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  1. #41
    Community Member sephiroth1084's Avatar
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    As has been mentioned, there are really only 3 weapons to use as a Dex-based monk: Staff of Nat Gann, Breeze and Epic Staff of Nat Gan, and there are plenty of places where those will plain suck, even before acknowledging that they attack slower than handwraps, aren't getting the benefits of Power Attack and don't give you Dex and a half to damage.

    You could easily drop that 18 Wis to a 16 and spend those 6 build points on Str, giving you a 12, which is enough to pick up PA with a +1 tome and to give you a better buffer against becoming cripplingly enfeebled. Speaking of which, not only does Ray of Enfeeblement start to come up in Harbor quests with some frequency (and is a huge pain in Irestone, for example), but there are also poisons. Maybe you are the sort to wear a PAP item full time in any content where you may get poisoned, but I prefer using a pot to losing an equipment slot, even in the low levels. I've had characters go helpless with more strength and less equipment in several low level quests (Red Fang jumps out as one) due to poison-based Str damage.

    There's just no reason to dump Str that much on a monk. What are you getting for that 18 Wis? +1 AC? Not worth 3 more damage per swing, access to Power Attack and further protection from enfeebling effects.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  2. #42
    Community Member Cyr's Avatar
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    Quote Originally Posted by eonfreon View Post
    Just one last point I'd like to make about getting encumbered. It doesn't just come from Rays of enfeeblement. With that STR and the additional Halfling penalty to carrying capacity, all it takes is a bit of gear and treasure to encumber you.
    Indeed. I had a low starting str monk splash AC build as my first life on my main and it was a pita for gear.

    Also it is important to note if the OP has not already been informed (could have easily missed it in thread) that too much encumbrance will not only throw you out of centered, but it will destroy your AC.
    Proud Recipient of At least 8 Negative Rep From NA Threads.
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  3. #43
    Community Member sephiroth1084's Avatar
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    Besides, AC is a lot more useful if you have the DPS to have aggro.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  4. #44
    Community Member Shade's Avatar
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    Your making a huge mistake if you start ANY melee class with less then 16 strength.

    Monks are no exception.

    Dex based monks are terrible.

  5. #45
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    I have a halfling rogue, and she initially started with 8 strength. Huge mistake. Even as a dex build, she couldn't do squat, and more importantly she was encumbered ALL the time. God, it sucked. Don't do this, seriously. I learned my lesson, and I generally go at least 12 str on all my toons now (exception being my cleric, but even my wizard has 12 starting).

    Out of curiosity, why on earth would you go 6 str with a 36 pt build anyway? I mean, you have the points to spend, even if you're going for AC. It's like robbing someone to pay someone something or whatever the heck that saying is.

  6. #46
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Shade View Post
    Your making a huge mistake if you start ANY melee class with less then 16 strength.

    Monks are no exception.

    Dex based monks are terrible.
    False.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  7. #47
    Community Member Calebro's Avatar
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    I'm currently trying to build a Finesse halfling Void4 monk with AC potential for you, but I'm having a little trouble with the AP.
    I'll post it if and/or when I get it right.
    Info on your Past Lives would be appreciated.
    .

  8. #48
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    Just do it.

  9. #49
    Community Member Kevorkian's Avatar
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    What's The Harm in Having 6 Strength?

    There is no harm, and that is exactly what you will do, no harm.....to anything.

    I totally agree with all the posters above, being encumbered, easily incapped due to enfeebling are big downsides, but you're not going to be able to much damage at all and that deficiency will increase as you level.
    Gungpao - lvl 7 mnk/ 12ftr/ 1 rog, Quinidine - lvl 20 FvS, Harshuul - lvl 20 Barb, Diluadid - lvl 20 FvS, Ibbanez- lvl 20 bard, Mongorrian 12 Ftr/6 Brb/ 2 Rog, Yellowcab 9 Wiz.

  10. #50
    Community Member FranOhmsford's Avatar
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    I have an Elf Light Monk on Thelanis

    Lvl 14

    Lieuk
    ------

    Str 16 {12 Base +4 Ench - Brawling Gloves}

    Restless Isles - Ogre Magi - Ray of Enfeeblement = Uncentered, Hireling Heal, Switch Wind Stance back on.

    Over and over and over again.

