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  1. #1
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    Default Half-Elf Monk 36 Point... help/thoughts?

    I'm currently planning on TR'n my 34 point wf monk who is rather epic'd out into a 36 point helf monk.

    I'm thinking taking the cleric Dilly until 18+ for the added help of wands/scrolls which is cheaper than having to pop pots to self heal and so forth. End-game he'll be LR'n into a rogue dilly dark monk, but thats once I finish capping him out.


    As far as leveling up i'm thinking of going cleric, light path.. would this stat layout work best? consider I do have a complete set of +1 and +2 tomes.

    Starting Stats:
    STR 15
    DEX 15
    CON 15
    INT 10
    WIS 16
    CHA 08

    With a +3 Int tome I can get combat expertiese (banked).. am thinking wind stance but level-ups into strength.

    Thoughts?

  2. #2
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    Just so I don't lose this info in a harddrive crash...



    36 Point Half-Elf Monk (2x Monk Past Lives)
    Dark Path, Rogue Dilly

    I'm choosing the Dark Path only because I prefer it. This build would do wonderful at Light side as well, especially with the added Healing Amp you can get on your dragon-touched armor.

    Starting Stats:
    STR 15
    DEX 15
    CON 15
    INT 10
    WIS 16
    CHA 08


    Str 15 +3 Tome +7 Item +1 Except +3 Profane +0 Stance +1 Enhance +4 Level = 34
    Dex 15 +3 Tome +6 Item +1 Except +1 Profane +4 Stance +1 Enhance +1 Level = 32
    Con 15 +3 Tome +7 Item +0 Except +1 Profane -2 Stance +0 Enhance +0 Level = 24
    Int 10 +3 Tome +0 Item +0 Except +1 Profane +0 Stance +0 Enhance +0 Level = 14
    Wis 16 +3 Tome +7 Item +3 Except +1 Profane +0 Stance +4 Enhance +0 Level = 34
    Cha 08 +3 Tome +6 Item +0 Except +1 Profane +0 Stance +0 Enhance +0 Level = 18

    Stunning Fist DC
    10 Base + 10 1/2 Monk Level + 10 Stunning Wraps + Wis Bonus (+12) = 42 DC



    Helm ~ Epic Helm of the Mroranon ~ This gives Wisdom 7, which I might drop in favor of a +4 wisdom tome and Epic Helm of Frost or GS HP item.
    Necklace ~ Nyoko's Necklace
    Trinket ~ Litany of the Dead
    Cloak ~ Epic Envenomed Cloak
    Belt ~ Epic Belt of the Mroranon ~ strength 7, cant complain.. heavy fort and toughness in 1 spot... Maybe drop for FB set if I can slot charisma +6 somewhere else
    Ring 1 ~ Nyoko's Band
    Gloves ~ Epic Charged Gauntlets
    Boots ~ GS HP/ToD Boots
    Ring 2 ~ Telvi's Touch
    Bracers ~ Epic Scorched Bracers ~ Greater Fire Res, Armored 8
    Body ~ Dragontouched for healing amp ect...
    Goggles ~ Epic Goggles of Time-Sensing

    Gear layout shows setup for Ninja Spy III when it comes out.. of course I have shintao/oremri's swappable sets.

    I'm debating going with Earth 4 stance over Wind 4 stance, only because of the added crit damage on 19-20... however I'm not sure if that out-damages the doublestrikes.


    Or This...

    Str 15 +3 Tome +6 Item +1 Except +3 Profane +0 Stance +1 Enhance +5 Level = 34
    Dex 16 +3 Tome +6 Item +1 Except +1 Profane +4 Stance +1 Enhance +0 Level = 32
    Con 15 +3 Tome +7 Item +0 Except +1 Profane -2 Stance +0 Enhance +0 Level = 24
    Int 10 +3 Tome +0 Item +0 Except +1 Profane +0 Stance +0 Enhance +0 Level = 14
    Wis 15 +3 Tome +6 Item +3 Except +1 Profane +0 Stance +4 Enhance +0 Level = 32
    Cha 08 +3 Tome +6 Item +0 Except +1 Profane +0 Stance +0 Enhance +0 Level = 18


    Which gets rid of the epic von helm and belt, opening up for other items...

    Basic Leveling...


