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  1. #1
    Community Member
    Join Date
    Apr 2011
    Posts
    4

    Default Light Monk Build

    My first go at a Light monk build, looking for feedback/ideas

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    a a
    Level 20 Lawful Good Half-Elf Female
    (20 Monk) 
    Hit Points: 346
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 19
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity            16                    22
    Constitution         15                    17
    Intelligence          8                     8
    Wisdom               16                    25
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    31
    Bluff                -1                    -1
    Concentration         6                    43
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  3                     7
    Hide                  3                     6
    Intimidate           -1                    -1
    Jump                  4                    14
    Listen                3                     7
    Move Silently         3                     6
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     7
    Swim                  1                    10
    Tumble                4                     7
    Use Magic Device     n/a                   n/a
    
    
    Enhancement: Elven Dexterity II
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Monk Wisdom III
    
    Enhancement: Improved Balance II
    Enhancement: Improved Concentration III
    Enhancement: Monk Improved Recovery III
    Enhancement: Human Improved Recovery II
    
    Enhancement: Way of the Patient Tortoise IV
    Enhancement: Racial Toughness II
    
    Enhancement: Shintao Monk III
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Stone
    Enhancement: Monk Serenity
    
    
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Luck of Heroes
    Feat: (Monk 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) Stunning Fist
    
    Level 4 (Monk)
    Ability Raise: WIS
    
    Level 5 (Monk)
    
    Level 6 (Monk)
    Feat: (Selected) Toughness
    Feat: (Selected) Toughness
    
    Level 7 (Monk)
    
    Level 8 (Monk)
    Ability Raise: DEX
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    
    Level 10 (Monk)
    
    Level 11 (Monk)
    
    Level 12 (Monk)
    Ability Raise: WIS
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    Level 13 (Monk)
    
    Level 14 (Monk)
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    Level 16 (Monk)
    Ability Raise: WIS
    
    Level 17 (Monk)
    
    Level 18 (Monk)
    Feat: (Selected) Toughness
    
    Level 19 (Monk)
    
    Level 20 (Monk)
    Ability Raise: WIS
    Any feedback or comments if I'm headed in the right direction would be appreciated. Looking for solo'ability mainly and dps as a secondary constraint.

    edit: cleaned up enhancements
    Last edited by Tsani; 05-23-2011 at 04:04 PM.

  2. #2

    Default

    Hum....

    Going Dex/Wis - I assume it is going to be a stunner with Rogue dilly for SA. I'd raise the Hide, Move Silent, Spot and Listen - they keep you informed, quiet and hence, alive. Lower the Swim and Balance as you'll find an underwater action item before you drown and 31 balance is overkill. Might want to reconsider the GTWF as you're not going to have that much punching power despite hitting more often. Go for Sap instead. Drop the +2 Wis Tome in favor of a +1. Having 25 Wis is like having 24 and +6 items are as available as +5's - same for Con. Also, eat the tomes earlier - like at level 7 if from DDO Store and level 10-12 if AH acquisitions.

    Overall, this is a better Dark Monk which stuns, hides, CCs, SAs, ToDs and avoids getting hit. You can use heal pots or raise UMD to 10 for wand healing and be fairly self-sufficient. Searching will still be a problem but a DSD clicky will suffice. And get some good wraps to make up for the Str-based DPS loss. Expensive but worth it.

    Soloing (over normal difficulty) requires going slow and using every advantage. Enemies that can't see you, can't hear you, can't move and can't hit you will not kill you. Be sneaky.

  3. #3
    Community Member
    Join Date
    Sep 2010
    Posts
    216

    Default

    Dropping GTWF because he doesn't hit hard? That's a new one. I don't see the logic.

  4. #4
    Community Member
    Join Date
    May 2006
    Posts
    25

    Default

    my 2cp.
    Drop a point from your starting con, raise str to 14. Since you are eating a +2 dex tome, don't put a stat raise into dex, instead put it into wis, as you seem to be going for a high SF dc. You will still qualify for ultimate wind stance, and it will even out your wis.
    Personally I'd put all lvl ups into str, and grab adaptability str, to even str out and trade out weapon finese for PA.

  5. #5

    Default

    Quote Originally Posted by SetofBs View Post
    Dropping GTWF because he doesn't hit hard? That's a new one. I don't see the logic.
    The OP mentioned that DPS was secondary to the design concerns. The first priority was proficient soloing. Given the 12 Str, the difference GTWF would make is significant but not really necessary. The character would be better served by eliminating attacks before they occur. Sap is basically a no save stun if it lands. It is a single hit animation. If the ki is available, there could be two SFs and a Sap every 15 seconds. Stunned critters don't hit back and take 50% more damage. Having a 20% better chance to hit them is irrelevant.

    I agree with dr_cheeseball in that a Str raise to 14 in addition to adding all level ups to Wis makes more sense for a stunning monk, either light or dark.

    I still contend that the character would have greater solo survivability on the dark path. Light monks make for wonderful party support and even backup healers given the right gear. Most of their abilities really are there to support a party and they are quite good at it. Running solo better suits the dark side. I run both a light and dark and I can tell you that I'd really rather solo with the dark. He's not that different stat-wise from the light but being able to disappear in front of a mob and pick them off one at a time without even being noticed makes life so much easier.
    Last edited by sebastianosmith; 05-24-2011 at 12:48 PM.

  6. #6
    Hero
    Join Date
    Nov 2009
    Posts
    4,487

    Default

    Ki generation and Stunning Fist requires you to actually hit a target. You're going to have severe to-hit problems with a 22 STR, or 25 DEX if you go the finesse route. Dropping GTWF for any monk will adversely affect your ki generation to do all those cool light monk things.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  7. #7

    Default

    Quote Originally Posted by Carpone View Post
    Dropping GTWF for any monk will adversely affect your ki generation to do all those cool light monk things.
    An extra 1 in 5 chance on off-hand only makes that much of a difference? I don't think so. Utilizing any sun stance, a dex monk is perfectly capable of generating enough ki to throw SF whenever off timer. Even wind stance of Adept or above will do it given the sheer number of chances to hit. Ki generation will not be a problem. Getting hit will be the problem. The character profile, as given, would be more efficient and self-sufficient as a dark monk. That's all I'm trying to get across.

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