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  1. #1
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    Arrow Monk/Cleric Post U9 Solar Pheonix Alternative. Not a clonk, but a meric?

    I am one of the apparently many who, since U9 miss the monk's FoL stacking with character level, not just monk level. Everywhere I've seen, the community recomendation to adjust Solar Pheonix in U9 is to ignore FoL and make a high healing amp paladin; but I am not alone in missing the feel that FoL gave the build.

    Here's my idea: Have mostly monk levels so FoL still reaches higher levels.
    Multiclass in cleric for healing amp enhancements and healing spells/wand availability.
    Goal: ridiculous self-healing capacity and survivability.

    Any ideas/suggestions or someone who wants to try to plan out a build?

  2. #2
    Hero Arlathen's Avatar
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    The Meric Medic
    - Melee Monk unarmed DPS
    - Stunning Fist
    - Good Self Healing
    - High Healing Amp
    - Excellant Self buffing

    Half-Elf - 32pt
    - Paladin Dilletante, might as well use the Charisma for something!

    12 Monk
    - 2D6 Base Fist Damage
    - Abundant Step
    - Improved Evasion / Decent Saves
    - Elemetal Stance Tier 3 Availability (Fire +3 Str)

    7 Cleric
    - Lvl 4 Cleric Spells
    - Radiant Servant 1
    - Positive Energy Burst
    - CLW, CMW, CSW, CCW
    - Good buffs - FoM, Divine Power, Deathward,
    - 20pt Resists for non-evasion spells - Fireshield, Acid Arrow etc
    - 14 minute buffs with Extend

    1 Fighter
    - Extra Feat
    - Extra HP (Class/Toughness Enhancement)
    - Fighter Haste Boost

    Base Attributes
    Str: 15 +6Item +2Guild +3Tome +1Racial +2Rage +3Exc +3Stance +1 Lvl = 36
    Dex: 15 +6Item +2Guild +3Tome = 26
    Con: 14 +6Item +2Guild +2Tome +2Rage = 26
    Int: 08 +2Tome +2Guild = 12
    Wis: 14 +6Item +2Guild +3Tome +1Racial +3Monk +3Exc -2Stance +4 Lvls = 34
    Cha: 12 +6Item +2Guild +2Tome = 22

    Level Up Guide
    1: Monk - TWF, Toughness, Dil: Paladin
    2: Monk - Stunning Fist
    3: Cleric - Extend
    4: Monk
    5: Monk
    6: Cleric - Empower Heal
    7: Cleric
    8: Fighter - ITWF
    9: Monk - Quicken
    10 Cleric
    11 Monk - Power Attack
    12 Cleric - IC: Bludgeon
    13 Monk
    14 Cleric
    15 Monk - GTWF
    16 Cleric
    17 Monk
    18 Monk - Maximise or your choice
    19 Monk
    20 Monk

    Enhancements
    Monk Wisdom 3
    Human Adaptability 2
    Cleric Radiant Servant 1
    Cleric Life Magic 3
    Cleric Improved Heal 2
    Cleric Improved Turning 1
    Cleric Divine Cleansing 2
    Cleric Extra Turning 3
    Monk Fire stance 3
    Monk Water Stance 3
    Monk Improved Recovery 3
    Racial improved Recovery 2
    Racial Toughness 2
    Fighter Toughness 1
    Monk Way of the Tortoise 2
    Improved Dilletante 3
    Fighter Haste Boost 1

    Stunning Fist
    Base: 10
    CLvl: 10
    Wisd: 12
    Item: 10
    = 42DC, swap to Water 3 Stance for 44

    HP
    020 Base
    160 Con Bonus
    096 Monk 12
    056 Cleric 7
    010 Fighter 1
    022 Toughness
    020 Racial Toughness 2
    010 Fighter Toughness 1
    020 Toughness Item
    010 Draconic Feat
    045 Greensteel
    030 GFL
    010 Monk Path of Tortoise
    = 509

    Saves
    Ft/Rf/Wi
    08/08/08 Monk 12
    05/02/05 Cleric 7
    02/00/00 Fighter 1
    08/00/00 Con 26
    00/08/00 Dex 26
    00/00/11 Wis 32
    05/05/05 Charisma 20 Max
    05/05/05 Resist +5 item
    01/01/01 Alchemy Ritual
    02/02/02 Good Luck Item
    00/00/02 Still Mind
    04/04/04 Greater Heroism
    =
    40/35/43

    Spell Points
    215 Base SP
    080 SP from Magical Training
    176 Wisdom 34 Bonus
    150 Wizardry VI Item
    150 Greensteel Elemental Spell Power
    = 771 SP
    - Plenty for Self Healing and Buffs
    - Get a ConOpp and Torc Item you'll never run out!

