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  1. #1
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    Default My Self Sufficient/Solo Monk. Tips?

    Heres my version of a self sufficient/solo monk this is my second attempt with the Char planner so any advice would be greatly appreciated, also this build is for ppl who don't or can't afford a bunch of +2 tomes, not saying they wouldn't be a big help, but I'm trying to build one that isn't dependent on them. and this is also a hand wrap build.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Dekkin Laikos
    Level 20 Lawful Good Human Male
    (20 Monk) 
    Hit Points: 321
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 19
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity            16                    22
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               16                    20
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    31
    Bluff                -1                    -1
    Concentration         6                    39
    Diplomacy             1                    21
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  3                     5
    Hide                  3                     6
    Intimidate           -1                    -1
    Jump                  6                    24
    Listen                3                     5
    Move Silently         3                     6
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     5
    Swim                  2                     2
    Tumble                4                     7
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Selected) Stunning Fist
    Feat: (Human Bonus) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Weapon Finesse
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Void Strike I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Power Attack
    Enhancement: Monk Improved Recovery I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Monk)
    Enhancement: Lifting the Veil
    Enhancement: The Receptive Earth
    
    
    Level 5 (Monk)
    Enhancement: Human Adaptability Dexterity I
    Enhancement: Way of the Patient Tortoise II
    
    
    Level 6 (Monk)
    Feat: (Selected) Luck of Heroes
    Feat: (Monk Bonus) Toughness
    Enhancement: Monk Wisdom II
    
    
    Level 7 (Monk)
    Enhancement: Monk Improved Recovery II
    
    
    Level 8 (Monk)
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness II
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Human Improved Recovery II
    
    
    Level 10 (Monk)
    Enhancement: Adept of Rain
    
    
    Level 11 (Monk)
    Enhancement: Unbalancing Strike
    Enhancement: Monk Wisdom III
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Master of Thunder
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Monk Improved Recovery III
    
    
    Level 16 (Monk)
    Enhancement: Human Improved Recovery III
    
    
    Level 17 (Monk)
    Enhancement: Void Strike II
    Enhancement: Master of the Sea
    
    
    Level 18 (Monk)
    Feat: (Selected) Toughness
    Enhancement: Grandmaster of Storms
    
    
    Level 19 (Monk)
    Enhancement: Way of the Patient Tortoise III
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Difficulty at the Beginning
    Enhancement: Improved Balance II

  2. #2
    Community Member ~herbstlich's Avatar
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    1. I don't see any point in void strike if it's not void 4.
    2. To generate enough ki in wind stance you'll need oremi necklace and probably Crane path is better choise. You can always test that and respec your enhancements.
    Stunning, quivering palm, shintao abilities will eat a lot of your ki. And when you are soloing you need everything you can get.
    3. No shintao?
    4. Healing amplification works great on human-monks. huge numbers of incoming heals are very helpful.

    Any soloable character depends on its gear - self-blur, self-resist energy, high ac gear, tons of pots, and more.

    And for me dark monks look more soloable cause of dark-void-dark finisher and own invis+incorporeality. All removes from light monks abilities can be replaced by pots.
    Be more specific ©


  3. #3
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    Quote Originally Posted by Dekkin View Post
    Heres my version of a self sufficient/solo monk
    Depends what you mean by "self sufficient": With or without a hireling?
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  4. #4
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    Quote Originally Posted by Carpone View Post
    Depends what you mean by "self sufficient": With or without a hireling?
    That build can solo a lot of stuff without a hireling.

    I have a helf (rouge dilly) with the exact same starting stats and very similar feats. I went quite different on APs, but that is easily switched around. She is now level 14 and has solo'd In the Flesh (level 15 quest that PUGs struggle with) with minimal resources (vampiric stonedust wraps FTW). She's also solo'd Gianthold quests and the Attack on Stormreach chain 1 level below quest level. I think that's pretty good especially since I'm not amazing player.

