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  1. #1
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    Default Backstabbing pure monk...

    Can I get some feedback on this 32 point build? I'm trying to max out sneak attack damage. With the half-elf rogue dilettante, I'll get 1d6 sneak attack. With Improved Rogue Dilettante I and II, that gives an additional 2d6 sneak attack, making a total of 3d6 sneak attack. With Ninja Spy I and II, that adds on yet another 3d6, for a grand total of 6d6 sneak attack. And yes, I do realize that sneak attack won't work on immune crit mobs.

    To maximize my to-hit, I will use Trip, Sunder, and Eagle Claw to lower the mob's AC.

    To maximize the opportunities for sneak attack, I will be using Stunning Fist, Stunning Blow, and Unbalancing Strike to make the mob susceptible.

    To maximize the number of attacks and sneak attacks, I opted for Grandmaster of Storms, level IV wind stance. The sheer number of hits should allow me to generate plenty of ki.

    To maximize the number of critical hits, I opted for Grandmaster of Mountains, level IV earth stance, and can attack with Fists of Iron to increase the critical multiplier. I also chose the Power Critical feat. Obviously, I won't be using this stance when fighting immune-crit mobs.

    To maximize vorpal attacks, and to damage incorporeal mobs, I opted for Void Strike IV's force damage.

    To maximize survivability, I can combine Shadow Form's incorporeality (25% chance for incoming physical attacks to miss) with the high DEX in wind stance. If I am still getting hit a lot and the additional DEX isn't cutting it, I can switch to earth stance for DR and at least each incoming hit will generate ki for me.

    I also have Touch of Death in my arsenal as well as 20% Improved Healing (10% from Human Improved Healing and 10% from Monk Improved Healing, which is a more efficient way of reaching 20% Improved Healing, since it costs a total of 4 AP rather than 6 AP).

    If I need fire stance or water stance for certain situations, at least they will be at level III, which isn't too shabby either.

    This build is still attainable even without the use of +2 tomes, but the ability points will simply be a bit lower. It will requires at least 3 +1 tomes somewhere along the line.

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Male
    (20 Monk) 
    Hit Points: 270
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 17
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    20
    Dexterity            16                    18
    Constitution         16                    18
    Intelligence          8                     8
    Wisdom               14                    18
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +2 Tome of Constitution used at level 1
    +2 Tome of Wisdom used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               8                    31
    Bluff                -1                    -1
    Concentration         8                    39
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  3                     4
    Hide                  4                     8
    Intimidate           -1                    -1
    Jump                  3                     7
    Listen                3                     4
    Move Silently         4                     4
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  6                    26
    Swim                  3                     5
    Tumble                5                     7
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Stunning Blow
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Void Strike I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    Enhancement: Monk Improved Recovery I
    
    
    Level 4 (Monk)
    Enhancement: Static Charge
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 5 (Monk)
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Porous Soul
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Luck of Heroes
    Enhancement: Monk Ninja Spy I
    
    
    Level 7 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Unbalancing Strike
    Enhancement: Adept of Rain
    
    
    Level 8 (Monk)
    Enhancement: Void Strike II
    Enhancement: Winter's Touch
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Touch of Death
    
    
    Level 10 (Monk)
    Enhancement: Fists of Iron
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    
    
    Level 11 (Monk)
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Adept of Flame
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Monk Ninja Spy II
    Enhancement: Eagle Claw Attack
    
    
    Level 13 (Monk)
    Enhancement: Master of Thunder
    
    
    Level 14 (Monk)
    Enhancement: Void Strike III
    Enhancement: Master of Stone
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Improved Rogue Dilettante II
    
    
    Level 16 (Monk)
    Enhancement: Master of Bonfires
    
    
    Level 17 (Monk)
    Enhancement: Master of the Sea
    
    
    Level 18 (Monk)
    Feat: (Selected) Power Critical
    Enhancement: Grandmaster of Storms
    
    
    Level 19 (Monk)
    Enhancement: Void Strike IV
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Grandmaster of Mountains
    -CiaoBoy
    Last edited by CiaoBoy; 09-19-2011 at 02:27 AM.