    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Male
    (20 Monk) 
    Hit Points: 282
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             15                    23
    Dexterity            16                    19
    Constitution         15                    18
    Intelligence         10                    13
    Wisdom               15                    18
    Charisma              8                    11
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +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
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     4
    Bluff                -1                     0
    Concentration         2                     6
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                  2                     4
    Hide                  3                     4
    Intimidate           -1                     0
    Jump                  2                     6
    Listen                2                     4
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                0                     1
    Search                0                     1
    Spot                  2                     4
    Swim                  2                     6
    Tumble                n/a                   n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 3 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Toughness
    
    
    Level 7 (Monk)
    
    
    Level 8 (Monk)
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Combat Expertise
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)

    Then once you get combat expertese.. you can dump cleave for a 2nd toughness or whatever

    So skills needed will be balance of 40.. jump of 40.. both fully buffed.. so figure you only need 25 points into balance before a +15 item.. and at a dex of 32 or so, you're looking at 11 points from there. Add 4 from Gh, and 2 from Good Luck and you'll only need 8 level up points into balance.
    Last edited by butlerfamilywa; 04-14-2011 at 04:50 AM.

  3. #3
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    Wow I get to reserve the first 3 posts in this build idea.. muahahahaha

  4. #4
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    i did not stay updated but there was talking that cleave for wraps does not break attackchain and has no feelable delay (unlike for other weapons).
    so that might be an option to stay cleave and not go ce...
    Thelanis - Inferus Sus
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  5. #5
    Community Member FuzzyDuck81's Avatar
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    I'd say Cleave is a good bet to qualify for Shintao, i enjoy it on my own one for the Ki boost granted by hitting multiple enemies at once & when you have paralysers etc. it can let you neutralise multiple enemies very quickly.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  6. #6
    Community Member SpearKicker's Avatar
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    I didnt like cleave very much until I saw your post FuzzyDuck81. Didnt think about that use! Anyway, I cant think of a better option for qualifying for Shintao...

  7. #7
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    If cleave doesn't break the combat chain, I can see myself keeping it once I pickup CE at level 18.

  8. #8
    Community Member Aerendil's Avatar
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    Quote Originally Posted by butlerfamilywa View Post
    I'm debating going with Earth 4 stance over Wind 4 stance, only because of the added crit damage on 19-20... however I'm not sure if that out-damages the doublestrikes.
    In theory, you should have the AP to get 2 GM stances. Wind and Earth as of U9 will be solid choices - wind for soloing (haste rocks) or for those ToD double/triple-strikes; earth for the large crits / all-around better dps.
    Also, and I'm sure based on your gear HP isn't an issue, but GM earth vs. GM wind stances is a difference of +/- 60 hp (+4 con vs. -2 con), which is noticeable.

    Looks like a good setup though, happy levelling

  9. #9
    Community Member Aerendil's Avatar
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    Quote Originally Posted by butlerfamilywa View Post
    If cleave doesn't break the combat chain, I can see myself keeping it once I pickup CE at level 18.
    Tested it on Llama, and it doesn't seem to. It's a fun choice, and saves you a couple of stat build points (i.e. dumping Int) if you don't want to go the CE route (and unless you're really building for AC, it may not be worth it). I know I'll be swapping out CE for Cleave on my Monk come U9 (as well as picking up GM earth).
    Last edited by Aerendil; 04-15-2011 at 08:39 AM.

  10. #10
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    I'm currently up to level 6 with the first stat layout... I'm thinking I'll probably LR at level 20 to make life easier on me to go Rogue/Dark.. but being cleric/light is a blessing when it comes to just leveling up

  11. #11
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    id take the roque dili over cleric. 4d6 added sneak attack dice correct?
    and take umd to wandwhip your way up. having +7 finisher helps allot.

    11 ranks +4 gh +2 luck +3competence(von cloak) +3 epic spyglass +7 finishers +3 skill focus +6 greensteel = an umd of 39. sufficient.

  12. #12
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    Quote Originally Posted by erikbozelie View Post
    id take the roque dili over cleric. 4d6 added sneak attack dice correct?
    and take umd to wandwhip your way up. having +7 finisher helps allot.