    Still, I do suspect that it will become more difficult in the vale and higher when AC becomes less meaningful and the incoming damage grows. If I was solo'ing exclusively I would look hard at a wizard splash or wizard dilly on a helf to help with the self buffing. Shield, blur, stoneskin and resist wands are amazing.

  5. #5
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    Just to pull some of the mentions in here together:

    1) Buffing and healing are huge parts of self-sufficiency. Half elf with cleric dilly is far better than human if you're looking to solo.
    2) Void IV or avoid.
    3) Fire stance is far better for self-sufficiency IF you are willing and able to pop for haste pots. Having 25% healing amp from Jidz'tet-ka is a huge boon and the ki generation will help you pump out those healing curses, healing finishers, and keep up the blur and fire finishers if light or to have the ki to be ready for a Touch of Death and/or shadow fade if dark.
    4) Vampiric Stonedust Handwraps are game-changers. If you have another toon on which you can get these they're worth having lined up for level 12.
    5) Crane really doesn't do enough now w/o auto-crit to recommend it. With improved crit bludgeoning, Crane IV returns 0.4 ki per hit at a cost of 10ap. If it was the only animal path it wouldn't be worth taking an animal path. With the exception of tank toons it's probably not worth badger. With the exception of people running difficult epics it's probably not worth taking hound. That leaves monkey and tortoise. I really like tortoise when it gets you to a significant spot standing-ki wise. There's a huge difference between going into a quest with 28ki vs 30ki. If tortoise gets you to 30 standing (or some other significant number) then take it. Otherwise, monkey is great at mitigation some incoming damage.
    6) If you're looking to strictly solo I've got to agree that dark is the way to go. Shadow fade is outstanding for mitigation. The dark moves offer you some limited crowd control. Having some method to blur though would be recommended...enough UMD can get you there and it's not that hard to get the UMD you'd need on a half-elf or human - 5 times per day you could pop human versatility for it, raise the starting charisma to 12'ish, get golden cartouche/bunny hat or failing that a command item, eagle's splendor pots, heroism pots, etc...you may not make it to no-fail territory but you can get to the point you can get it to work after 3 or 4 tries. And the blur and fists of light are the main soloing tools that recommends light. As a cleric dilettante the healing won't be as much of an issue so if you can get the blur from UMD you should be set to go dark.

    Those are just a few thoughts. I vastly prefer light to dark because of the gearing issues (basically near-metalline quality handwraps out of ANY wraps I put on solves a lot of gear issues) but for your needs I'd say Dark will perform better.

  6. #6
    Community Member Therigar's Avatar
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    I have two monks that I play, one is Therigar who you can see from my sig is L20. The other is Jiu Jit Su who is on his second monk life and currently L5. I also play Doofus who is planned wizard 15/paladin 3/monk 2 (currently L19).

    I found that pure class was harder to solo with than giving a minor splash in some curative capable class. So I leveled Jiu Jit Su as a wizard 1/monk X until L20 then LR'd to monk 20. Jiu Jit Su is warforged.

    Therigar I leveled mostly as ranger 1/monk X. I LR'd him a bit earlier to pure class after he got Wholeness of Body at monk 7.

    This life I'm going pure class on Jiu Jit Su.

    At this point I have enough experience to recognize that I didn't need the minor splashes that I gave to Therigar and Jiu Jit Su. What I needed was a different stat set up and a bit more understanding of how to play the character class in DDO.

    It is easy to critique someone's build when it comes to stats or enhancement choices but the bottom line is that some of what it takes you won't know until you've played the character.

    I'd ignore comments about gear and such. Capped two monks and don't have some of it. At L20 there's not been anything that I was afraid to try with either character.

    FWIW, Doofus for all the strange look of him is just as fun to play. I run him mostly as a monk and switch into wizard mode when the group needs it. I rely a lot on the experience I got from Jiu Jit Su and Therigar and have jumped on the changes to Pale Master.

