I'm planning to TR my dark monk and reading U9 release note i got some ideas...
Came up with builds with Monk 13 (NinjaSpy)/ Wizzard (Palemaster) 7
But before, some background about U9 relevant changes to my builds:
I followed two distinct lines: Tank DPS build and non-Tank DPS buildBluff
The bluff skill is now faster to activate, and grants a short duration reduction in threat generation. Repeated bluffs now increment the DC by 1 instead of 4.
The sneak attack vulnerability applied by a successful bluff attempt is no longer removed on damage, and now renders the target vulnerable to sneak attacks for 4 seconds.
Karmic Strike's finisher no longer leaves a monk helpless. The effect has been changed to, "Fire-Dark-Fire Finisher - You have learned to strike at the moment your opponent is the most vulnerable - the same moment your opponent strikes you. This attack is guaranteed to produce critical threat if it hits, but costs 20 hit points to perform."
Shuriken Expertise
Prereqs: Requires one of: Dexterity 13, Exotic Weapon Proficiency: Shuriken, or Half-Elf Dilettante: Monk
Benefit: You are skilled with the use of the shuriken, and have a chance to throw an additional shuriken per throw. The percent chance to throw an additional shuriken is equal to your Dexterity.
Special: Automatically granted to Drow characters at level one. Monks may select this feat at levels 1, 2, or 6 as a selected martial arts class feat.
Shroud of the Zombie
Prerequisites: Wizard Level 6, Wizard Pale Master I
Benefit: You shroud yourself with negative energy and assume many traits of a zombie. While in this form, you hunger for brains, and gain +2 Strength, +2 Constitution, -2 Intelligence, -4 Charisma, and Damage Reduction 5/Slashing. Your unarmed damage is increased by two die steps, but you attack 20% slower than normal. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 25 spell points to activate.
Common builds PROS:
- High survivability (DR from form+instance, immunities from monk+form, 23 spell resistance, etc...)
- Nice secondary features like Abundant step and monk speed
- Self buff and heal
- Access to wands, scrolls and support spells like Dimensional Door
- Can solo most of non-epic content and leveling fast
Common build CONS:
- One very weak spot: Light damage
- Hard to heal by others
- Item dependence to effective casting
Tank build:
Undead Warrior highlights:Code:Character Plan by DDO Character Planner Version 3.8.1 DDO Character Planner Home Page Undead Warrior Level 20 Lawful Good Half-Orc Male (13 Monk \ 7 Wizard) Hit Points: 227 Spell Points: 468 BAB: 12\12\17\22 Fortitude: 13 Reflex: 13 Will: 16 Starting Feat/Enhancement Abilities Base Stats Modified Stats (34 Point) (Level 1) (Level 20) Strength 18 27 Dexterity 15 17 Constitution 14 16 Intelligence 12 16 Wisdom 12 16 Charisma 6 8 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 Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 2 7 Bluff -2 -1 Concentration 2 7 Diplomacy -2 -1 Disable Device n/a n/a Haggle -2 -1 Heal 1 3 Hide 2 7 Intimidate -2 -1 Jump 4 10 Listen 1 3 Move Silently 2 3 Open Lock n/a n/a Perform n/a n/a Repair 1 3 Search 1 3 Spot 1 3 Swim 4 8 Tumble n/a n/a Use Magic Device n/a n/a Level 1 (Monk) Feat: (Past Life) Past Life: Monk Feat: (Selected) Stunning Blow Feat: (Monk Bonus) Two Weapon Fighting Level 2 (Monk) Feat: (Monk Bonus) Power Attack Level 3 (Monk) Feat: (Selected) Past Life: Disciple of the Fist Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness Level 4 (Monk) Level 5 (Wizard) Feat: (Wizard Bonus) Extend Spell Level 6 (Wizard) Feat: (Selected) Mental Toughness Level 7 (Wizard) Level 8 (Wizard) Level 9 (Wizard) Feat: (Selected) Maximize Spell Feat: (Wizard Bonus) Spell Focus: Necromancy Level 10 (Wizard) Level 11 (Wizard) Level 12 (Monk) Feat: (Selected) Improved Two Weapon Fighting Level 13 (Monk) Feat: (Monk Bonus) Dodge Level 14 (Monk) Level 15 (Monk) Feat: (Selected) Improved