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  1. #1
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    Post MultiClass AA/Monk/Fighter Helf

    So the idea for this build was an ZenArcane Archer with kensei and Ninja spy. Hand to hand fighting when upclose and personal and AA for manyshot barrages with slayer arrows etc.. Went Helf with Rog Dilly for extra Sneak attack damage as I figured it would go well with Ninja Spy. I havent rolled this up yet but I was thinking it might fun, any advice on what to tweak to make it a little stronger? For one thing I'm thinkin concentration is gonna be wasted skill points, perhaps dump it into spot, im sure there's more room for improvement as well.

    Schaeden Freud
    Level 20 Lawful Good Half-Elf Female
    (6 Fighter / 8 Monk / 6 Ranger)
    Hit Points: 289
    Spell Points: 215

    BAB: 18/18/23/2828
    Fortitude: 18
    Reflex: 16
    Will: 13

    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20) (Level 20)
    Strength 17 24 26
    Dexterity 15 17 17
    Constitution 12 14 14
    Intelligence 10 12 12
    Wisdom 13 15 16
    Charisma 8 10 10

    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)
    Balance 6 26 26
    Bluff -1 0 1
    Concentration 5 25 27
    Diplomacy -1 0 1
    Disable Device n/a n/a n/a
    Haggle -1 0 0
    Heal 1 3 3
    Hide 2 3 3
    Intimidate -1 0 1
    Jump 7 31 33
    Listen 1 3 3
    Move Silently 2 3 3
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair 0 1 1
    Search 0 1 1
    Spot 1 3 3
    Swim 3 9 9
    Tumble 6 20.5 22.5
    Use Magic Device n/a n/a n/a

    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Skill: Tumble (+4)
    Feat: (Monk Bonus) Dodge
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Toughness

    Level 2 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Favored Enemy) Favored Enemy: Undead

    Level 3 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Fighter Bonus) Zen Archery

    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1.5)
    Skill: Concentration (+2)
    Skill: Jump (+1)

    Level 5 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skilll: Jump (+1)
    Skill: Tumble (+1)

    Level 6 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Mental Toughness

    Level 7 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider

    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1.5)
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Sprint Boost II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Human Improved Recovery I
    Enhancement: Racial Toughness I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Fighter Toughness I

    Level 9 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Point Blank Shot
    Feat: (Selected) Quick Draw

    Level 10 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)

    Level 11 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost II
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage II
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Fighter Strength I

    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Jump (+1)
    Feat: (Selected) Greater Two Weapon Fighting

    Level 13 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Precise Shot

    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Fighter Kensei I
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows

    Level 15 (Monk)
    Skill: Concentration (+3)
    Skill: Jump (+2)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness

    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Concenntration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)

    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+2)

    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+2)
    Feat: (Monk Bonus) Mobility
    Feat: (Selected) Stunning Blow

    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+2)

    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Skill: Tumble (+1)
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Flame
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Last edited by guikentsuori; 02-15-2011 at 01:28 PM. Reason: NSII->NSI

  2. #2
    Community Member Dark-Star's Avatar
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    Ninja Spy II is at 12 monk.

    Try to fit in Improved Precise Shot.

    MUCH easier to read if you don't use the planner, at a minimum post your feat list by itself.
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  3. #3
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    Yeah Shoulda been NS I, Here is the feat list, getting Imp precise would be nice for surem here is a breakdown of the feats in an easier to digest format:

    Feat: (Monk Bonus) Dodge
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Toughness

    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead

    Level 3 (Fighter)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Fighter Bonus) Zen Archery

    Level 6 (Ranger)
    Feat: (Selected) Mental Toughness

    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider

    Level 9 (Fighter)
    Feat: (Fighter Bonus) Point Blank Shot
    Feat: (Selected) Quick Draw

    Level 11 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons

    Level 12 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting

    Level 13 (Fighter)
    Feat: (Fighter Bonus) Precise Shot

    Level 14 (Monk)
    Feat: (Monk Bonus) Power Attack

    Level 15 (Monk)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness

    Level 18 (Monk)
    Feat: (Monk Bonus) Mobility
    Feat: (Selected) Stunning Blow

  4. #4
    Community Member Deathdefy's Avatar
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    I'm playing one of these right now; albeit I'm still only in my teen levels.

    http://forums.ddo.com/showthread.php?t=300436

    was my initial concept, and it isn't too different from yours.

    Since that posting, I've also learned that you should take a Ranger level at 1st to maximize skill points. Taking a 2nd monk level reasonably early is also not a terrible idea to get evasion.

    For a 32 point build, I'd go with the stats of:
    STR: 16 (cost = 10)
    CON: 12 (cost = 4)
    DEX: 17 (cost = 13)
    INT: 8
    WIS: 11 (cost = 3)
    CHA: 8
    and your choice of 1 more point of con / 2 of wis / 2 of int (go with 2 wis if you can't deal without Zen Archery early on)

    That lets you get Zen Archery and IPS after level 7 with a +2 wis or +2 dex tome respectively.

    On feats:
    I'd definitively drop Mobility: it gives you nothing, especially so late in your levelling. I would exchange it for Improved Precise Shot (and maybe try and get that ealier and re-arrange other feats to fit).

    Also, if you take my hot tip of dropping Wisdom to 11, you'll need to get Zen archery after 7. It's only ever-so-slightly annoying to have to re-activate stance after using your bow. It sounds like it will be a huge pain, but I can honestly say it isn't.

    On skills:
    Max spot. You really need it if you have any emphasis on ranged. A ridiculous number of things are stealthed and you can't see from far away.

    Concentration has been a total non-issue for me, especially given you are consistently rocking out in fire stance. Just put skill points in on your Monk and Ranger levels when you have them to spare.

    I personally dump all 3 of tumble, jump and balance. (Dumping balance, however is, in retrospect, a questionable decision.)

    You'll have big strength to boost your jump above 10, which is all you need with a +30 jump spell (or clickie - get a Morah's belt from Amrath eventually. Until then, just get a trashy jump clickie for +10 off the AH. You'll still have heaps of jump, given you can use Jidz-Tetka and Wind Stance for another bonus +10. Also, bunny hat if you have one for another +5... Jump is just not worth the base investment due to the cap of 40.)

    Tumble is entirely your call.

    Anyway, my point is, do max spot. I would, and do, prioritize it as the single most important skill on this build.

    Last note:
    This build is incredibly fun to level. You will dominate everything.

    Obviously I wasn't keen on playing this type of build at 20, but if I were to do so, I would go with 8 Monk levels.
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