  7. #7
    Community Member Superspeed_Hi5's Avatar
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    First of all I see you took the feat luck of heroes but have not taken Shintao Monk. If you ahve no plans of taking shintao I think another toughness in lieu of luck of heroes would be a better choice. Also I see that you are not taking weapon finesse to account for your increased dex ofer str. if you are not taking finesse I recommend taking just enough dex for greater 2 weapon fighting and putting all level ups into wisdom as that affects the DCs on your stunning fist and quivering palm or if you decide to go dark your TOD and other dark debuffs.
    Also you took human versatility dex and wisdom. Take wisdom and constitution as that will open up racial toughness 3.

  8. #8
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    Quote Originally Posted by Therigar View Post
    I found that pure class was harder to solo with than giving a minor splash in some curative capable class.
    I know you went on in your post to mention that you found you didn't need the splash but you did remind me of a really fun build on the boards here that is highly solo-able, has the full wizard wand usage, great healing, and still retains the play style of a monk.

    HHHH

    There are a lot of things I would do differently (and have done differently...I've played this type of a build to 13) but the idea is simple:
    1) 1 wizard level to open up access to Maximize/Empower (you take 1 with the free feat and 1 with a level feat) as well as full access to wizard wands such as blur, stoneskin, resists, etc.
    2) 7 levels of monk for the t2 strikes, wholeness of body, etc.
    3) 12 levels of fighter for Kensei II. This also provides the feats to make up for taking all 3 halfling dragonmarks as well as Empower - 4 feats taken away from what we'd normally have.
    4) With the changes to Stunning Fist it can be viable here (OP had a 28 wis which would yield a potential DC in the low-40's with no past lives), Stunning Blow is highly viable thanks to Power Surge (39 pre-rage/pots DC with the OP's listed stats). You're going to be a highly capable stunner.
    5) With the proper gear or pot choices - especially finding a healing lore item - this build is able to toss out a TON of healing. I've actually healed in groups before on this build. As a wizard you can wand-whip the warforges in the group as well. It's not a full healer but in a lot of 'zerg' groups or short-manning quests it is capable of being more than self-sufficient...it can keep up the entire group.

  9. #9
    Community Member Therigar's Avatar
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    Quote Originally Posted by Darkrok View Post
    I know you went on in your post to mention that you found you didn't need the splash but you did remind me of a really fun build on the boards here that is highly solo-able, has the full wizard wand usage, great healing, and still retains the play style of a monk.
    Well, I did mention Doofus.

    But, really, there are lots of ways to build and get a monk feel and be very capable of soloing and self sufficient. I just felt OP wanted a pure class monk looking at the build.

  10. #10
    Community Member t0r012's Avatar
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    to pretty much echo what everyone else here has said:

    if not going shintao drop the luck of hero feat , but I suggest going shintao. I personally don't bother to get it till tier II myself as tier I is meh.

    AP wise you have a few things i would drop
    Voids (3) Unless going all the way skip them

    lifting the veil (5) - drop it - remove blindness pots are cheap

    receptive earth (7) - drop it - you are immune to diseases at level 5 anyway

    Adept of rain (9)- drop it - you will be in wind all of the time anyway I see no reason to waste AP on Water stance.

    Unbalancing strike (11) - unless you have some means of SA damage like say halfelf rogue dilly or halfling don't bother it isn't worth it. With the new ki gen issues it is highly debatable if UBS is even worth it for halfers and halfelves anymore.

    master of sea (14) - drop it -see adept of rain

    Difficulty at the beginning (16) - drop it - lesser restore pots as cheap

    that is 16 saved AP
    --------
    pick up:
    Improved concentration II (15) + III (14) + IV (13)

    Shintao I (9) + II (7)+ III (5)

    Adept of rock (3) untyped base damage strike and if you ever run across a +2 con tome pick up Master of rock with the last 3 AP.
    Move along , Nothing to see here

  11. #11
    Community Member Therigar's Avatar
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    I avoided commenting on paths and enhancements but will make a couple of observations.

