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  1. #1
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    Default MadHat - Rogue/Monk pure DPS build

    This is my attempt at making a very strong melee DPS build for my final life for my main toon. The main objective of the build is as high damage as possible, with no trap skills, just pure damage.

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    Golemus
    Level 20 Lawful Good Half-Orc Male
    (9 Monk / 11 Rogue)
    Hit Points: 322
    Spell Points: 0

    BAB: 14/14/19/24
    Fortitude: 14
    Reflex: 16
    Will: 9

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (36 Point) (Level 1) (Level 20)
    Strength 20 31
    Dexterity 15 17
    Constitution 16 20
    Intelligence 8 10
    Wisdom 8 10
    Charisma 6 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
    +4 Tome of Strength used at level 15
    +4 Tome of Constitution used at level 15

    Starting Feat/Enhancement
    Base Skills Modified Skills
    Skills (Level 1) (Level 20)
    Balance 6 28
    Bluff -2 -1
    Concentration 7 30
    Diplomacy -2 -1
    Disable Device n/a n/a
    Haggle -2 -1
    Heal -1 2
    Hide 2 5
    Intimidate -2 -1
    Jump 9 35
    Listen -1 2
    Move Silently 2 3
    Open Lock n/a n/a
    Perform n/a n/a
    Repair -1 0
    Search -1 0
    Spot -1 21
    Swim 5 10
    Tumble n/a 19
    Use Magic Device n/a 21

    Level 1 (Monk)
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Paladin
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting

    Level 2 (Rogue)
    Enhancement: Rogue Haste Boost I

    Level 3 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Past Life: Soldier of the Faith

    Level 4 (Rogue)

    Level 5 (Rogue)

    Level 6 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness

    Level 7 (Rogue)

    Level 8 (Rogue)

    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting

    Level 10 (Rogue)

    Level 11 (Rogue)

    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons

    Level 13 (Rogue)

    Level 14 (Rogue)

    Level 15 (Monk)
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Toughness

    Levell 16 (Rogue)
    Feat: (Rogue Bonus) Opportunist

    Level 17 (Monk)

    Level 18 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting

    Level 19 (Rogue)

    Level 20 (Monk)
    Enhancement: Rogue Extra Action Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Haste Boost III
    Enhancement: Rogue Haste Boost IV
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Orcish Extra Action Boost II
    Enhancement: Orcish Extra Action Boost III
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Power Attack II
    Enhancement: Orcish Power Attack III
    Enhancement: Orcish Strength I
    Enhancement: Orcish Strength II
    Enhancement: Rogue Subtle Backstabbing I
    Enhancement: Rogue Subtle Backstabbing II
    Enhancement: Rogue Subtle Backstabbing III
    Enhancement: Static Charge
    Enhancement: Way of the Faithful Hound I
    Enhancement: Way of the Faithful Hound II
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Ninja Spy I
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Accuracy II
    Enhancement: Rogue Sneak Attack Accuracy III
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Rogue Sneak Attack Training IV
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II

    Gear Setup:
    Helmet: Epic Red Dragonscale (with +6 Dex)
    Necklace: Shintao Necklace
    Trinket: Litany
    Cloak: Shroud HP Cloak/Epic Cape of the Roc
    Belt: Knost's Belt
    Ring 1: Kyosho's Ring with Holy Burst
    Ring 2: Encrusted Ring with Shocking Burst
    Gloves: Epic Gloves of the Claw
    Boots: Madstone Boots/Boots of the Innocent/Epic Golden Greaves/Cannith Boots of Propulsion
    Bracers: Epic Bracers of the Claw
    Chest: Epic Red Dragonscale/Garments of Equilibrium/Dragontouched Outfit (10% heal amp/20% heal amp/Tharnes)
    Goggles: Tharnes Goggles/Crafted +4 Hit Bonus Goggles with Large Augment Slot

    Weapons: Lot of different greater bane wraps. Main DPS wraps are:
    +5 Anarchic Burst Silver-Lined Handwraps of Greater Evil Outsider Bane
    +5 Anarchic Burst Adamantine-Lined Handwraps of Greater Construct Bane
    Epic Mabar Wraps
    Last edited by Clayness; 02-11-2012 at 09:18 PM.