    11 ranks +4 gh +2 luck +3competence(von cloak) +3 epic spyglass +7 finishers +3 skill focus +6 greensteel = an umd of 39. sufficient.
    I will not waste a feat on a monk on SF: Umd... epic spyglass is useless on me, considering i'll be wearing the litany and its a pain to swap when i need to throw the heal scrolls... gs? Don't have a place to fit it... I've done the math on it, and leveling up its easier to just throw the cleric dilly on until 20... then LR to grab the rogue dilly.

  13. #13
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    Alright, so ive been running this toon for awhile now, or atleast a few days and am up to level 11. Granted, I do have quite a bit of gear from my prior lives, like VoN boots, a chattering ring, ect however I will say having the cleric dilly while leveling up has been a godsend. The ability to self restore lost levels while killing beholders is a big help, add to that the ability to scroll heal at level 10 at a 55% success rate, if you can afford the scrolls, is a big help too.

    Folks said half-elves get great healing amp, and I have to agree. I took the 2 ranks in human healing amp, 2 ranks in monk healing amp, am using fire stance currently with the Jidz bracers, and am self-scrolling healing for over 200hps

    Cure serious pots are hitting for 40+ and healing wands are going for 40-50.

    I'm thinking once I hit level 20, I'll LR and take earth stance with the changes coming in U9, wielding a +5 Holy of Pure Good with Icy Burst on it, and Force Damage Ritual, wearing the epic jidz bracers I'll be looking at this type of damage I know im rambling but bear with me my keyboard isnt working very well

    Update 9 gives Earth 4 stance a crit multiplier of x3

    +5 Holy Handwraps of Pure Good, add Holy Burst, Shocking Burst on rings, Icy Burst on wraps, Flaming Burst from red dragonscale armor, and the force damage ritual.
    Damage Dice of 2d14 19-20 x3

    That is actually compareable I believe with GS Khopeshes, considering the higher base damage.

    Now, keep in mind you also get earth 3 and 4 strikes for when you DO have ki as well as fists of iron to bring your crit ratio up to 19-20x4 on that swing which is nasty ;0
    Last edited by butlerfamilywa; 04-18-2011 at 11:13 PM.

  14. #14
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by butlerfamilywa View Post
    Alright, so ive been running this toon for awhile now, or atleast a few days and am up to level 11. Granted, I do have quite a bit of gear from my prior lives, like VoN boots, a chattering ring, ect however I will say having the cleric dilly while leveling up has been a godsend. The ability to self restore lost levels while killing beholders is a big help, add to that the ability to scroll heal at level 10 at a 55% success rate, if you can afford the scrolls, is a big help too.

    Folks said half-elves get great healing amp, and I have to agree. I took the 2 ranks in human healing amp, 2 ranks in monk healing amp, am using fire stance currently with the Jidz bracers, and am self-scrolling healing for over 200hps

    Cure serious pots are hitting for 40+ and healing wands are going for 40-50.

    I'm thinking once I hit level 20, I'll LR and take earth stance with the changes coming in U9, wielding a +5 Holy of Pure Good with Icy Burst on it, and Force Damage Ritual, wearing the epic jidz bracers I'll be looking at this type of damage I know im rambling but bear with me my keyboard isnt working very well

    Update 9 gives Earth 4 stance a crit multiplier of x3

    +5 Holy Handwraps of Pure Good, add Holy Burst, Shocking Burst on rings, Icy Burst on wraps, Flaming Burst from red dragonscale armor, and the force damage ritual.
    Damage Dice of 2d14 19-20 x3

    That is actually compareable I believe with GS Khopeshes, considering the higher base damage.

    Now, keep in mind you also get earth 3 and 4 strikes for when you DO have ki as well as fists of iron to bring your crit ratio up to 19-20x4 on that swing which is nasty ;0
    Wind Stance IV gives 10% doublestrike which is 5.5% increase in DPS from all sources (assuming haste).

    Earth Stance III/IV gives an extra critical multiplier which is about 10% DPS on fist damage against 0 fort targets (but not holy/pure good/bane damage and such). Additionally, there is a possibility that it is implemented the same as frenzied berzerker extra crit multiplier and hence won't increase burst damage.

    I'm not sure which is higher DPS, may be gear dependent. Certainly, against 50%+ targets, wind is better (raid bosses etc). Against trash often you won't be hasted 100% so wind might be better there as well.

    Food for thought.

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