    1) Different players have different preferences and that gives them different experiences. Some people will like certain options while others don't like them at all. Go ahead and do what you are wanting to do and see how you like it. Swapping enhancements is easy.

    2) I've done dark and light path. If I had DR breaking handwraps I'd never do light. Others would never do dark, no matter what. Some of the sexy stuff from dark path doesn't seem so neat since U9. Choose the path based on your perception of how you want the character to play. Save that free feat exchange quest in the marketplace in case you change your mind.

    3) I only, ever, run in Wind stance and only, ever, take the Tortise path (I call it turtle sometimes, I'm no biologist ). I don't like to think and these are simple and you can't mess them up. Works for me, might not work for you.

    4) Ki. Concentration determines you how much ki you have when you log in or rest. WIS determines the maximum amount of ki you can generate. Concentration is a CON skill. Never short CON and never short WIS. You want as much of both as you can reasonably have.

  12. #12
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    I took weapon Finesse and I dropped luck of heroes this was like the second time I've used the char planner but my Monk is pretty close to hte one on here and He's now lvl 5 I reallly like him, Great self healing. Thanks for all the comments I'll keep this stuff in mind as I'm leveling him. whats the benifits of the shintoa path and Void IV?

  13. #13
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    Quote Originally Posted by Dekkin View Post
    I took weapon Finesse and I dropped luck of heroes this was like the second time I've used the char planner but my Monk is pretty close to hte one on here and He's now lvl 5 I reallly like him, Great self healing. Thanks for all the comments I'll keep this stuff in mind as I'm leveling him. whats the benifits of the shintoa path and Void IV?
    Shintao path gets a TON of stuff and pure monks have enough feats to make it worthwhile. Just off the top of my head, huge bonuses against 'tainted' creatures (undead, elementals, evil outsiders, etc), specific strikes to increase damage against tainted and/or basically cast flesh to stone on them, ability for fists to bypass tons of different damage reductions (silver, cold iron, byeshk). Just a lot of benefits and not much cost.

    Void IV 'erases' enemies on a roll of a 20. It can kill things with more than 1k hp's at the press of a button. It can work on enemies that are normally protected from that sort of thing. It has a HUGE cost in AP's...there are very few paths to get there...but for those willing to give up the other fun toys you could get through spending the AP's elsewhere it's a huge benefity. The tricky part with it is that you have to have a 16 str, dex, con, and wisdom without any buffs, gear, or enhancements. The only things that count are your starting stats, your 5 points spent when leveling to 4/8/12/16/20, and your tomes. That's because it requires you to be a master in every stance. Then you need an 18 in one stat but with you going weapon finesse I'd assume you'll easily have the dex for that.

  14. #14
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    I honestly don't think I can get 16 in all stats, but I am willing to reroll. so What should my starting stats be to keep my Solo Self healing build but get 16 in all stats and 18 in one? I could probably get a +2 to all at 7 and definitaly a +1 to all at 3, also I posted a Dark path DPS monk could you take a look at it too?

  15. #15
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    Quote Originally Posted by Dekkin View Post
    I honestly don't think I can get 16 in all stats, but I am willing to reroll. so What should my starting stats be to keep my Solo Self healing build but get 16 in all stats and 18 in one? I could probably get a +2 to all at 7 and definitaly a +1 to all at 3, also I posted a Dark path DPS monk could you take a look at it too?
    Your listed stats would be fine with a +2 tome.

  16. #16
    Community Member solacerodgers's Avatar
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    - first issuse you say "Those are just a few thoughts. I vastly prefer light to dark because of the gearing issues (basically near-metalline quality handwraps out of ANY wraps I put on solves a lot of gear issues) but for your needs I'd say Dark will perform better."

    near-metalline? what dr is metalline going to break shin III isnt? none.......