  2. #2
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    HP

    342 Base
    +60 Constitution Item
    +30 Greater False Life Item
    +20 Toughness Item
    +20 Ship Buff
    +20 Exceptional Constitution
    +10 Draconic Vitality
    +45 Shroud HP Item
    = 547

  3. #3
    Community Member scottmike0's Avatar
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    Quote Originally Posted by Clayness View Post
    HP

    342 Base
    +60 Constitution Item
    +30 Greater False Life Item
    +20 Toughness Item
    +20 Ship Buff
    +20 Exceptional Constitution
    +10 Draconic Vitality
    +45 Shroud HP Item
    = 547
    nice, it looks very well, but looking at the past lifes makes me think wow, that is a lot of true riencarnating

  4. #4
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    Yeah, it can be made with less past lives though. A single paladin PL and a single monk PL is enough if anyone's interested in duplicating the build.

    Currently I'm done with the fighter and monk PL's myself, working on the pala PL's at the moment.

  5. #5
    Community Member wax_on_wax_off's Avatar
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    1. Rogue 10, Monk 9, Ranger 1 will give slightly better DPS in most situations.
    2. If you're going to do that many PL's then go the extra slog and get completionist, it's worth it on this type of build.
    3. Don't you dare make a rogue with a decent amount of skill points and not be able to do every trap in the game, the suggestion is just ridiculous (though only time I'd be ok with a rogue not being able to do traps is on, for instance, an 18 fighter / 2 rogue build). You can get full trap skills without sacrificing any DPS at all.

    I considered this build quite seriously myself but I ended up deciding that 18 rogue / 2 monk for vorpal fists and assassinate would be a better build. If you include that many PL's then it is hands down a better build, imo.

  6. #6
    Community Member Calebro's Avatar
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    I don't understand the reasoning behind ignoring trapping and UMD.... but you have max points in swim, jump, spot and balance, with a ton of points in tumble.
    Swim can be completely removed.
    Jump can be lowered by quite a bit and still get capped at 40 with gear and buffs.
    Same for balance (not capped, but a cap on usefulness).
    Spot is useless unless you have trap skill or stealth skills, which are both missing, and even then it can be ignored if you want to for traps.
    Tumble is all or nothing. You either want 1 point or a score of 40+. Since you don't have 40, those extra 18 points or so are wasted.

    You could easily fit trapping and UMD into the build. And to be honest, if you have a rogue icon and can't do traps you're a gimp, plain and simple. Same goes for UMD.

    And rogue 11 / assassin 1 ninja spy 1 = 8d6 sneak attack.
    Monk 12 / rogue 7 / anything 1 // ninja spy 2 assassin 1 = 8d6 as well, but it gets better base damage + better saves and HP (survivability). Plus it won't have a rogue icon, so you won't be "expected" to be able to handle traps if you don't want to.
    Last edited by Calebro; 11-01-2011 at 04:31 AM.
    .

  7. #7
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    My main reason for ignoring trap skills is that I already have a fourth-life rogue that I bring to quests if there's traps to be done. On Golemus I'm mainly trying to achieve a maximum raid DPS build. That being said, I agree that you could fit in UMD quite easily, by dumping down Balance/Jump/Swim a little bit. Adding Search/Pick Lock/Disable Device might be harder without adjusting the starting stats.

    Main reason I went with 11 rogue is to get access to the Opportunist feat and Rogue Haste Boost IV (and Rogue Subtle Backstabbing III, which is pretty important considering the amount of agro this build pulls).

    I did consider the 12 monk build too, but decided in favor of those juicy things rogue gets at 9 and 10.

  8. #8
    Community Member itsmearths's Avatar
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    Well looking at the build is see that it is a well thought pure, raw dps build.
    Nayamashii - Version 16 , Leuther - Arcane Archer, Mazterpogi - Paladin, Fhey - Artificer

  9. #9
    Community Member destiny4405's Avatar
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    well, on a classes that have haste boost, human/helf is better dps cause of the human damage boost. i would go human and pick quickdraw, which is also dps increase and haste boosted unarmed combat gains most of it.
    Last edited by destiny4405; 12-27-2011 at 05:13 AM.
    Jesus saves. Everyone else rounds to nearest 5%.