  2. #2
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    Default

    I believe that Bluff still breaks Monk combos (not overly important to Dark Monks, but frustrating in some scenarios)

    However Diplomacy does not, and is a class skill. Max that sucker out!

    Other things to consider:

    Rad II Shortswords
    Weapons of Deception - most notably for situations where you turn out to be the most durable tank, eg. as the only Evasive melee vs a heavy spellcasting boss. Even if the boss has 100% fort, the turn-around effect will still trigger buying you a few seconds to chug some potions!

    UMD: Blur/Displacement are a different effect than the Incorporeality of Shadow Fade, so they sort of 'stack'!

    Also, here is a link to a thread with some helpful stealth tactics:

    http://forums.ddo.com/showthread.php?t=317786

    Enjoy!
    Last edited by JollySwagMan; 09-19-2011 at 02:04 AM.

  3. #3
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    Default

    Quote Originally Posted by JollySwagMan View Post
    I believe that Bluff still breaks Monk combos (not overly important to Dark Monks, but frustrating in some scenarios)

    However Diplomacy does not, and is a class skill. Max that sucker out!

    Other things to consider:

    Rad II Shortswords
    Weapons of Deception - most notably for situations where you turn out to be the most durable tank, eg. as the only Evasive melee vs a heavy spellcasting boss. Even if the boss has 100% fort, the turn-around effect will still trigger buying you a few seconds to chug some potions!

    UMD: Blur/Displacement are a different effect than the Incorporeality of Shadow Fade, so they sort of 'stack'!

    Also, here is a link to a thread with some helpful stealth tactics:

    http://forums.ddo.com/showthread.php?t=317786

    Enjoy!
    Thanks for the tips. For Diplomacy, I need another target for the aggro to go towards, so if I am soloing, it won't be useful. Bluff lasts for 4 seconds. Hmm, that might be nice. Stun lasts for 6 seconds and I can get in more sneak attacks. Can I combine bluff and Stun?

    I was planning to use handwraps, but would shortswords be superior?

    -CiaoBoy

  4. #4
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    Default

    Quote Originally Posted by CiaoBoy View Post
    Thanks for the tips. For Diplomacy, I need another target for the aggro to go towards, so if I am soloing, it won't be useful. Bluff lasts for 4 seconds. Hmm, that might be nice. Stun lasts for 6 seconds and I can get in more sneak attacks. Can I combine bluff and Stun?

    I was planning to use handwraps, but would shortswords be superior?

    -CiaoBoy
    To get a target to benefit from Diplomacy, Summon Monster 1 scrolls are quite handy - the critter will die soon enough that it won't be a liability, but will provide a window for you to quickly demolish a few enemies. A hireling can also be useful, as they can be used to open levers and such so you don't have to break Invis.

    Bluffing an enemy to Stun (or Trip, Sap, etc.) them can be a very handy tactic, as it can be used to pull an individual mob out of a crowd of enemies (ranged pulling is less effective/more time consuming here) but you probably won't have a good enough Bluff score on a pure Monk come the mid-high levels to pull this off reliably.

    However soloing against a boss, might be worth it to hit the Bluff key then continue attacking to complement Deception weapons/the water strike

    Handwraps would be superior (particularly on a Pure Monk), but Shortswords will have some situational uses:

    Good aligned Shortswords will break Rakshasha DR
    Some spiders have Piercing DR
    Wounding of Puncturing can be crafted, and can be particularly effective on elementals
    A pair of shortswords (or kamas) and earth stance for some extra DR when blocking (eg. when solo-farming for Planar Girds by pushing a skeleton archer onto one of the pressure plates, or to help out a rogue who's disabling under archer fire etc.)
    Silver/Cold Iron short swords are much easier to come by than equivalent handwraps.

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