Critical: Bludgeoning Weapons Level 16 (Monk) Level 17 (Monk) Level 18 (Monk) Feat: (Selected) Greater Two Weapon Fighting Level 19 (Monk) Level 20 (Monk) Enhancement: Orcish Brute Fighting I Enhancement: Orcish Brute Fighting II Enhancement: Orcish Fury I Enhancement: Orcish Fury II Enhancement: Orcish Fury III Enhancement: Orcish Power Attack I Enhancement: Orcish Power Attack II Enhancement: Orcish Power Attack III Enhancement: Orcish Strength I Enhancement: Orcish Strength II Enhancement: Static Charge Enhancement: Ten Thousand Stars Enhancement: Way of the Patient Tortoise I Enhancement: Way of the Patient Tortoise II Enhancement: Touch of Death Enhancement: Fists of Iron Enhancement: Porous Soul Enhancement: All-Consuming Flame Enhancement: Monk Ninja Spy I Enhancement: Monk Ninja Spy II Enhancement: Winter's Touch Enhancement: Adept of Wind Enhancement: Master of Thunder Enhancement: Adept of Rock Enhancement: Master of Stone Enhancement: Adept of Flame Enhancement: Master of Bonfires Enhancement: Improved Jump I Enhancement: Improved Jump II Enhancement: Improved Tumble I Enhancement: Improved Tumble II Enhancement: Wizard Energy of the Scholar I Enhancement: Wizard Intelligence I Enhancement: Wizard Intelligence II Enhancement: Monk Wisdom I Enhancement: Monk Wisdom II Enhancement: Wizard Pale Master I
STR: base 27 + 2 zombie + 3 fire instance + 7 item (event gloves) + 2 ship buff +2 potion +2 rage spell = 45
STR: with low HP = 45 + 8 = 53
Stunning blow DC = 10 base + 17 str +10 handwrap = 37 (+4 to DC when low HP = 41)
Wind instance + haste overcomes the -20% attack speed from zombie
Wind instance grants +1 strike chance (Can do a 3xToD if u are lucky )
Unarmed step dice = 4 from lvl 13 monk + 2 from zombie + 1 from past life = 2d12 (1 dice higher from a non-past-life monk lvl 20)
Can sustain boss agroo with high base damage + Orcish Brute Fighting + ToD + damage spells (Firewall + Death aura)
Hard to hit: 50% miss from displacement + 25% incorporeal from Shadow Fade
Fair AC = ~50 with good items
High HP in tank mode = +3 CONS from earth instance + 2 zombie +2 rage. Earth instance can rise unarmed dice to 2d14 (unconfirmed if stacks with zombie)
Undead Warrior strategy:
When tanking use earth instance to get some DR, higher unarmed dice and HP boost
When you are not the main tank use wind instance to get more attack speed and +1 strike chance
When killing trash mobs or low KI use fire instance to get +damage, +ki and + DC on stunning
Keep using fire+ToD+fire->Karmic Strike->iron fist+iron fist+iron- fist->The Trembling Earth
Alternate a dark+dark+dark->finisher to rise negative energy damage
While leveling use maximize and SP boost items, firewalls, etc
After reach level 20 consider to trade Maximize Spell and/or Mental Toughness feats for Toughness (need some testing)
non-Tank build
Undead Spy highlights:Code:Character Plan by DDO Character Planner Version 3.8.1 DDO Character Planner Home Page Undead Spy Level 20 Lawful Good Halfling Male (13 Monk \ 7 Wizard) Hit Points: 197 Spell Points: 393 BAB: 12\12\17\22 Fortitude: 13 Reflex: 19 Will: 19 Starting Feat/Enhancement Abilities Base Stats Modified Stats (34 Point) (Level 1) (Level 20) Strength 11 13 Dexterity 18 27 Constitution 12 14 Intelligence 13 16 Wisdom 16 21 Charisma 8 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 Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 4 12 Bluff -1 3 Concentration 1 4 Diplomacy -1 0 Disable Device n/a n/a Haggle -1 0 Heal 3 5 Hide 4 16 Intimidate -1 0 Jump 0 5 Listen 3 9 Move Silently 4 10 Open Lock n/a n/a Perform n/a n/a Repair 1 3 Search 1 3 Spot 3 5 Swim 0 1 Tumble n/a n/a Use Magic Device n/a n/a Level 1 (Monk) Feat: (Past Life) Past Life: Monk Feat: (Selected) Weapon Finesse Feat: (Monk Bonus) Two Weapon Fighting Level 2 (Monk) Feat: (Monk Bonus) Shuriken Expertise Level 3 (Monk) Feat: (Selected) Past Life: Disciple of the