    Sarlona: Nafaka[Rogue] Nandu[Monk] Neotheny[Wizard]
    Bullet Fist Tony My rogue's build

  10. #10
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    I gotta admit that I was seriously considering human as well when making the build, Golemus is currently human (mainly because he's using a solar phoenix build to get through his paladin lives) and I'm really fond of human versatility. The main reason I decided against human is because my guild only runs content on elite/epic difficulty where the majority of fights are very long, so I didn't want my damage to rely too heavily on boosts (even though I am relying, to some extent, on haste boosts and the paladin active past life feat).

    The paladin past life feat isn't that big an investment, even though the build is a bit feat-starved. Other alternatives for that feat would be Quickdraw or Weapon Focus: Bludgeoning, and I think the Pala PL feat would still amount to more damage. The Paladin PL also helps with those high AC fights that don't last that long, since this build is a bit +hit starved compared to many of the other builds I've tried on Golemus.

    I also just finished my main boss-beater wraps, that I'll use until I get alchemical wraps (and in some cases they're more useful than alchemical wraps).









    You can also use Greater Lawful Outsider Bane on the Cold Iron wraps instead of Greater Evil Outsider Bane, that way you can also use them against the Djinn in Epic VON 6 (where you'll really need that +9 to hit since those Djinn have really high AC, and you're a bit low on +hit on this build).

    Personally I just use a separate pair of handwraps with no metalline property that has Axiomatic Burst and Greater Lawful Outsider Bane

  11. #11
    Community Member wax_on_wax_off's Avatar
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    I'm really loving the Black Lotus style rogue that I'm currently playing (here).

    As far as pure DPS goes I'd imagine that the additional SA would from 18-19 rogue levels and the on-hit vorpals would give it the edge in most fortification situations (only wouldn't in bad elite/epic groups that don't debuff appropriately).

    What I really like about my build in comparison to the Black Lotus is the tactics that the build brings. 50+ Stunning Fist DC and 43+ Improved Sunder and Stunning Blow DCs will give the build a real edge against trash on top of its considerable DPS.

    Real message here is that the real power of gear, past lives and experience isn't in specialisation - you'll probably end up <5% above similar characters who are lacking epic gear/past lives - but rather in versatility. Being able to have slightly better DPS than a more vanilla character and to be able to fill multiple roles or save the Oh ****! moments is really where the value comes from.

    Edit: Oh, and I don't think Anarchic of GCB will work as LoB is NE afaik, I made mine True Chaos Adamantine Lined of Greater Construct Bane to be dual purpose (marut beaters etc). Vicious would be an option for pure LoB beaters.

  12. #12
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by Clayness View Post
    The main reason I decided against human is because my guild only runs content on elite/epic difficulty where the majority of fights are very long, so I didn't want my damage to rely too heavily on boosts (even though I am relying, to some extent, on haste boosts and the paladin active past life feat).
    I guess this is also the reason why you picked IC: Bludgeon over Sneak of Shadows, which looks like more DPS than the IC feat for Handwraps, at least for short fights.

    What's the breaking point where the one adds more DPS than the other for you?

    Also: Just 2 Rogue past lifes?

    Out of couriosity, what's the advantage of AB/GEOB vs. HB/GLOB (and AB/GEOB vs. HB/GCOB)?
    I can't think of the kind of mobs which are damaged by the GEOB version harder than by the other.
    Last edited by karl_k0ch; 01-05-2012 at 03:15 AM. Reason: descriptions fixed.
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  13. #13
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by karl_k0ch View Post
    I guess this is also the reason why you picked IC: Bludgeon over Sneak of Shadows, which looks like more DPS than the IC feat for Handwraps, at least for short fights.

    What's the breaking point where the one adds more DPS than the other for you?

    Also: Just 2 Rogue past lifes?

    Out of couriosity, what's the advantage of CB/GEOB vs. HB/GLOB (and LB/GEOB vs. HB/GCOB)?
    I can't think of the kind of mobs which are damaged by the GEOB version harder than by the other.
    Holyburst doesn't stack with Holyburst ToD ring. Also, cannith crafted holy doesn't currently stack either (though holy loot gen does).

