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Thread: 32 Point Build

  1. #1
    Community Member Ghalleon's Avatar
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    Default 32 Point Build

    I'm going to be starting a monk from having unlocked 32 point build a while back just haven't had time to sit down and play the game much. I know a that some changes have been made to the monk and really while this character is going to be leveled the full 20 levels I'm more looking for an idea of whether to go light, dark, void strike or another stance based.

    The other main thing I have been looking and searching is that some do full 20 levels of monk while others do multi-class builds. While I do plan on doing some end game stuff it's gonna wait until I can TR the character and level again. Which may go from monk to another class.

    Main reason I wanted to get some advice here was there much more experienced players in the game as well as this class who I think could easily give a guide in the right direction for creating a Monk character.

    So the list of things I wanted to find out mainly were:
    1. STR/WIS or DEX/WIS
    2. Light or Dark path?
    3. Void Strike or different stance focus?
    4. What best prestige enhancements if any are necessary go with criteria from above?
    5. With the build information on the first two or three questions what would be the best race to use for that proper combination to get the most benefit out of the class build?
    Last edited by Ghalleon; 06-23-2011 at 01:01 PM. Reason: Added extra question to clarify on character build.

  2. #2
    The Hatchery Habreno's Avatar
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    What do you want to do?

    Do you want to be AC-based? Melee-based?

    Do you want to be damage-focused or party-focused?



    Monks can do so much.

    EDIT: Sorry, can't answer your questions specifically until I know what you want to do.
    Last edited by Habreno; 06-23-2011 at 01:19 PM.
    Quote Originally Posted by TheLegendOfAra View Post
    Welcome to Argo, where our end game players are constantly striving for new and exciting ways to make themselves more gimp, and continually working towards progressively more pointless goals.
    BYOH. Know it, abide by it, or don't mess with those who do.

  3. #3
    Community Member -Zyxas-'s Avatar
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    1. Dex/Wis takes longer to kill stuff and is less useful in raids (low damage), but if all you do is solo it's the right thing (AC). Str/Wis is healthy in the damage department, but will have troubles soloing except at very low levels because it doesn't have very great AC.

    2. Dark for raw damage (Touch of Death). Light for stuns, party support buffs, self healing (only sufficient for dex/wis), and free DR breaking to eliminate farming for devoted (?) wraps or Devil Assault silver wraps. Lots like dark, lots like light.

    3. Dex/Wis will use wind stance for sure. Str/Wis will use fire stance for ki (monks aren't the greatest dps, ki helps them with indirect damage and support), or wind stance for raw DPS. Some people also like the new earth stance - probably for Str/Wis. Water stance is situationally useful for uber stunning fist or for saves while going through traps (usually not needed). Void strike (4) requires 16 in all abilities including base, levels, and tomes, and one 18. Some people enjoy it, but it used to be much more necessary for instakilling (erasing rather than killing) in epics, and now that isn't needed. It's also a bit tight for AP (low healing amp if going for that). I don't like void, but others do, weigh out the pros and cons to yourself.

    4. There are 2 PrEs. One is only accessible by light monks, one only by dark monks. Take either one depending on your path. They are great. Ninja gives you shadow fade (25% dodge) along with ki gen when under base amount while sneaking, and some meh stuff such as shortsword usage and acrobatic skills. Shintao gives you more stuns and some strikes against "tainted" mobs, which includes most of endgame and zombies for the early game. Shintao also allows you to break Byeshk (tier 1, for mindflayers), Cold Iron (tier 2, for demons), and Silver (tier 3, for devils) DR.

    5. Well you have to decide for yourself what type of build you want. I like HElf light strength based, some like HOrc dark strength based for uber damage, others like halfling dex/wis light monks, there are also dwarves, humans, and warforged all usually strength based except human which is variable. I assume you'll like strength based much better than dex based. Dark and Light are very split depending on the person. A HOrc (damage), HElf (balanced), or Warforged (mainly for stuns) would probably be good for you.

    Stats (Str): 16/16/14/8/14/8 for HElf or halfling. 18/15-16/14-15/6/14-15/6 for HOrc. 15-16/15-16/16/8/12-14/6 for WF. Something like that is good.

