I've had this concept brewing in my mind for weeks now and I have to see what you guys think before I make it.
"At a glance"
-Almost complete Arcane Archer abilities(missing P shot and IP shot) with manyshot, rapid shot, bow strength, and slayer arrow.
-Decent Melee DPS via wind speed, PA, GTWF, good base damage, ToD rings, stance strikes, and sneak attack. Attack bonus that is effective in endgame including epics.
-Effective stunning fist, usable in almost all content in the game.
-Ability to use heal scrolls with a 95% chance of success. Res scrolls and restoration scrolls 100% chance of success.
-very functional trap skills
-very functional sneaking skills
-Abundant step for kiting mobs and getting to sniping perches.
-75+ raid buffed ac with no epic/extremely rare gear.
-Fully functional Intimidation that could be swapped for UMD if desired. Both could fit in if you dropped sneak skills.
-Wicked running speed with monk/ranger sprint/longstrider.
-Self buffed saves can sky rocket to the high 30s easily with ocean stance and skill boost.
-Immunity to poison/diseases as well as Improved evasion.
-Decent self healing via fists of light/healing ki and heal scrolls.
-Super versatility. Feats can easily be swapped and skills/enhancements can be relocated to make this build work for your playstyle. Drop Finesse and pump Str. and Wis. for better damage while still being able to effectively use Stunning blow and Archery... Drop Chr and Int. to focus less on versatility and more on raw power.... Swap some feats and take the dark path for more sneak damage and better DPS(touch of death).... With 20%healing amp from helf and 30% from monk this build could respec for 200% amp pretty easily.... Drop Str. and Con. and become a gimp.... The list of possibilities is vast and pretty much every version will still have at least decent DPS and good saves. I don't want to sound arrogant about my build..I'm just excited because I have a feeling this build will do very well and be a blast to play.
My version:
Helf 12/6/2 Monk/Ranger/Rogue
Stats
Str-14+2tome+6item=22
Dex-14+2tome+6item+2race+2ranger+3lvls+3stance=32
Con-14+2tome+6item=22-2sance=20
Int-14+2tome=16+6item=22
Wis-14+2enh+2tome+6item+2lvls=26
Chr-10+2tome+6item=18
Feats
Free
Bow Strength
Diehard
TWF
ITWF
Rapid Shot
Manyshot
Base
-Mental toughness(blah)
-Weapon focus(blah)
-Point Blank(blah)
-Improved Crit: Ranged(maybe combat expertise)
-GTWF
-Power Attack
-Toughness
Monk
-Finesse
-Zen Archery
-Stunning Fist
Concept
Since I tried AA I fell in love but soon realized it couldn't be the focus of my build. I needed something else to justify my toon. I think that there needs to be something I can do between manyshot bursts. I guess I could just go ranger and swing two kopeshes. That would be original....
I capped a light monk about 8 months ago and took him into a second life as a monk. Very survivable, soloable, and potentially powerful characters. I loved FoL and abundant step. Both of these abilitys make surviving way easier.
I built this guy to be the best of both classes. Using wind stance III, 2d6 base damage, Tod wrings, haste boost, and GTWF, this build could be a potent melee toon. Add in DC 34 stun and your hitting things pretty hard. On the other hand you have most of the awesome ranged feats as well as the ability to zoooom yourself to unreachable "perches" and snipe helpless mobs with slayer arrow.
With a high Dex and Wis, this build could hit the mid 50's in unbuffed ac without much effort. Not game-breaking but helpful.
Rogue Splash
I suppose rogue lvls are optional but they suit my playstyle. They give this character the option of UMD, traps, and sneak skills. I also love haste boost. Could drop rogue for barkskin. blah.
lvl Progression--------------------------------------Feats(some are taken others are free)
1-Rogue(skillz)-------------------------------------Toughness, Cleric Dilettante(no fail res scrolls and 5% fail heal scrolls)
2-Monk----------------------------------------------Zen Archery
3-Monk(I'm addicted to evasion)------------------Finesse, Point Blank
4-Ranger--------------------------------------------Bow Strength
5-Ranger(gives access to some bow use)---------Rapid Shot, TWF
6-Monk(FoL for Tear of D.)-------------------------Light Path, Weapon focus
7-Ranger--------------------------------------------Diehard
8-Ranger
9-Ranger--------------------------------------------Mental toughness
10-Ranger-------------------------------------------Manyshot, ITWF
11-Rogue
12-Monk---------------------------------------------Power Attack
13-Monk
14-Monk---------------------------------------------Stunning Fist(DC=10base+10wraps+6monk+8wis=34)
15-Monk---------------------------------------------Improved Crit: Ranged or Combat Expertise
16-Monk
17-Monk
18-Monk---------------------------------------------GTWF
19-Monk
20-Monk
Skills
With the build variation I posted it's possible to max Concentration, Balance, and Intimidate while finding room for less vital skills...
10 ranks in disable/open lock give you a 45/50 self buffed modifier(including +5 tools). 15 ranks in search also gives a 50 self buffed mod.