    With the rest LOTS of wasted AP i personally have 36pt build so i use human healing amp 10/20/30 monk 10/20/30 void VI and shintao III .... so very self sufficent. With hp/smoke cloak and other self buffs i can solo most quests and heal for 75+hp per pot or healing finisher for about 170+ , with tod rings for dmg the vamp wraps heal back 2hp per swing and curse of healing adds another 5-7 on top but these wraps wont keep you alive with low healing amp or vs end game stuff/epics ( without tod rings bursted/ epic gear for extra dmg )

    UMD is a waste IMO make a smoke cloak or item and save the skill points and who has time or money to change out gear to get to a high enough umd when it really matters. I use the trinket +3 umd from the event + GH to pop sheild wands and thats about it.

  17. #17
    Community Member ProdigalGuru's Avatar
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    Quote Originally Posted by solacerodgers View Post
    near-metalline? what dr is metalline going to break shin III isnt? none.......
    Adamantine and Crystal come to mind.... and there is more Crystal DR to come, according to some recent Dev postings.


    As for the build, there is a lot of good advice in this thread:

    UMD is probably not going to help you.
    Shintao III is worth having, since you have the pre-requisites.
    Void IV or no Void.


    Then there is some stuff I don't agree with:

    Luck of Heroes is still +1 to all saves, and that is pretty handy.
    While pots can cure states without Ki, you are going to have to spend the AP somewhere, and these are cheap.
    Pots can only cure you, and you will not be soling all the time, I hope. It IS an MMO, after all.
    I don't like Finesse for a solo build, it will take you ages to kill things.


    Some advice:

    If you are building for AC, as it seems you are, Mountain Stance will net you more than Wind.
    If you are planning on running Epics and Elite raids, AC builds are not recommended.
    Soloing has it's moments, but you aren't going to be soling raids or Epics, so maybe build more party-friendly.
    +2 tomes are not THAT rare... and you already said you would consider buying a +2 Supreme, so take that into account.


    I'll post a suggested build in a few.
    Tip# 203: Death is a traumatic experience.

  18. #18
    Community Member ProdigalGuru's Avatar
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    So here is what I came up with assuming a +2 Supreme tome at level 7:

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Han McSolo
    Level 20 Lawful Neutral Human Male
    (20 Monk) 
    Hit Points: 339
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 17
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    22
    Dexterity            15                    18
    Constitution         16                    18
    Intelligence          8                    10
    Wisdom               14                    20
    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               6                    30
    Bluff                -1                     0
    Concentration         7                    41
    Diplomacy            -1                     1
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  2                     5
    Hide                  2                     4
    Intimidate           -1                     0
    Jump                  6                    21
    Listen                2                     5
    Move Silently         2                     4
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  2                    28
    Swim                  2                     6
    Tumble                6                    24
    Use Magic Device     n/a                    n/a
    
    Level 1 (Monk)
    Feat: (Human Bonus) Luck of Heroes
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Monk)
    Feat: (Selected) Least Dragonmark of Passage
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Lesser Dragonmark of Passage
    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) Greater Dragonmark of Passage
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Human Adaptability Dexterity I
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Lifting the Veil
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Way of the Patient Tortoise III
    Enhancement: The Receptive Earth
    Enhancement: Restoring the Balance
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Shintao Monk I
    Enhancement: Shintao Monk II
    Enhancement: Shintao Monk III
    Enhancement: Difficulty at the Beginning
    Enhancement: Adept of Rock
    Enhancement: Grandmaster of Mountains
    Enhancement: Master of Stone
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration I
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Monk Wisdom III
    Now folks are going to tell you that Mountain Stance is gimp, but mostly they will be wrong. It is going to provide you with the AC you were looking for from DEX while leveling, extra HP, passive Ki gen, stronger crits, and higher base damage with Jidz-Tetka. It is arguably also the best tier 3 elemental strike, being untyped, with a chance at some acid. The triple Earth finisher is strong as well.