  4. #4
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    For Dex base and/or an AC build halfling is the best race with there bonuses in speed and size.

    Horc can make a good str base monk.

    Light path for party buffs and at level 9 raise dead.

    Dark path can get more dps.

    So need to know what role you want to play.

    One point Light path can heal itself to some degree, Dark Path doesn't.

    I love my halfling light monk, but that's just me. Experiment with different toons and see what you like to play is the best advice I know to tell you.

  5. #5
    Community Member Ghalleon's Avatar
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    Quote Originally Posted by Habreno View Post
    What do you want to do?

    Do you want to be AC-based? Melee-based?

    Do you want to be damage-focused or party-focused?



    Monks can do so much.

    EDIT: Sorry, can't answer your questions specifically until I know what you want to do.
    I normally have a group for questing but at lower levels may not have groups available among my guildies who could help. As far as ac-based or melee based I usually find myself in melee but being able to get buffs and party support along the way would be good so I figure it would be more of a light path from the way posts are showing. So if a light path monk, I can still be melee based but I'm almost six one way half a dozen the other as the phrase goes.

  6. #6
    Community Member Ghalleon's Avatar
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    Quote Originally Posted by -Zyxas- View Post
    1. Dex/Wis takes longer to kill stuff and is less useful in raids (low damage), but if all you do is solo it's the right thing (AC). Str/Wis is healthy in the damage department, but will have troubles soloing except at very low levels because it doesn't have very great AC.

    2. Dark for raw damage (Touch of Death). Light for stuns, party support buffs, self healing (only sufficient for dex/wis), and free DR breaking to eliminate farming for devoted (?) wraps or Devil Assault silver wraps. Lots like dark, lots like light.

    3. Dex/Wis will use wind stance for sure. Str/Wis will use fire stance for ki (monks aren't the greatest dps, ki helps them with indirect damage and support), or wind stance for raw DPS. Some people also like the new earth stance - probably for Str/Wis. Water stance is situationally useful for uber stunning fist or for saves while going through traps (usually not needed). Void strike (4) requires 16 in all abilities including base, levels, and tomes, and one 18. Some people enjoy it, but it used to be much more necessary for instakilling (erasing rather than killing) in epics, and now that isn't needed. It's also a bit tight for AP (low healing amp if going for that). I don't like void, but others do, weigh out the pros and cons to yourself.

    4. There are 2 PrEs. One is only accessible by light monks, one only by dark monks. Take either one depending on your path. They are great. Ninja gives you shadow fade (25% dodge) along with ki gen when under base amount while sneaking, and some meh stuff such as shortsword usage and acrobatic skills. Shintao gives you more stuns and some strikes against "tainted" mobs, which includes most of endgame and zombies for the early game. Shintao also allows you to break Byeshk (tier 1, for mindflayers), Cold Iron (tier 2, for demons), and Silver (tier 3, for devils) DR.

    5. Well you have to decide for yourself what type of build you want. I like HElf light strength based, some like HOrc dark strength based for uber damage, others like halfling dex/wis light monks, there are also dwarves, humans, and warforged all usually strength based except human which is variable. I assume you'll like strength based much better than dex based. Dark and Light are very split depending on the person. A HOrc (damage), HElf (balanced), or Warforged (mainly for stuns) would probably be good for you.

    Stats (Str): 16/16/14/8/14/8 for HElf or halfling. 18/15-16/14-15/6/14-15/6 for HOrc. 15-16/15-16/16/8/12-14/6 for WF. Something like that is good.
    Thanks for the helpful information I might actually look into the HElf light path. Maybe go a strength/wis setup for the shintao prestige. Not sure fully on the other stuff such as stances, but certainly fire or earth seems the way to go for the str/wis builds.

    If anyone has a recommended build for the half elf light path then feel free to share. Str/wis focus or otherwise. Just trying to get a better understanding of what is out there available to work with.
    Last edited by Ghalleon; 06-23-2011 at 02:28 PM.

  7. 06-23-2011, 02:26 PM


  8. #7
    Community Member goodspeed's Avatar
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    It also depends on which stance you want to fully spec. To fuly spec in fire, air, water earth you need 18 points base for that element. Depending on which stat certain races make it easier to qualify because they start with 2 points in the stat. Halflings get 2 more dex making it easier to hit 18 right out without spending 3 points per stat point after you hit 16. Horcs get str, dwarfs get con.