    And it's AB (Anarchic Burst) and AB (Axiomatic Burst). Got a bit confused with the ones you made up :P

  14. #14
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    The main reason I like the 9 monk/11 rogue splash over a splash with more rogue in it (either 1 monk/19 rogue or 2 monk/18 rogue), is that it doesn't rely too heavily on one source of damage (Sneak Attack), but on three different sources of damage (High base damage, Sneak Attack, Touch of Death).

    I know that a tactical character is probably a bit more versatile, but these days I'm trying out alot of funky builds on Golemus (I don't make new toons to try out builds, I TR Golemus and test them out on him). These days he's a high saves build, life before that he was a high HP build (1435 HP was his max, without even going overboard on buffs).

  15. #15
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    Some DPS calculations for someone on my server who asked about them:

    Strength
    31 base
    +2 Ship
    +7 Item
    +1 Litany
    +2 Exceptional
    +1 Exceptional
    +2 Rage
    +2 Yugo Pot
    = 48

    Damage
    Strength +19
    Monk Past Lives +3
    Kyosho +2
    Divine Favor +3
    Litany +1
    Encrusted +2
    Ship Buff +2
    Epic Claw +4
    Power Attack +8
    Greater Bane Wraps +9
    Force Ritual +1
    = +54

    This is assuming that greater bane wraps properly apply the +4 bonus to damage as well, and that divine favor is active. Naturally the damage drops by +3 if you can't sustain divine favor (which happens mostly in epic LOB).

    Base unarmed damage is 2d6 (1d10 base and active monk past life, probably not going to be using Garments of Equilibrium that much, since Epic Red Dragonscale is superior on fire vulnerable mobs, and Tunic of Frozen Ice is superior on mobs immune to fire for more Ki for TOD. Only place you might use Garments of Equilibrium would be if a mob was immune to both fire and TOD).

    Sneak Attack Damage
    11 rogue levels = 6d6
    Assassin 1 = 1d6
    Ninja Spy 1= 1d6
    Sneak Attack Training III = +9
    Tharnes Goggles = +8

    8d6+17 Sneak Attack Damage

    This is my first rogue life so have no bonus from past lives (I do though have all the monk and fighter past lives mentioned in the build, as well as two paladin past lives).

    So, on a regular 0% fort fire-vulnerable trash mob, a hit will do the following damage.
    2d6+54
    8d6+17 Sneak Attack Damage
    2d6 Holy Damage (From Kyosho)
    1d6 Lightning Damage (From Encrusted)
    1d6 Fire Damage (From Epic Red Dragonscale)
    4d6 Greater Bane Damage
    1d6 Varies (whatever prefix the greater bane handwraps have, varies depending on what type I'm using)
    = 137,5 average damage per non-crit hit


    Edit:

    Going to do some calculations to figure out what would be optimal DPS, 18 rogue/2 monk or 9 monk/11 rogue.
    18 rogue would get 12d6+20 sneak attack damage versus 8d6+17 for the 11 rogue build. The additional sneak attack damage would add up to an average of 17 more damage per hit against 0% fortification targets. Additionally, the 18 rogue build would loose the second tier of air stance. So I'm going to try to do the math if the loss of 4d6+3 damage is made up for by the second tier of air stance and touch of death. The haste boost and other modifiers would be the same for both builds (Haste Boost IV).

    Edit 2:
    9 monk/11 rogue also gains slightly higher base damage (2d6 vs. 1d10). 2d6 is 7 average damage per swing versus 5.5 for 18 rogue, so an average of 1.5 more damage, meaning 18 rogue is 15.5 damage ahead per swing against 0% fortification targets.
    Last edited by Clayness; 02-03-2012 at 08:22 PM.

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    Reworked the build considerably. I did the math and found out that getting Assassin 1 was actually a loss in DPS, since it costs a total of 11 AP to get it. With those 11 AP, I could get Sneak Attack Training IV and Orcish Power Attack III.