    Shintao III for DR breaking, and bonuses against tainted foes.

    Skill points can be fiddled with, but make sure to max Concentration and Balance. I opted for enough Jump to cap you, and enough Tumble to give you the groovy animations,with an appropriate pot or spell. The Spot is flavor, and could be swapped for Diplo if you decide you like playing with groups.

    No Void IV, as that would be a completely different build, and AP are so tight, there is not much variety.

    I emphasized STR instead of DEX, because more damage is better.

    I also incorporated the DM of Passage, because it is going to be extremely handy to have, and didn't need the extra uses from AP. Exp. Retreat is going to offset your slight move speed penalty, DDoor is going to be useful in many areas, and Teleport saves you a bunch of travel time.

    Ki gen should not be an issue if you farm for Oremi's necklace/set. Even if you opt for the Shintao set, I do not think you are going to run into Ki problems unless you are trying to spam everything at once. Devil boss fights are going to be your forte', but be careful with constantly Banishing devil trash, because it is anathema to building your Ki.

    Make sure you get a +6 CHA item to boost your Kukan-Do DC.

    Hope this helps, and let me know what you think.
    Tip# 203: Death is a traumatic experience.

  19. #19
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    Sep 2010
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    Quote Originally Posted by ProdigalGuru View Post
    While pots can cure states without Ki, you are going to have to spend the AP somewhere, and these are cheap.
    I find my monk to be AP starved and cannot imagine a scenario where I could seriously consider taking any of the light monk spell like ability enhancements.

    Quote Originally Posted by ProdigalGuru View Post
    I don't like Finesse for a solo build, it will take you ages to kill things.
    Finesse is actually better for solo IMO as AC is a huge boon to soloing and finesse and AC are quite synergistic. AC is viable up to atleast level 14 or 15 on a solo monk, which is about the time you will want to start grouping more. Also, many str based monks overrate their DPS since they sit in fire stance which is a poor DPS stance compared to wind (assuming you are not chugging haste pots all the time). Perhaps Str based is better if you can afford to chug heal pots, haste, rage, etc all the time. But if you want to do it with less resources, play a finesse monk, chug a barkskin pot, a heroism and go. You will be able to solo a lot of stuff without even using a cure pot.

  20. #20
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    Join Date
    Apr 2010
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    23

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    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Human Male
    (20 Monk) 
    Hit Points: 324
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 17
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    16
    Dexterity            15                    20
    Constitution         15                    18
    Intelligence          8                     9
    Wisdom               15                    18
    Charisma              8                     9
    
    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    31
    Bluff                -1                    -1
    Concentration         6                    41
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                     3
    Heal                  2                     4
    Hide                  2                     5
    Intimidate           -1                    -1
    Jump                  6                    26
    Listen                5                    26
    Move Silently         2                     5
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  2                     4
    Swim                  2                     3
    Tumble                3                     6
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Weapon Finesse
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Power Attack
    
    
    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) Weapon Focus: 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) Improved Critical: Bludgeoning Weapons
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Human Adaptability Dexterity I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Way of the Clever Monkey I
    Enhancement: Way of the Clever Monkey II
    Enhancement: Way of the Clever Monkey III
    Enhancement: Way of the Clever Monkey IV
    Enhancement: Fists of Iron
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Shintao Monk I
    Enhancement: Shintao Monk II
    Enhancement: Shintao Monk III
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Grandmaster of Mountains
    Enhancement: Master of Stone
    Enhancement: Adept of Flame
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Balance I
    Enhancement: Improved Balance II
    Enhancement: Improved Balance III
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Improved Concentration IV
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    This is the build I went with I'm already level four and bought the +1 to all stats tomb. This allows me to get grandmaster earth and air. also I decided against Void. any tips for the journey from 4 to twenty are greatly appreciated! thanks to everyone who replied.

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