  11. #51
    Community Member Calebro's Avatar
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    Quote Originally Posted by Calebro View Post
    I'm currently trying to build a Finesse halfling Void4 monk with AC potential for you, but I'm having a little trouble with the AP.
    I'll post it if and/or when I get it right.
    Info on your Past Lives would be appreciated.
    OK, I got it.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Halfling Male
    (20 Monk) 
    Hit Points: 292
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 20
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    25
    Constitution         14                    16
    Intelligence         12                    14
    Wisdom               16                    20
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +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               7                    27
    Bluff                -1                     1
    Concentration         6                    40
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                  3                     5
    Hide                  3                    21
    Intimidate           -1                     0
    Jump                  5                    21
    Listen                3                     7
    Move Silently         4                    25
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                1                     2
    Search                1                     2
    Spot                  6                    25
    Swim                  2                     3
    Tumble                4                     8
    Use Magic Device      1                    11
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+3)
    Skill: Move Silently (+1)
    Skill: Spot (+3)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Past Life) Past Life: <whatever>
    Feat: (Past Life) Past Life: <whatever>
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Skill: Concentration (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Weapon Finesse
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Stunning Fist
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Combat Expertise
    Feat: (Selected) Power Attack
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Monk)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    
    
    Level 12 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+2)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Dodge
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Hide (+2)
    Skill: Jump (+2)
    Skill: Spot (+1)
    Enhancement: Monk Serenity
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Dexterity II
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Guile I
    Enhancement: Halfling Luck (Fortitude) I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    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: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Void Strike III
    Enhancement: Void Strike IV
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Adept of Flame
    Enhancement: Master of Bonfires
    Enhancement: Adept of Rain
    Enhancement: Master of the Sea
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Halfling Luck (Fort) I was taken as filler because nothing else was available at the time that I wanted and it was the most useful to open up other enhancements. Same for Improved Concentration I & II.

    Only has Guile I & Cunning I, which is a disappointment. Anything more removes the option to get Void IV. Dropping Void IV means an entirely different build, as a 14 Str isn't needed.

    Without Void IV:
    The following build dropped starting Str to 12 and used a +1 Str tome at level 3 to qualify for PA at 6 (in addition to the +1 Int from the previous build, and all +2s in both builds). Used the points from Str to raise starting Dex. Altered enhancements to allow for the full cunning/guile line, and made a few more changes such as adding Unbalancing Strike, etc.


    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Halfling Male
    (20 Monk) 
    Hit Points: 292
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 21
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity            18                    27
    Constitution         14                    16
    Intelligence         12                    14
    Wisdom               16                    20
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Intelligence used at level 3
    +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
    
    
    Enhancement: Monk Serenity
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Dexterity II
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Cunning II
    Enhancement: Halfling Cunning III
    Enhancement: Halfling Cunning IV
    Enhancement: Halfling Guile I
    Enhancement: Halfling Guile II
    Enhancement: Halfling Guile III
    Enhancement: Halfling Guile IV
    Enhancement: Halfling Luck (Fortitude) I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    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: Void Strike I
    Enhancement: Unbalancing Strike
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    The first build is more balanced.
    The second build raises sneak attack from 2 to 8, and offers a way to get that sneak attack when solo.
    With either build, don't worry about aggro. In the early-to-mid levels, where your attack speed outpaces other melees' damage, your AC will be nigh untouchable. In the later-to-high levels, where the other melees' damage outpaces your attack speed, you won't have aggro unless you're the first one in the room.
    Against anything with DR that you can't bypass, or against anything with self-healing, you're in for a long fight. Very long.

    I probably wouldn't build either of these on a TR2. Something like this would be a first life build for me. But I think these are probably your best options for a TR2 finesse halfling monk with AC potential.
    Run with PA on in almost all circumstances. If you're getting hit, turn CE on instead. This assumes you're geared out for AC. If you're not, CE isn't going to help.

    If you have any past lives with a useful active feat, drop Dodge @ 18 in favor of that feat.

    I'm going to work on a Dark version as well, to try to shore up some of the DPS loss. I'll edit it in or drop a new post if I can get it to work.

    Void IV Ninja Spy
    Same as V4 build above with a few feat and enhancement changes.
    Requires all +2 tomes.
    Neither Ninja build has room for an active past life feat, as Dodge is a requirement in these builds.
    Still only has guile/cunning I.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Halfling Male
    (20 Monk) 
    Hit Points: 292
    Spell Points: 40 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 18
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    25
    Constitution         14                    16
    Intelligence         12                    14
    Wisdom               16                    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
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Stunning Fist
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Dodge
    
    Level 18 (Monk)
    Feat: (Selected) Combat Expertise
    
    Enhancement: Monk Serenity
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Dexterity II
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Guile 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 Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Void Strike III
    Enhancement: Void Strike IV
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Adept of Flame
    Enhancement: Master of Bonfires
    Enhancement: Adept of Rain
    Enhancement: Master of the Sea
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Dark Monk without Void IV:
    Requires +1 Str at level 3, as well as all +2s.
    Guile/cunning III in this one.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Halfling Male
    (20 Monk) 
    Hit Points: 292
    Spell Points: 40 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 19
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity            18                    27
    Constitution         14                    16
    Intelligence         12                    14
    Wisdom               16                    20
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +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
    
    
    Enhancement: Monk Serenity
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Dexterity II
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Cunning II
    Enhancement: Halfling Cunning III
    Enhancement: Halfling Guile I
    Enhancement: Halfling Guile II
    Enhancement: Halfling Guile III
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Touch of Death
    Enhancement: Fists of Iron
    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: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Unbalancing Strike
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Note that these builds appear in descending order from least DPS to most.
    The Void IV Shintao is more balanced, but has less DPS than it's non-V4 counterpart.
    The Void IV Ninja is more balanced, but has less DPS than it's non-V4 counterpart.
    The Shintaos have more healing amp, while the Ninjas have Shadow Fade.