    Turn Undead Attempts
    03 Base
    06 Charisma Bonus
    03 Extra Turning Enhancement
    = 12 Turns, Regens 1 every 2 minutes

    Healing Amplification
    100% Base
    25% Jidz Tetka
    30% Monk Improved Recovery
    20% Racial Improved Recovery
    10% Eldritch Dragontouched Rune
    20% Tempest Dragontouched Rune
    30% Epic Claw Gloves
    10% Jorasco Ship buff
    = 368% Healing Amplification

    Self Healing
    Healing Ki is considered a lvl 1 spell, Positive Energy Burst a lvl 5 spell and CCW is a lvl 4 spell.
    Superior Potency 5 or Superior Ardor 5 required for Positive Energy Burst (PEB)
    Healing Ki is still unaffected by MetaMagics.

    Positive Energy Burst:
    1D8+7+1 Base Healing
    1 - 4 Neg Levels cured
    1 - 4 Stat Damage Cured

    Positive Energy Burst - 1D8 +7 (Cleric Level) +1 (RS1) = 12.5 Base
    Cure Critical Wounds - 4D8 +7 (Cleric Level) +1 (RS1) = 26 Base
    Healing Ki - 1D4 + 6D4 (Monk Level) = 17.5 Base

    Total = Base * (Life Magic + Potency) * (MetaMagic) * Healing Amp
    Total = Base * (30% + 50%) * (50% Emp Heal) * (368%)
    Total = Base * 1.8 * 1.5 * 3.68

    PEB = 12.5 * 1.8 * 1.5 * 3.68 = 33HP Pre-Amp, 124HP Self-Amp (truncated)
    CCW = 26.0 * 1.8 * 1.5 * 3.68 = 70HP Pre-Amp, 258HP Self-Amp (truncated)
    HKi = 17.5 * 1.8 * 1.0 * 3.68 = 31HP Pre-Amp, 115HP Self-Amp (truncated)
    Last edited by Arlathen; 07-13-2011 at 02:49 PM.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  3. #3
    Hero Arlathen's Avatar
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    And there ya go!

    Nice little solo build, very versatile and very survivable.

    Half-Elf natural choice for balanced stats, Racial Improved Recovery and choice of dilletante. Dilletante can start out as Rogue until you grab a +1 Cha tome, at which point you can feat swap from Rogue to Paladin.

    Monk 12 gives a decent melee platform on which to build, 2D6 Fist Base Damage, full TWF line with Power Attack and Improved Critical. Gives some nice defensive toys as well - Improved Evasion, Immunity to Disease & Poison,

    Cleric 7 is a sweet spot in class progression - Lvl 4 spells, Radiant Servant 1, Life Magic 3 enhancement. Lvl 4 spells provide some very nice buffs in the form of Deathward and Freedom of Movement, and of course Cure Critical Wounds. Without UMD, you'll have a decent Raise Dead scroll chance as well.

    Fighter 1 provides the extra feat slot to get in ITWF at an appropiate level and then allow you to take Maximise for really amped up healing or your own choice.

    Self Healing, Meta Magics & Heal Amp means you'll be incredibly hard to take down with the saves, buffs and Improved Evasion that you have.

    I really like the the build, its very synergystic, even the decent charisma is put to use and has a lot of toys to play with.

    Go Zerg, go have fun

    Special Note - I specifically choose the level up progression as described above to enhance the Base Attack Bonus in earlier levels, allow for MetaMagics to be chosen on standard feats appropiately and most importantly ensure you never display the Cleric symbol in a party! You are not a full time healer, your blue bar is there for your self-sufficiency and to backup heal others if you want to do that. Get on with Killing and Stunning stuff in Melee.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  4. #4
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    Thanks, That looks like the level split I was coming up with as well. By the way, how do you change which class shows when you're in a party? I rolled up this guy to try him out, and at cleric1/monk2 it's showing me as a cleric.

  5. #5
    Hero Arlathen's Avatar
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    Quote Originally Posted by tboner View Post
    Thanks, That looks like the level split I was coming up with as well. By the way, how do you change which class shows when you're in a party? I rolled up this guy to try him out, and at cleric1/monk2 it's showing me as a cleric.
    There's no direct way to change the Class icon.