    I also changed the skills around to add UMD, since I can actually use UMD for what I'm trying to achieve. As mentioned, this build is based purely on doing raid DPS, since I already have two other lvl 20 rogues I can use for trap quests in case thats so desperately needed (and fact is, it isn't.. not really doing any trap quests at all these days, do perhaps one trap every 2nd week on my 20 toons).

    Edit: Getting Assassin 1 is appearantly rarely worth it, unless you're going for Assassin II or III. Those 11 AP can often be spent better, something to remember
    Last edited by Clayness; 02-11-2012 at 09:17 PM.

  17. #17
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Clayness View Post
    Some DPS calculations for someone on my server who asked about them:

    Strength
    31 base
    +2 Ship
    +7 Item
    +1 Litany
    +2 Exceptional
    +1 Exceptional
    +2 Rage
    +2 Yugo Pot
    = 48

    Damage
    Strength +19
    Monk Past Lives +3
    Kyosho +2
    Divine Favor +3
    Litany +1
    Encrusted +2
    Ship Buff +2
    Epic Claw +4
    Power Attack +8
    Greater Bane Wraps +9
    Force Ritual +1
    = +54

    This is assuming that greater bane wraps properly apply the +4 bonus to damage as well, and that divine favor is active. Naturally the damage drops by +3 if you can't sustain divine favor (which happens mostly in epic LOB).

    Base unarmed damage is 2d6 (1d10 base and active monk past life, probably not going to be using Garments of Equilibrium that much, since Epic Red Dragonscale is superior on fire vulnerable mobs, and Tunic of Frozen Ice is superior on mobs immune to fire for more Ki for TOD. Only place you might use Garments of Equilibrium would be if a mob was immune to both fire and TOD).

    Sneak Attack Damage
    11 rogue levels = 6d6
    Assassin 1 = 1d6
    Ninja Spy 1= 1d6
    Sneak Attack Training III = +9
    Tharnes Goggles = +8

    8d6+17 Sneak Attack Damage

    This is my first rogue life so have no bonus from past lives (I do though have all the monk and fighter past lives mentioned in the build, as well as two paladin past lives).

    So, on a regular 0% fort fire-vulnerable trash mob, a hit will do the following damage.
    2d6+54
    8d6+17 Sneak Attack Damage
    2d6 Holy Damage (From Kyosho)
    1d6 Lightning Damage (From Encrusted)
    1d6 Fire Damage (From Epic Red Dragonscale)
    4d6 Greater Bane Damage
    1d6 Varies (whatever prefix the greater bane handwraps have, varies depending on what type I'm using)
    = 137,5 average damage per non-crit hit


    Edit:

    Going to do some calculations to figure out what would be optimal DPS, 18 rogue/2 monk or 9 monk/11 rogue.
    18 rogue would get 12d6+20 sneak attack damage versus 8d6+17 for the 11 rogue build. The additional sneak attack damage would add up to an average of 17 more damage per hit against 0% fortification targets. Additionally, the 18 rogue build would loose the second tier of air stance. So I'm going to try to do the math if the loss of 4d6+3 damage is made up for by the second tier of air stance and touch of death. The haste boost and other modifiers would be the same for both builds (Haste Boost IV).

    Edit 2:
    9 monk/11 rogue also gains slightly higher base damage (2d6 vs. 1d10). 2d6 is 7 average damage per swing versus 5.5 for 18 rogue, so an average of 1.5 more damage, meaning 18 rogue is 15.5 damage ahead per swing against 0% fortification targets.
    You've missed vorpal fists. That's 100 damage, 5% of the time (so +5 average damage) which puts the Assassin III build clearly in front.

    Another advantage of the 18 rogue option is that you can get extra action boost II. I'm currently running with 9*versatility IV and haste boost IV which I'm hard pressed to use even in really long fights so not all of the DPS is SA. There are DPS calcs in the thread that suggest that a 19 rogue/1 monk build will outDPS a pure rogue vs 30% fort+ (and less than 1% behind vs 0% iirc) and I've seen other DPS calcs that have pure rogues and pure kensei fighters as top DPS vs 50% fort foes (most raid bosses after debuffs) so the black lotus is looking very good.