    I found the most rounded character was a dwarf. You can get 16 points in str con and dex with 14 in wis. (unless you were going water path but to me didn't seem worth it compared to the other 3.)

    Another thing to consider is 2 weapon fighting. Wraps are included in that. To get the feat greater 2 weapon fighting you need a dex base of 17. Most usually take 15 or 16 and then go for a +1 or +2 tome. However if you were going str (fire) but still wanted to leave dex(air) open for mastering, id take the 16 dex and later on eat a +2 dex time. (The mastering lv is 18 you can easily farm things to sell to buy a +2 tome for 3 or 400k. Dragon scales alone can be sold off for around 50k or more plus selling essences for crafting, many ways to make cash)

    I made a half orc str build going light.
    I freed up needed to take finesse and get some nice dmg to. Started him with 18 str 16dex, 14 con, and 14 wis. He dodges and evades alright (I can usually dodge one of those lightning bolts entirely or at least the 1 of the 2 hits) traps are a hit and miss. He'll evade them mostly but I wouldn't count it as a sure thing like a trapmonkey.

    I did make a halfling dex build. 2 of em. One I went all out in dex, I gave em like 6 str, 20 dex, 14 con and 16 wis. He could really avoid (Well still a lil problematic on elite) but traps anything he just stood in em. Only problem was his right hook was weaker then betty whites. So changed it up and went 13str 18 dex, 14 con and 15 wis. He still had pretty good avoidance and while he couldn't dish it as hard as the horc, he was still able with power attack going and wind stance.

    I came to the conclusion though that I wanted to deck stuff and since you can buy a hirling, partial avoidance was just as ok as almost full. Only difference was the halfling had a better to hit with his race as well as using the high dex with the feat.

    All up to you.

  9. #8
    Community Member Rogann's Avatar
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    Depends, if u go dex/wis then you'll be good at vale quests. If u go str/wis you won't be gimp endgame and will have decent dps.

  10. #9
    Community Member killerzee25's Avatar
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    Quote Originally Posted by Rogann View Post
    Depends, if u go dex/wis then you'll be good at vale quests. If u go str/wis you won't be gimp endgame and will have decent dps.
    Would you please just go back to your cave, until you start giving actual help instead of forcing your ideas down peoples throats all you are is a troll. Give him so example stats and tell him the benefits of what your suggesting just don't tell people their wrong without supporting yourself. Every single one of your posts is the exact same thing.

    For the record i prefer strength based monks as well.

  11. #10
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    Quote Originally Posted by Rogann View Post
    Depends, if u go dex/wis then you'll be good at vale quests. If u go str/wis you won't be gimp endgame and will have decent dps.
    You won't be gimp endgame with the dex/wis monk either, you are just looking at lower dps. You are sacrificing some dps for ac and some people would rather do that. I'm still going to be able to hit 45-50 with ship buffs (I think) on my Horc Str/Wis monk by vale when I TR, while my halfling had about 55 in GM wind. And I'm going to be quite far ahead in damage. Now, I'm obviously not going to be breaking 80 ac on this build...but AC is wonderful for leveling purposes it just reaches a point of diminishing returns at endgame for dps.

  12. #11
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    As much fun as Monks can be in DDO, I would be reluctant to start one currently. Wait until they fix the bugs from update 9 and you may enjoy playing one more.

    That said, hitting stuff is only part of the game. There are workarounds for most of the attack bonus/damage issues that are affecting Monks currently - and the patience and mindfulness that are involved in dealing with them may prove to be helpful traits in your Monk career.

  13. #12
    The Hatchery Habreno's Avatar
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    Light Path, and STR-based, you say.

    As a previous poster posted here, about rolling up a STR-based HOrc, I actually did that with I believe that exact stat split (18-16-14-14-6-6;STR-DEX-CON-WIS-INT-CHA) and went Light monk. I'm loving it. Have my main Cleric twinking him out; he's got +1 Shocking Burst handwraps of Maiming now with a full Might of the Abashi set for the +1 profane bonuses to STR and CON, running around in Fire stance with 10 points of damage immunity in every element (crafted a ring for 10 sonic), and he has two pairs of handwraps lined up for him when he's of level for them.