    The fourth build (the non-V4 Ninja) will have the best damage mitigation of the four, while also getting t2 of the healing amp.
    It will be the most survivable of them all.

    The non-V4 Ninja is actually something that I'd play. But it requires many different DR breaking handwraps that the Shintao versions do not need.

    I hope you find something here you like. Because you aren't going to do much better that I can think of.
    Last edited by Calebro; 09-08-2011 at 06:31 PM.
    .

  12. #52
    Community Member Calebro's Avatar
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    Interestingly, an Half-elf only loses 1 AC from a halfling due to size (and another possible +1 depending on your gear) while gaining more sneak attack and human versatility damage boost.
    If you like one of the builds above, I'll show you a similar build using an half-elf, which would be superior to the halfling in every way except that point or two of AC.
    .

  13. #53
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Calebro View Post
    Interestingly, an Half-elf only loses 1 AC from a halfling due to size (and another possible +1 depending on your gear) while gaining more sneak attack and human versatility damage boost.
    If you like one of the builds above, I'll show you a similar build using an half-elf, which would be superior to the halfling in every way except that point or two of AC.
    Halfling has better to-hit also with the Guile/Cunning line.
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  14. #54
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    Halfling dex based, dark monk with nice wraps in windstance with starting strength of 12 is doable and can do surprising damage. (Its alot about gear/stuns/TOD multi hits etc etc)

    Going with 6 str at start of build will leave you encumbered alot, u can suck a lesser restore pot when getting enfeebled but it is still annoying.

    I dont believe that Staves at end game on a pure monk will do you any favors.....
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  15. #55
    Community Member Calebro's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    Halfling has better to-hit also with the Guile/Cunning line.
    Situationally, yes. But I never count on that bonus to hit because it isn't static. You have to be positioned for it, and sometimes it's impossible to get into position, or the mob turns forcing you to orbit and lose not only your guile bonus but another -4 on top of that while you move back into flanking position.
    And all of that assumes that you know that you need to be flanking to begin with.

    There are too many variables, and it's way too easy to be in a position that you don't get the bonus, so I never count it.

    Plus if you want to fit in Void IV, you're only going to get Guile & Cunning to tier one or two, so the difference is minimal when it occurs. But the difference in damage output is approximately 9 per strike on sneak attackable targets. And that's before HV damage boost is considered.

    Compare.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (20 Monk) 
    Hit Points: 292
    Spell Points: 40 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 20
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            17                    26
    Constitution         14                    16
    Intelligence         11                    13
    Wisdom               15                    18
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +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               7                    30
    Bluff                -1                     0
    Concentration         6                    38
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                  2                     4
    Hide                  3                    19
    Intimidate           -1                     0
    Jump                  3                    18
    Listen                2                     4
    Move Silently         4                    17
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                0                     1
    Search                0                     1
    Spot                  3                    18
    Swim                  2                     3
    Tumble                4                    11
    Use Magic Device      1                    11
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Past Life) Past Life: whatever
    Feat: (Past Life) Past Life:whatever
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Weapon Finesse
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Stunning Fist
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Dodge
    Feat: (Monk Bonus) Power Attack
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 12 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Combat Expertise
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Monk)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 19 (Monk)
    Skill: Concentration (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Spot (+2)
    Enhancement: Monk Serenity
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Dexterity I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    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 Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Void Strike III
    Enhancement: Void Strike IV
    Enhancement: Unbalancing Strike
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Adept of Flame
    Enhancement: Master of Bonfires
    Enhancement: Adept of Rain
    Enhancement: Master of the Sea
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Monk Wisdom I
    The half-elf loses 1 AC from size and 1 AC from Wis compared to the V4 halfling above. The half elf also loses 1 to-hit from size, and another 1 when flanking.
    So if we assume that the halfling is always flanking (which he won't be) then the half-elf is at -2 AC and -2 attack. But he gains 3d6-2 sneak attack, or roughly 9/hit. Plus he gets HV2, which will be a 15% damage increase.
    -2 AC and -1 or 2 attack, for a huge DPS boost.
    That's worth the tradeoff.
    Last edited by Calebro; 09-09-2011 at 02:58 AM.
    .

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