    I'm lucky enough that I have good enough tanks in guild and channel that treason (from goggles) and subtle backstabbing I is enough almost always (I have another -20% available from assassin set if needed). Only issue is if I forget to equip or activate (which happens and the effect is very noticeable even with some of the best geared tanks in the game). Though, I have ~600 HP in full "tank" mode (which is needed occasionally). This should go up to about 640 or 650 when I update gear.

    45-46 current raid improved sunder DC is another important avenue of personal and group DPS. Trash exists in all raids and a super high stunning fist DC (49 ATM but 50 with LotD which I stay on timer for) is crucial for that; think bladesworn paladins in LoB (I can take one of these on without backup which is handy, I could probably handle 2 really if needed with my epic big top). Also, traps are in raids too; MA, VoD and many preraids so it's silly to not be able to do them on a completionist build (0 gear swaps for epic traps with spare hand and time sensing goggles). UMD is crucial for raids, too often people go down and someone needs to raise them, it's bad to ask the healer to do it often as they should focus on who's alive. A rogue can scroll heal better than a healer as well (I have a standing 39 or 40 UMD without gear swaps so can easily fall back into a healer role if things get messed up though my W&SM is only tier 1 ATM - this will see change soon as I develop my end game experience).

    So what you have is a character that will perform decently in smooth raids but anytime something goes wrong you'll just shrug your shoulders and hope other people fix it? No thanks, not fun for me.

  18. #18
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    As you can read, I actually DID include UMD now (was an old build I posted earlier that I hadn't double-checked before hand). Golemus had a life as a Stalwart Defender tank, so even had a +6 Cha Skill GS item lying around, and a simple golden cartouche as well, so not taking UMD would have been very silly. And I naturally have a GS raise clicky as well. So I should be able to scroll heal just fine, and use raise scrolls as well (would like to be able to use ressurection scrolls, but thats probably not going to be vital).

    VOD I never ever do anymore, don't need anything from it, and don't know anyone who does. MA is good to have trap skills in, but even on my other rogue I don't seem to be able to get more than 3-4 of those trap boxes since we often have quite alot of people with trap skills in party. We virtually always have an artificier and we often have wizards with rogue splash as well. And as mentioned, having another toon, soon two, with trap skills means I have the luxury of switching if we find out that we somehow managed to make a MA raid without a trap monkey. Since all MA loot is unbound, it doesn't really matter anyways.

    I am NOT saying that everyone should copy this build, in fact that would be a rather poor idea. If they did, I would greatly recommend dumping balance and something else to take trap skills. I just happened to be in a situation where I didn't need trap skills, but unless you can be 100% certain that you won't need trap skills while levelling, and at level 20, you should take them. I just accidently have another person with trap skills in my static levelling group, and I won't need them at 20 for the reasons mentioned above, but that is a really rare case.

    About DPS I think it boils down to what damage TOD would end up being, compared to the extra Sneak Attack and Vorpal Fists from 2 monk/18 rogue (or 1 monk/19 rogue). It would probably vary according to fortification.

  19. #19
    Community Member wax_on_wax_off's Avatar
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    ToD DPS w/alchemical air wraps in air stance:
    250*1.94/15=32 DPS? I think 5% chance attack misses and 5% chance the mob rolls a 1 on save balances out?

    What is cooldown on elemental strikes though? I cycle air and earth for a bit of extra DPS (it's not much but don't know if it's in DPS calcs).

    Mob fort is of course the determining factor. 100% your build will have it (of course). 50% I think the Black Lotus will have it though. Real issue is if 100% (say on Abbot) becomes 100-10 opportunist-10 improved sunder-20 weaken undead = 60% (not sure if abbot is still immune to SA though). Id expect that the Black Lotus will win in any non undead raid if IS+opportunist+another -20 is applied (weaken undead, weaken construct, FvS crown). Destruction is gravy. Improved Destruction being fixed in U13 is even more gravy. Epic LoB then becomes 80-10-10-20-12-20=8% fort from just 1 fvs crown proc (is this right?). I haven't got my destruction sovereign rune yet but I'm sure it'll happen (finished resist/amp/radiance guard though).

  20. #20
    Community Member
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    Feb 2012
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    Wink dps?

