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    20
    Dexterity            16                    17
    Constitution         16                    18
    Intelligence          8                     8
    Wisdom               14                    16
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Dexterity used at level 8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    30
    Bluff                -2                    -2
    Concentration         7                    41
    Diplomacy            -2                    -2
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                  2                     3
    Hide                  3                     3
    Intimidate           -2                    -2
    Jump                  7                    30
    Listen                2                     3
    Move Silently         3                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  2                     3
    Swim                  3                     5
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Dwarven Tactics I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    Enhancement: Monk Improved Recovery I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Monk)
    Enhancement: Dwarven Constitution I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 5 (Monk)
    Enhancement: Way of the Patient Tortoise II
    
    
    Level 6 (Monk)
    Feat: (Selected) Dodge
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Dwarven Tactics II
    Enhancement: Adept of Flame
    
    
    Level 7 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Monk Ninja Spy I
    
    
    Level 8 (Monk)
    Enhancement: Racial Toughness II
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Racial Toughness III
    
    
    Level 10 (Monk)
    Enhancement: Dwarven Constitution II
    Enhancement: Way of the Patient Tortoise III
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Dwarven Goblinoid Hatred I
    Enhancement: Monk Ninja Spy II
    Enhancement: Master of Bonfires
    
    
    Level 13 (Monk)
    Enhancement: Racial Toughness IV
    
    
    Level 14 (Monk)
    Enhancement: Monk Wisdom II
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Way of the Patient Tortoise IV
    
    
    Level 16 (Monk)
    Enhancement: Dwarven Tactics III
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Stunning Blow
    Enhancement: Grandmaster of the Sun
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Static Charge
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: Winter's Touch

    Thanks for the help everyone!

  12. #12
    Community Member
    Join Date
    Mar 2010
    Posts
    31

    Default

    My two cents, mainly looking at your enhancements:

    Way of the Patient Tortoise is the way to go for that enhancement, but after the second one it becomes a very expensive enhancement @ 3/4 AP for a measly 5 HP and +2 concentration. You could save AP on that, and possibly spend it on...

    Monk Recovery / Another Master or Grandmaster stance (like Earth, which is very useful when soaking damage, or Air for doublestrike chance and higher attack/move speed)

    Weapon Focus Bludge: extremely optional. Most monks will have sufficient to hit even with Power Attack on. A second toughness could go here instead, making you that much more resilient, or perhaps a bonus feat for Saves, or deflect arrows (which is very useful!) In any case, you have space here to improve on an area you feel is lacking while you level up - playing a Light Monk myself there might be slightly different needs for dark ones.

    Hope you'll find this useful!

  13. #13
    Community Member -Zyxas-'s Avatar
    Join Date
    Dec 2009
    Posts
    268

    Default

    -Goblin Hatred or whatever should definately be dropped if at all possible (it is.)
    -Lawful Neutral is a great alignment, so certain evil damage doesn't affect you, also to be able to use the trinket Litany of the Dead (+1 Profane bonus to stats - stacks with any other bonus basically) if you ever would want to without getting a negative level.
    -Yes, drop 2 tiers of Way of the Patient Tortoise, it is to expensive for what you get from it and isn't absolutely necessary.
    -Possibly even consider dropping 1 tier of Racial Toughness. Depending on what else you want.
    -Get the prereq's and Touch of Death by level 9, no ifs ands or buts.
    -Other than that, looks good to me. Consider a few different stances (Earth now, since you're going Str based you don't want Air, would make you choose...), and yes a bit more healing amp. Good job though.

    I have all of my characters that aren't just barely started (for favor per server) on Thelanis. If you'd like, make it on there and I can get you some items etc (but not everything ).

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload