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  1. #1
    Community Member Zerenety's Avatar
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    Default Zen Archer = Yes

    * This Post is now Updated! You can now read through only this post, and see if you have anything you would like to comment on!
    If you want more insight in how I came across the ideas, you are more than welcome to read through all the post below throughout almost the whole page 2!
    I will make it clear for you readers for when I decided to update this thread in the post at page 2! My To-Date questions will be located under that initial post!
    Thank you *




    Yes. (This is NOT Focused on Epic Content!)

    I am soon to become a VIP here on DDO-Land, and figured I wanted something else than Kensai for my Capped AA Ranger. Seeing that VIP allows both Monk and Half Elf, I figured I'll give it s shot.

    BUT! I really have little to NO experience with the Monk class.

    The Zen Archer gives something I'll allways wanted. GOOD SAVES (I'm looking at you Will-Save!). IMPROVED EVASION. ABUNDANT STEP. AWSOME FLOATING/DROPPING ANIMATION. DILLY FEAT. HUMAN ADAPTABILITY. EARTH II STANCE.

    A very good Self-Sufficient build all in all, with good HPs and saves!

    But what a Kensai do much better than a Zen Archer, is doing better overall damage, also while beeing FAR AWAY!
    The Zen Archer must close to gap to activate Ninja Spy, though a Zen Archer has a really good movement ability.

    The Kensai also has a better Melee option with more feats.
    With 2 Fighter lvls, I can snatch the essentials for my melee capability No need for Power Attack on this build anyway..

    I feel it is important to note that this is build is HEAVILY focused on Archery Combat Tactics. Though I am capable of popping Stunning Fist with melee. This toon will also do quite a bit of Melee combat, both for KI and Single Target DPS, and the situational Touch of Death

    This will be new for me. If you have Guide Tips, Advices, anything really. LET. ME. KNOW. I feel some people are afraid or hessitant to share their opinions in case of making the OP feel confused, disrupted, neglected, fed up, hungry, thirsty, etc...
    I like to adapt to knowledge, while still sticking to my way of playing my builds. You advice on efficiency becomes my way of efficiently making my builds!


    Here it is. (This build will pick Cleric Dilly for the whole game)

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (2 Fighter \ 12 Monk \ 6 Ranger) 
    Hit Points: 306
    Spell Points: 280 
    BAB: 17\17\22\27\27
    Fortitude: 19
    Reflex: 17
    Will: 17
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             15                 17                   19
    Dexterity            16                 19                   19
    Constitution         15                 17                   17
    Intelligence          8                 10                   10
    Wisdom               15                 22                   25
    Charisma              8                 10                   10
    
    Tomes Used
    +2 Tome of Strength 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 Dexterity used at level 11
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               7                 27                   31
    Bluff                -1                  0                    0
    Concentration         2                 26                   28
    Diplomacy            -1                  0                    0
    Disable Device       n/a                n/a                   n/a
    Haggle               -1                  0                    0
    Heal                  2                  7                    7
    Hide                  3                  4                    8
    Intimidate           -1                  0                    0
    Jump                  2                  4                    6
    Listen                2                  7                    7
    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                  6                 30                   30
    Swim                  2                  4                    4
    Tumble                7                 18                   20
    Use Magic Device     n/a                n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Point Blank Shot
    Feat: (Monk Bonus) Toughness
    
    
    Level 2 (Fighter)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 3 (Ranger)
    Skill: Concentration (+5)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Zen Archery
    
    
    Level 4 (Ranger)
    Ability Raise: WIS
    Skill: Concentration (+2)
    Skill: Spot (+3)
    
    
    Level 5 (Ranger)
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    
    
    Level 6 (Ranger)
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Feat: (Selected) Mental Toughness
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 7 (Fighter)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Precise Shot
    
    
    Level 8 (Ranger)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+2)
    Skill: Spot (+2)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 9 (Ranger)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 10 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Feat: (Monk Bonus) Dodge
    
    
    Level 11 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    
    
    Level 20 (Monk)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Greater Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Winter's Touch
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage I
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Fighter Strength I
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Fighter Toughness I
    Ending Ability Status:

    STR = 15 Creation + 2 Tome + 2 Enhancement + 6 Item + 3 Exeptional + 2 Rams = 30
    DEX = 16 Creation + 3 Tome + 6 Item + 1 Exeptional (Gilveanors), -2 Earth Stance = 24
    CON = 15 Creation + 2 Tome + 6 Item, +3 Earth Stance = 26
    INT = 8 Creation + 2 Tome = 10
    WIS = 15 Creation + 2 Tome + 5 Lvlup + 3 Enhancement + 6 Item + 3 Exeptional = 34
    CHA = 8 Creation + 2 Tome = 10


    Ending Saving Throws Status:

    - Fortitude = 19 Base + 5 Resistance + 3 CON Item + 2 Earth Stance (Odd Stat) + 4 GH = 33
    - Reflex = 17 Base + 5 Resistance + 3 DEX Item + 1 Exeptional (Odd Stat) + 4 GH + -1 Earth Stance = 29
    - Will = 17 Base + 5 Resistance + 3 WIS Item + 1 Enhancement + 2 Exeptional (Odd Stat) + 4 GH = 32



    Things I'm not happy with:

    - Low Reflex Save
    - Kinda Lowish HP



    Got Sugestions for other Splits? Other ways of doing the build all together? Le me know!
    Last edited by Zerenety; 06-30-2011 at 11:53 AM.

  2. #2
    Community Member Zerenety's Avatar
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    Hello lurkers

  3. #3
    Founder Maldavenous's Avatar
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    Why are you starting with 17 DEX and 14 WIS if you're putting all your level-ups into WIS and using that as your attack stat?

  4. #4
    Community Member Sillk's Avatar
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    Quote Originally Posted by Maldavenous View Post
    Why are you starting with 17 DEX and 14 WIS if you're putting all your level-ups into WIS and using that as your attack stat?
    He needs a Dex of 19 for Improved Precise Shot, so he's only a +2 tome away, which is a make-or-break feat for this kind of build.

    He could probably start with a higher Wis, and put level ups in Dex, but either way, needs 19 by the time he hits Lvl 15.

  5. #5
    Community Member Zerenety's Avatar
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    Okay, seems like people are having some difficulties with giving me suggestion. I'll try and simply and direct my question.


    One question I find asking my self, is the Finisher Striker and special moves. Since I am aiming for such high WISDOM instead of DEX, would this allow me to efficiently use these types of combat?

    The only one that comes to my head atm is the Stunning Fist. What do you think about that?

    Please give me some advice on this and other special moves, thank you

  6. #6
    Community Member k1ngp1n's Avatar
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    Well, ki gen and special moves do not work with ranged, so its rather irrelevant for this build. And since your melee is so-so, I wouldn't recommend doing much of that either. A few dice of sneak attack is nice, so here's to that.

    It's nearly impossible to blend monk abilities and archer abilities and be strong in both.
    Sarlona: Riyana | Ilyrae | Elaeria | Arlayh | Aryis | Lyanis | Yaera | Kyilsi | Malitae | Niariel | Laeriya
    'Polluting Sarlona with gimpy elves since 2009.'
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  7. #7
    Community Member Therrias's Avatar
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    I'm doing 11 ranger and 9 monk. Full ranged and TWF feats without dex so you can have higher wis and str. It gives up UMD, but you still get improved evasion and ToD with 9 monk levels. Level 9 so far (6 ranger/3 monk) and working great so far. Excellent unarmed and ranged DPS.

  8. #8
    Community Member Zerenety's Avatar
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    Quote Originally Posted by k1ngp1n View Post
    Well, ki gen and special moves do not work with ranged, so its rather irrelevant for this build. And since your melee is so-so, I wouldn't recommend doing much of that either. A few dice of sneak attack is nice, so here's to that.

    It's nearly impossible to blend monk abilities and archer abilities and be strong in both.

    I'm not aiming to be strong in both eather. I want to be strong in Archery, but I like to have all the situational options given to me. If I can use Stunning fist, I am super happy! I don't need to do all around good damage with it.

    Now, I know that KI doesnt work with Archery, but Doesn't Earthstance give KI upon beeing hit?

    DDO Compendium:
    *The mountain stance focuses on endurance and defense, granting increased Constitution, damage reduction, natural armor, and improved blocking ability at the cost of reducing your Dexterity and movement speed. While in mountain stance, you generate Ki when struck by opponents and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20.*

    Of Course, you gain KI when striking opponents aswell, right? This means that I can (Maybe efficiantly) use Special Moves while tanking, doesn't it?

    Is Stunning Fist subject to KI?

  9. #9
    Community Member andbr22's Avatar
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    The only plus of getting Zen-Archery is that you can remain in stances while ranged -> that is minor plus (+1 Dmg and 25% Heal amplification from Jitz-Tetka; or 1 to hit and "poor man's haste"). You wont regen ki or use any ki attack with bow (or suriken).
    You are multiclassing so at least get dependable fighting ability with fists -> you can get stunning fist. also with investment you should be able to have dependable AC.

  10. #10
    Community Member Koshy11's Avatar
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    Yes stunning fist is subjected to Ki (15 ki), in fact it runs on will saves which makes it oh so nice to smack big brutes in the happy sac with.

    The formula is as such: The DC is 10 + half Character level + Wisdom modifier + Stunning item bonus.

    That in your case : 10 + 10 + 12 +10 = 42 will save to resist your fist.

    Pretty good if you have enough Ki to perma stun something.

    However, the problem lies in keeping a constant Ki generation, as even with Zen archery, you don't gain Ki from pew pewing, only retain what you have.

    If you're expecting to build up ki getting hit, you better well be some super meat shield,aka able to intimidate and have quicken to make sure your self healing gets to you. Way I see it, that most probably will make your healer or your wallet cry, or both. And if you rely on getting hit, stunning your victim is no good now is it?
    No~ Stop! Don't ~Slow Down! Does not apply to Melee Class.
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  11. #11
    Community Member k1ngp1n's Avatar
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    Quote Originally Posted by Zerenety View Post
    Is Stunning Fist subject to KI?
    Stunning fist requires ki and a feat (monk bonus), which you have not taken that I can see.

    DDO Compendium:
    *The mountain stance focuses on endurance and defense, granting increased Constitution, damage reduction, natural armor, and improved blocking ability at the cost of reducing your Dexterity and movement speed. While in mountain stance, you generate Ki when struck by opponents and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20.*
    Yes, earth stance gives a little ki from being hit. As a archer, the goal is not to get hit. Earth stance slows you down, so you're less able to control your range. Earth stance + archer = bad ju ju.

    Of Course, you gain KI when striking opponents aswell, right? This means that I can (Maybe efficiantly) use Special Moves while tanking, doesn't it?
    I'm curious as to how this build would tank?

    This is a survivable build. It has hp, it has saves, it has evasion. It has OK ranged DPS (pure ranger is better, and other builds better than that, but it beats a AA FvS, so I'm happeh!). But it doesn't have big DPS and mobility is going to be key to effectiveness (using your speed to line up mobs for IPS, for instance). Ki gen on a 13 monk will be rather low (especially compared to a 20 monk) and short of fire stance and oremi's, you won't have enough to do much of anything useful.

    Burn a feat on Stunning fist, and that wisdom will become useful.
    Sarlona: Riyana | Ilyrae | Elaeria | Arlayh | Aryis | Lyanis | Yaera | Kyilsi | Malitae | Niariel | Laeriya
    'Polluting Sarlona with gimpy elves since 2009.'
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  12. #12
    Community Member Zerenety's Avatar
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    Quote Originally Posted by andbr22 View Post
    The only plus of getting Zen-Archery is that you can remain in stances while ranged -> that is minor plus (+1 Dmg and 25% Heal amplification from Jitz-Tetka; or 1 to hit and "poor man's haste"). You wont regen ki or use any ki attack with bow (or suriken).
    You are multiclassing so at least get dependable fighting ability with fists -> you can get stunning fist. also with investment you should be able to have dependable AC.
    Yes, I am looking into all the benefits the Multiclass can give me Though if I went Stunning Fist, I would eather loose out on GTWF or Ninja Spy. I'll think about that...

    Those bracers gives extra unarmed damage while in Earth Stance. The Healing AMP is while in Fire Stance.

    I have been looking into each Stance, and can see many useful special attacks! I will se if some of the other Stances can benefit me with something cool. I'll post them specifically later when I have found some


    What I might do, is bring up these tactics while having aggro and beeing hit. Since Earthstance give KI upon hit, and Unarmed gives ki while hitting, I can store up some KI quickly. Then I can start using the benefitial Special Moves given to me. What do you think about that?


    Quote Originally Posted by Therrias View Post
    I'm doing 11 ranger and 9 monk. Full ranged and TWF feats without dex so you can have higher wis and str. It gives up UMD, but you still get improved evasion and ToD with 9 monk levels. Level 9 so far (6 ranger/3 monk) and working great so far. Excellent unarmed and ranged DPS.
    Yes, I can see how useful that would be! But as you said; No UMD, Low DEX (Bye bye, Reflex save..). Also it misses out on Greater Mountain Stance and Abundant Step, two core reasons for me going this type of build.

    Thanks for your build comparison! I love builds that are original and fun, have fun with it ^^!
    Last edited by Zerenety; 06-26-2011 at 02:13 PM.

  13. #13
    Community Member Zerenety's Avatar
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    Quote Originally Posted by Koshy11 View Post
    If you're expecting to build up ki getting hit, you better well be some super meat shield,aka able to intimidate and have quicken to make sure your self healing gets to you. Way I see it, that most probably will make your healer or your wallet cry, or both. And if you rely on getting hit, stunning your victim is no good now is it?
    Quote Originally Posted by k1ngp1n View Post
    This a survivable build. It has hp, it has saves, it has evasion. It has OK ranged DPS (pure ranger is better, and other builds better than that, but it beats a AA FvS, so I'm happeh!). But it doesn't have big DPS and mobility is going to be key to effectiveness (using your speed to line up mobs for IPS, for instance). Ki gen on a 13 monk will be rather low (especially compared to a 20 monk) and short of fire stance and oremi's, you won't have enough to do much of anything useful.

    Burn a feat on Stunning fist, and that wisdom will become useful.

    Yes, I am definately aware of the tanking part. I would have to be able to bring my AC up enough to make myself useful while in those situations. Now I am not a number cruncher, but I will se if I can come up with some numbers

  14. #14
    Community Member kanbeki's Avatar
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    I would honestly do 11ranger/9monk over this build you get better range, ac, and your unarmed isn't affected as much, you could easily fit in max and quicken and your reflex will be fine just from being a ranger. This would allow to to focus solely on str and wis. Outside of resses with a setup like this what would you need UMD for?
    Last edited by kanbeki; 06-26-2011 at 02:31 PM.
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  15. #15
    Community Member Thrudh's Avatar
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    Quote Originally Posted by k1ngp1n View Post
    It's nearly impossible to blend monk abilities and archer abilities and be strong in both.
    This is incorrect.

    You can be a very strong archer, and a decent monk melee...

    http://forums.ddo.com/showthread.php?t=294899

    OP, putting all level ups into wisdom works... You can get a stunning fist that lands, and a Touch of Death that mobs don't automatically save against.

    I have an archer/monk and I find it to be a very fun build...

    The main trick, in my opinion, is to know when to put the bow down, and use handwraps....
    Last edited by Thrudh; 06-26-2011 at 02:54 PM.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  16. #16
    Community Member Thrudh's Avatar
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    Looks like you're feat-starved... Go 12/6/2 Monk/Ranger/Fighter instead of splashing rogue, and you'll be able to take Stunning Fist, and keep the other good feats as well.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  17. #17
    Community Member Thrudh's Avatar
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    Quote Originally Posted by kanbeki View Post
    I would honestly do 11ranger/9monk over this build you get better range, ac, and your unarmed isn't affected as much, you could easily fit in max and quicken and your reflex will be fine just from being a ranger. This would allow to to focus solely on str and wis. Outside of resses with a setup like this what would you need UMD for?
    This is a good point... That 19 Dex requirement is tough on a wisdom build...