Fist Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness Level 4 (Monk) Level 5 (Wizard) Feat: (Wizard Bonus) Extend Spell Level 6 (Wizard) Feat: (Selected) Stunning Fist Level 7 (Wizard) Level 8 (Wizard) Level 9 (Wizard) Feat: (Selected) Maximize Spell Feat: (Wizard Bonus) Spell Focus: Necromancy Level 10 (Wizard) Level 11 (Wizard) Level 12 (Monk) Feat: (Selected) Improved Two Weapon Fighting Level 13 (Monk) Feat: (Monk Bonus) Dodge Level 14 (Monk) Level 15 (Monk) Feat: (Selected) Improved Critical: Bludgeoning Weapons Level 16 (Monk) Level 17 (Monk) Level 18 (Monk) Feat: (Selected) Greater Two Weapon Fighting Level 19 (Monk) Level 20 (Monk) Enhancement: Halfling Dexterity I Enhancement: Halfling Dexterity II Enhancement: Halfling Cunning I Enhancement: Halfling Cunning II Enhancement: Halfling Cunning III Enhancement: Halfling Guile I Enhancement: Halfling Guile II Enhancement: Halfling Guile III Enhancement: Halfling Thrown Weapon Damage I Enhancement: Static Charge Enhancement: Ten Thousand Stars Enhancement: Way of the Faithful Hound I Enhancement: Way of the Faithful Hound II Enhancement: Touch of Death Enhancement: Porous Soul Enhancement: All-Consuming Flame Enhancement: Monk Ninja Spy I Enhancement: Monk Ninja Spy II Enhancement: Winter's Touch Enhancement: Adept of Wind Enhancement: Master of Thunder Enhancement: Adept of Rain Enhancement: Master of the Sea Enhancement: Improved Jump I Enhancement: Improved Jump II Enhancement: Improved Tumble I Enhancement: Improved Tumble II Enhancement: Wizard Energy of the Scholar I Enhancement: Wizard Energy of the Scholar II Enhancement: Wizard Intelligence I Enhancement: Monk Wisdom I Enhancement: Monk Wisdom II Enhancement: Monk Wisdom III Enhancement: Wizard Wand and Scroll Mastery I Enhancement: Wizard Wand and Scroll Mastery II Enhancement: Wizard Pale Master I
DEX: base 27 + 3 wind instance + 7 item (spectral gloves) + 2 ship buff +2 potion = 41
High AC = with protection, dodge and insight AC items you can get 65+ AC
Solid stunning fist DC = 38 = 10 base +6 monk +10 handwrap +12 wis mod (21 base +3 instance +6 item +2 ship +2 pot)
Damage boost with sneak attack
Attack bonus boost when flanking
Wind instance + haste overcomes the -20% attack speed from zombie
Wind instance grants +1 strike chance (Can do a 3xToD if u are lucky ) and attack speed with shurikens
Unarmed step dice = 4 from lvl 13 monk + 2 from zombie + 1 from past life = 2d12 (1 dice higher from a non-past-life monk lvl 20)
Hard to hit:High AC + 50% miss from displacement + 25% incorporeal from Shadow Fade
Water instance -2 STR is suppressed by +2 STR from zombie
Wind instance -2 CON is suppressed by +2 CON from zombie
Undead Spy strategy:
On normal form use Wind instance + Ten Thousand Stars to throw lots of shurikens per second and +1 strike chance with unarmed
On Zombie form user water instance to stun then wind instance to hit
Keep using fire+ToD+fire->Karmic Strike->dark+dark+dark->finisher
While leveling use maximize and SP boost items, firewalls, etc
After reach level 20 consider to trade Maximize Spell feat for Combat Expertise or Precision (need to test precision+karmic strike)
Optimal relevant items:
Handwrap: +10 stunning with a burst or +8 seeker | StoneDust | metaline handwrap (hope some day i will find one)
Ring 1 (undead warrior): Oremi's Ring [Wis +6, Exc Con +1]+ Holy Burst
Ring 1 (undead spy): Nyoko's Band [Wis +6, Exc Dex +1]+ Holy Burst
Ring 2: Sanura's Band [Int +6, Exceptional Int +1 ] + Unholy Burst
Neck (undead warrior): Oremi's Necklace [Con +6, +1 KI on hit, set bonus: +1d6 fire]
Neck (undead spy): Nyoko's Necklace [Con +6, Invisibility (CL:15, 3/3), set bonus: +5 sneak attack -20 theat +2 to-hit]
Belt: Eerie Belt [Superior Efficacy VIII (CL;1, 2/2), Archmagi, set bonus: receive +200% damage from negative energy]
Green Steel Shuriken: Positive+Positive+Positive (Can handle undead + 1/day rise dead + decent damage burst)