I think I put 12 ranks in move silently and hide. With a high dex and good items that should be more than enough.
Lastly I put enough points in jump and tumble to do back-flips and make the best use of Abundant step. I could have dropped these two skills and maxed out UMD, but with the cleric dilettante I really don't thinks it's as important.
Gear
Well this is something that I never plan out because I don't think gear should make or break a character.
I'll do my best tho...
+2 tomes across the board if possible, even chr for umd/intimidate.
Head: Minos
Cloak:+5 resist/protection or GS with purma-blur
Goggles: Tharnes/GS occasionally swapped for rogue gear
Trinket: Shimmering Arrowhead
Necklace: +6 wisdom
Armor: Icy's with alchemical AC bonus*
Bracers: Tharnes/+8's
Gloves:Epic Charged Gauntlets would be nice...+6 strength till then
Ring1:Tod ring/chattering
Ring2:Tod ring/+6 dex/Tumbleweed
Belt: +6 constitution
Boots: Gyroscopic boots**
*Until I get a good DT
**The faster I run the better for when it's time to kite. I don't know what does or
doesn't stack but monk speed+
30% boots+haste+Longstrider+Sprint Boost II=silly kiting speed. Just need to make sure I let the melees catch up eventually
Enhancements
This build will be very AP tight but there are some definite must haves in this build. The AA lines are very AP intensive as are the stances. Human adaptability boost IV is pretty important as well IMO. If you want to intimidate there are more enhancements for that as well.
Saves
Fort/Ref/Will
8/8/8 monk
0/3/0 rogue
5/5/2 ranger
5/11/8 stats
3/3/3 Icy raiment resistance
1/1/1 alchemical
22/31/23 unbuffed saves
4/4/4 GH
2/2/2 recitaion
28/37/29 Raid buffed
9 more to each with save boost+ocean stance(just for sprinting through that epic trap or whatever)
AC
10 base
11 dex
8 wis
3 monk
5 icys w/alchemical bonus
5 protection(mineral helm probly)
8 armor bracers
5 combat expertise(swapped out for either IC ranged or GTWF)(CE is also a requirement for shintao if I decide to go that path)
4 insight(GS kama)
•59• beholder...
3 chattering
3 bark potion
•65• little effort...
4 bard
2 real barkskin
1 haste
2 recitation
•74• raid buffed
5 human boost(very temporary)
1 exeptional Dex or Wis(2 if both)
•80• Temporary AC without any epic/unobtainable gear or yugoth pots/ship buffs
Intimidation
I may consider working Intimidate into this toon. Hear me out before you kick the dog.
23base+15item+5DDO store helm+4chr+3 tenacious badger+1 enh+4GH=55(enough for no-fail on the VOD orthons..maybe no-fail sully according to this thread)
55+6GS=61+5skill boost(for emergencies only)=66
Half-elves get an extra intimidation cooldown timer so I'll be attempting 1/3 more than normal or 2 chain linked quickly for very unlikely failure(awesome for when the wizard gets the agro because of the gimp tank). Only issue with Intimidate at this point is that it's sorta gear intensive and also my HPs are less than tank material. Could maybe take full improved recovery lines and put 30% on a tanking kama for better healing to make up for this. High saves and improved evasion help to minimize bulk damage from spells. Just have to rely on AC for most tanking situations.
Typical pug Raid scenario: The tank loses boss Aggro to the unprepared Barbarian/Paladin/Arcane and said character starts to run away like a sissy.... This is when I jump in, hit skill boost, chain intimidate....then with either AC gear on or Slayer arrow and manyshot going Abundant step away from the rest of the party and then hit ranger sprint boost until the rest of the group has reorganized.
Note: I don't want to be a main tank in raids. I am only taking Intimidate to help the group in an emergency situation. This build is likely more capable of dealing with aggro than whoever accidentally grabbed aggro from a boss. Repeat...I don't expect to be a "tank" in raids.
Attack bonus and Damage
2Hit
-Fist=19BaB+11 dex+5wraps+2 tumbleweed/arrowhead=37 on first swing...
-Bow=19Bab(Zen Archery)+11dex+5 GS bow+2tumbleweed/arrowhead+1 focus+1 point blank=39
Damage
-Fists=2d6(7)+5wraps+5str+5power attack≈22/hit+holy/elemental/bane damage+sneak attack damage+elemental strikes(chaining earth III and wind III)=Decent DPS considering the versatility of the build.
-Bow=1d10LightningII bow(5)+5weapon+5str+1point blank+force(≈3)+holy(7)+lighting(≈3)+elemental arrows(≈3)=32/shot.
HPs
144 (d8 ranger/monk*18)
12 (d6 rogue*2)
100 con
20 heroic
20 minos/GS mineral helm(proby more in the case of GS)
20 dusk heart(aiming low here)
22 toughness feat
20 toughness enh
10 favor
=368
I really wish I could get more but I guess I don't know how to squeeze them out of this build. Advice here would be particularly appreciated.
Comments welcome. No flames please.