    Quote Originally Posted by Clayness View Post
    This is my attempt at making a very strong melee DPS build for my final life for my main toon. The main objective of the build is as high damage as possible, with no trap skills, just pure damage.

    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page

    Golemus
    Level 20 Lawful Good Half-Orc Male
    (9 Monk / 11 Rogue)
    Hit Points: 322
    Spell Points: 0

    BAB: 14/14/19/24
    Fortitude: 14
    Reflex: 16
    Will: 9

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (36 Point) (Level 1) (Level 20)
    Strength 20 31
    Dexterity 15 17
    Constitution 16 20
    Intelligence 8 10
    Wisdom 8 10
    Charisma 6 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
    +4 Tome of Strength used at level 15
    +4 Tome of Constitution used at level 15

    Starting Feat/Enhancement
    Base Skills Modified Skills
    Skills (Level 1) (Level 20)
    Balance 6 28
    Bluff -2 -1
    Concentration 7 30
    Diplomacy -2 -1
    Disable Device n/a n/a
    Haggle -2 -1
    Heal -1 2
    Hide 2 5
    Intimidate -2 -1
    Jump 9 35
    Listen -1 2
    Move Silently 2 3
    Open Lock n/a n/a
    Perform n/a n/a
    Repair -1 0
    Search -1 0
    Spot -1 21
    Swim 5 10
    Tumble n/a 19
    Use Magic Device n/a 21

    Level 1 (Monk)
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Paladin
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting

    Level 2 (Rogue)
    Enhancement: Rogue Haste Boost I

    Level 3 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Past Life: Soldier of the Faith

    Level 4 (Rogue)

    Level 5 (Rogue)

    Level 6 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness

    Level 7 (Rogue)

    Level 8 (Rogue)

    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting

    Level 10 (Rogue)

    Level 11 (Rogue)

    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons

    Level 13 (Rogue)

    Level 14 (Rogue)

    Level 15 (Monk)
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Toughness

    Levell 16 (Rogue)
    Feat: (Rogue Bonus) Opportunist

    Level 17 (Monk)

    Level 18 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting

    Level 19 (Rogue)

    Level 20 (Monk)
    Enhancement: Rogue Extra Action Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Haste Boost III
    Enhancement: Rogue Haste Boost IV
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Orcish Extra Action Boost II
    Enhancement: Orcish Extra Action Boost III
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Power Attack II
    Enhancement: Orcish Power Attack III
    Enhancement: Orcish Strength I
    Enhancement: Orcish Strength II
    Enhancement: Rogue Subtle Backstabbing I
    Enhancement: Rogue Subtle Backstabbing II
    Enhancement: Rogue Subtle Backstabbing III
    Enhancement: Static Charge
    Enhancement: Way of the Faithful Hound I
    Enhancement: Way of the Faithful Hound II
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Ninja Spy I
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Accuracy II
    Enhancement: Rogue Sneak Attack Accuracy III
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Rogue Sneak Attack Training IV
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II

    Gear Setup:
    Helmet: Epic Red Dragonscale (with +6 Dex)
    Necklace: Shintao Necklace
    Trinket: Litany
    Cloak: Shroud HP Cloak/Epic Cape of the Roc
    Belt: Knost's Belt
    Ring 1: Kyosho's Ring with Holy Burst
    Ring 2: Encrusted Ring with Shocking Burst
    Gloves: Epic Gloves of the Claw
    Boots: Madstone Boots/Boots of the Innocent/Epic Golden Greaves/Cannith Boots of Propulsion
    Bracers: Epic Bracers of the Claw
    Chest: Epic Red Dragonscale/Garments of Equilibrium/Dragontouched Outfit (10% heal amp/20% heal amp/Tharnes)
    Goggles: Tharnes Goggles/Crafted +4 Hit Bonus Goggles with Large Augment Slot

    Weapons: Lot of different greater bane wraps. Main DPS wraps are:
    +5 Anarchic Burst Silver-Lined Handwraps of Greater Evil Outsider Bane
    +5 Anarchic Burst Adamantine-Lined Handwraps of Greater Construct Bane
    Epic Mabar Wraps
    pure dps rogues are assasins you arent assasinating anything with an 8 intel.

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