    I only built my monk/archer after I had a +3 Dex tome banked, so I was able to start with a 16 Dex on my half-elf. (17 is costly)
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  18. #18
    Community Member Zerenety's Avatar
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    You guys have brought up some nice advantages of bringing up the 2 fighter lvls, indeed.

    If I'm correct, these things will be benefitial to me at the 3rd cleric Dilly enhancement, known as up to lvl 5 Spells:

    Lvl 1 Cleric Spells:

    - Nightshield
    - Protection From Evil
    - Shield of Faith
    - Cure Light Wounds
    - Divine Favor (Only giving me 1 Luck Bonus though)

    Lvl 2 Cleric Spells:

    - Resist Energy (I actully don't know how much it protects at caster lvl 5)
    - Cure Moderate Wounds (Low-Mid Game healing)
    - Lesser Restoration

    Lvl 3 Cleric Spells:

    - Magic Circle Against Evil
    - Protection From Energy (Don't know how much this will be at 5th eather)
    - Remove Curse
    - Cure Serious Wounds
    - Remove Blindness
    - Remove Disease

    Lvl 4 Cleric Spells:

    - Freedom of Movement
    - Cure Critical Wounds
    - Neutralize Poison
    - Panacea
    - Restoration
    - Recitation
    - Divine Power
    - Death Ward

    Lvl 5 Cleric Spells:

    - Protection From Elements
    - Spell Resistance (Only giving 17 at caster lvl 5?)
    - Raise Dead
    - True Seeing
    - Stalwart Pact

    Low-Medicore opposed to UMD...

    Now the Heal spell is lvl 6th. This means that it has more than 5% chance of failiure? (rolling a 1 counts as 5%)
    Does taking some UMD lvls help this at all?

    The lvl 6th list brings some nice additions, indeed. Though I woulds love the rest of em aswell. To bad I can't max UMD with Fighter lvls :/ I'll think about it while trying to crunch numbers...
    Last edited by Zerenety; 06-26-2011 at 05:51 PM.

  19. #19
    Community Member Miahoo's Avatar
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    With the enhancements your can use scrolls and wands up to lvl 10 cleric.
    Or did I misunderstand ya...?

    http://ddowiki.com/page/Dilettante_feats

    Edit:
    I think I understand ya now. If I'm not mistaken, you can still use the lvl 11 scrolls/wands but with some failure, just as lvl 10 cleric. But this needs to be verify.
    Last edited by MiahooJunk; 06-26-2011 at 05:58 PM.
    Server: Cannith
    Mains: Miahoo, Miahoorog, Miahoohealer, Miahoohjeal, Miahoopuke

  20. #20
    Community Member Xyfiel's Avatar
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    Let me quote your last thread about this.

    Quote Originally Posted by Xyfiel View Post
    Am going to run this on one of my Archers next life as a test, just throwing it out there if you like the idea.

    Half Elf 12monk/6ranger/2fighter
    free feats: two weapon fighting, improved two weapon fighting, diehard, rapid shot, manyshot, bow strength
    7 base feats +3 Monk feats +2 fighter feats = 12
    precise shot, improved precise shot, improved crit range, weapon focus range, mental toughness, toughness, point blank shot, zen archery, dodge, stunning fist, greater two weapon fighting, power attack

    Rogue Dilettante for 3d6 extra damage
    Good hit points, saves, Ac, and improved evasion
    Stunning fist and greater two weapon fighting for melee damage
    Slayer Arrows, Earth stance, improved precise shot, and manyshot for ranged damage
    Ninja spy stealth and concealment
    Max wisdom, 19 dex, good str/con.

    For 36 point build I would go 16str, 16 dex, 16 wis, 14 con and put one level up into dex if no +3 tome.
    Quote Originally Posted by Zerenety View Post
    I've been looking to lay some thought on such a build, thanks for posting it.

    But since im no VIP yet, and still dont have either monk or helf, ill have to go something different :/
    Though I do like my own concept, i like the flavor of yours. Maybe next life when i have 36 pbuild



    Anyway, have added some question to my latest build post. Please, feel free to share your opinion
    It really comes down to this build or the Angel build for power. It seems you want opinions, then defend against them with other options. At some point, you just have to trust us or go with what you want.

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