    Its simply a case of what you have the most levels of. A slight 'out of whack' alphabetical order applies when you have even levels of two or even three classes, in which case with Cleric/Fighter/Monk the Cleric icon would win out.

    I'll double check it later, I have a spare character slot for toying around with.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  6. #6
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    just needed to log out and back in... it kept my cleric icon from being cl1/mk1
    Last edited by tboner; 07-13-2011 at 06:23 PM.

  7. #7
    Hero Arlathen's Avatar
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    Quote Originally Posted by tboner View Post
    just needed to log out and back in... it kept my cleric icon from being cl1/mk1
    Good stuff! Rolled one of these up myself, will play it in the future at some point as good character to farm quests solo - especially Vale Ings/Stones etc.

    Hope its a ton of fun for you
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  8. #8
    The Hatchery whomhead's Avatar
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    Seems like for a solo-specific toon like the OP describes that 12 cleric would be better for the aura, blade barrier, heal spell... 12 cleric, 6 monk, 2 rogue (or fighter?) could be pretty slick. Only problem would be in joining groups where they'll expect the cleric icon to mean you'll be healing the party.

  9. #9
    Hero Arlathen's Avatar
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    Quote Originally Posted by whomhead View Post
    Seems like for a solo-specific toon like the OP describes that 12 cleric would be better for the aura, blade barrier, heal spell... 12 cleric, 6 monk, 2 rogue (or fighter?) could be pretty slick. Only problem would be in joining groups where they'll expect the cleric icon to mean you'll be healing the party.
    If it was really only for *just* for soloing, then I would agree a Cleric 12/7 Monk/1 Fighter has quite a bit to offer. However, would you really spend all that time building a character to restrict it to only ever solo? At least with a Monk 12 base, you have a legitimate place in a group, or a Raid, even a Epic Quest/Raid with the addition of a viable Stunning Fist.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  10. #10
    The Hatchery whomhead's Avatar
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    Quote Originally Posted by Arlathen View Post
    If it was really only for *just* for soloing, then I would agree a Cleric 12/7 Monk/1 Fighter has quite a bit to offer. However, would you really spend all that time building a character to restrict it to only ever solo? At least with a Monk 12 base, you have a legitimate place in a group, or a Raid, even a Epic Quest/Raid with the addition of a viable Stunning Fist.
    Totally agree with you on the first part. I wouldn't build *purely* for solo play. I just wanted to say that adding more cleric doesn't have any effect on the viability of stunning fist. In fact, SF might be more viable on a cleric splash since the points you add to wisdom serve multiple purposes (Blade barrier DC's, SP, and boosting stunning fist) whereas they go more or less only towards SF on the monk-heavier version.

    Anyway, the build you posted is great, I was just throwing out an additional suggestion for the OP to consider.

  11. #11
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    The build seems to be very self sustainable, but I wonder if this build would be welcomed in a raid.
    I'm mostly a group player, but I think it would be nice to solo for a bit when no groups can be found.
    Last edited by Xakan; 07-15-2011 at 04:54 PM.

  12. #12
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    Problem: You need 13 Cha to get the Paladin Dilettante
    Last edited by Xakan; 07-15-2011 at 04:54 PM.

  13. #13
    Hero Arlathen's Avatar
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    Quote Originally Posted by Xakan View Post
    Problem: You need 13 Cha to get the Paladin Dilettante
    Which is achieved through Base 12 Charisma and +1/+2 Tome, which means retroactively the feat can be swapped out for the Paladin Dilletante from level 3 onwards.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  14. #14
    Hero Arlathen's Avatar
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    Quote Originally Posted by Xakan View Post
    The build seems to be very self sustainable, but I wonder if this build would be welcomed in a raid.
    90% of the raids I do are in Guild raids, but tbh I don't see why not.

    If your in the middle fighting Harry in Shroud, for example, and your throwing out your quickened Positive Energy Bursts on top of the Main Healers incoming healing, its will smooth out the inc. healing and help lag while your significantly contributing in DPS.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  15. #15
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    I am going to roll this character up and go with it. I did make some changes though, lowered strength to 14 and raised Charisma to 14 so I could get at least divine might I at my cleric lvl 5. I do have a strength +2 tome so my strength will be 16 by level 7.

  16. #16
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    I run a similar toon, but 1 rogue instead of 1 fighter, it's quite interesting and can do many things, but overall is extremely weak from lvl 17 up, make a human bard, throw some HA equipment and you have an alot better toon

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