    Point is, what you do with your monk is your choice. We can only offer guidance on what works well and what doesn't. Having a twink toon helps a lot.


    STR-based HElf Light Monk

    Stats:

    16-16-14-14-8-8 STR-DEX-CON-WIS-INT-CHA

    Ending stuff:
    Grandmaster Fire OR Wind (both achievable with a +2 tome)
    TWF, ITWF, GTWF with +1 tome before level 9 at the latest (so GTWF is level 12, and you have two feats afterward)
    Light monk means two main DR's are negated (Cold Iron and Silver)
    Quote Originally Posted by TheLegendOfAra View Post
    Welcome to Argo, where our end game players are constantly striving for new and exciting ways to make themselves more gimp, and continually working towards progressively more pointless goals.
    BYOH. Know it, abide by it, or don't mess with those who do.

  14. #13
    Community Member ProdigalGuru's Avatar
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    Monks are immune to almost everything. The things that I found most frustrating as a Human were level drains and Exhaustion/Fatigue. If I had it to do over, I would probably do this:

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Punchy  McRobot
    Level 20 Lawful Neutral Warforged Male
    (20 Monk) 
    Hit Points: 362
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 18
    Reflex: 17
    Will: 19
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 21                   21
    Dexterity            16                 18                   18
    Constitution         16                 18                   20
    Intelligence          8                 10                   10
    Wisdom               14                 16                   18
    Charisma              6                  8                    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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               7                 27                   28
    Bluff                -2                 -1                   -1
    Concentration         7                 28                   43
    Diplomacy            -2                  9                    9
    Disable Device       n/a                n/a                   n/a
    Haggle               -2                 -1                   -1
    Heal                  2                  4                    4
    Hide                  3                  4                    4
    Intimidate           -2                 -1                   -1
    Jump                  5                 10                   10
    Listen                2                  4                    4
    Move Silently         3                  4                    4
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    0
    Spot                  2                 24                   24
    Swim                  2                  5                    5
    Tumble                4                  5                    5
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+3)
    Skill: Tumble (+1)
    Feat: (Selected) Luck of Heroes
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Unarmed Strike
    Feat: (Automatic) Warforged Immunities
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Stunning Fist
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Feat: (Automatic) Wholeness of Body
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+2)
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+2)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Improved Evasion
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+2)
    Feat: (Automatic) Curse of the Void
    Feat: (Automatic) Ki Strike: Lawful
    Feat: (Automatic) Moment of Clarity
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+2)
    Feat: (Automatic) Diamond Body
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+2)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Automatic) Abundant Step
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+2)
    Feat: (Automatic) Diamond Soul
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Spot (+1)
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Spot (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Quivering Palm
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Spot (+1)
    Feat: (Automatic) Ki Strike: Adamantine
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Spot (+1)
    Feat: (Automatic) Timeless Body
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    Feat: (Selected) Iron Will
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    Feat: (Automatic) Empty Body
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    Feat: (Automatic) Perfect Self
    Feat: (Automatic) Shining Star
    Enhancement: Monk Serenity
    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: Way of the Patient Tortoise IV
    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 Flame
    Enhancement: Grandmaster of the Sun
    Enhancement: Master of Bonfires
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration I
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Enhancement: Warforged Power Attack I
    You will NEED a +1 DEX tome with this build, and if you get the INT tome late (or not at all) your skill points will be adjusted accordingly. At level 20, you are going to want +2 in everything but INT. CHA affects a few moves, namely Kukan-Do.

    You could swap out Iron Will or WF: Bludgeon if you preferred something else, I just thought to give you more to-hit and more Will save would be nice.

    I put you in GM of Bonfires, but your stats support Wind and Earth as well, if you chose one of those routes instead. I would suggest Earth for leveling, Fire for endgame.

    I gave you Healer's Friend 2 because there were not a lot of good choices, and 5% more Heal Amp on a Monk is a step in the right direction. If you find this to be too small a benefit, swap it out. You could swap in Rise of the Phoenix, though this is usually a redundant ability.

    Hope this helps.
    Tip# 203: Death is a traumatic experience.

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