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  1. #1
    Community Member Thrudh's Avatar
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    Default Hong Kong Pewy - AA monk

    Build notes for myself

    Triple TR 12/6/2 half-elf monk/ranger/fighter AA/Ninja Spy

    36-point build

    Past Lives:
    • Ranger - +2 to ranged damage, +2 exceptional resist to all elements
    • Paladin - 5% healing amp
    • Monk - +1 damage


    Stats:
    • STR 14
    • DEX 16
    • CON 14
    • INT 10
    • WIS 16
    • CHA 8


    +3 Dex tome required for Improved Precise Shot

    Level ups into WIS (for Stunning Fist and Ten Thousand Stars)

    Feats (Granted):
    • Bow Strength
    • TWF
    • ITWF
    • Rapid Shot
    • Many Shot


    Feats(Taken):
    • 1 - Ranger - Weapon Focus: Ranged
    • 2 - Monk - Toughness
    • 3 - Monk - Stunning Fist , Past-Life Paladin
    • 4 - Ranger
    • 5 - Ranger
    • 6 - Ranger - Zen Archery
    • 7 - Ranger
    • 8 - Ranger
    • 9 - Fighter - Mental Toughness, Point Blank Shot
    • 10 - Monk
    • 11 - Fighter - Improved Critical: Ranged
    • 12 - Monk - GTWF
    • 13 - Monk
    • 14 - Monk - Dodge
    • 15 - Monk - Extend
    • 16 - Monk
    • 17 - Monk
    • 18 - Monk - Improved Precise Shot
    • 19 - Monk
    • 20 - Monk
    • 21 - Epic - Improved Critical: Bludgeoning (or Great Wisdom)
    • 24 - Epic - Vorpal Strikes (or Great Wisdom)


    • Arcane Archer with all the important ranged feats
    • Zen Archery to remain centered when using bows
    • Ten Thousand Stars for more ranged goodness
    • 12 levels of monk with Abundant Step, Earth Stance III, strong Stunning Fist
    • Paladin Past Life for +3 to hit/damage (works when ranging too)
    • Decent sneak attack damage
    • Improved Evasion
    • Decent-to-High AC with the right equipment.
    • Strong at sneaking


    Slayer arrows with manyshot, Ten Thousand Stars, switching to handwraps and Stunning Fist the rest of the time...

    Probably 70/30 ranged/melee...

    Skills (assuming +2 INT tome at 7th level)
    • 1 - Ranger - 4x Hide, Move Silently, Spot, Concentration, Jump, Swim
    • 2 - Monk - 2x Balance, 1x Concentration, Tumble
    • 3 - Monk - 2x Balance, 1x Concentration, Jump
    • 4 - Ranger - 2x Hide, Move Silently, Spot
    • 5 - Ranger - 2x Hide, Move Silently, Spot
    • 6 - Ranger - 1x Hide, Move Silently, Spot, 3x Concentration
    • 7 - Ranger - 1x Hide, Move Silently, Spot, Concentration, Jump, Swim
    • 8 - Ranger - 1x Hide, Move Silently, Spot, Concentration, Jump, 2x Swim
    • 9 - Fighter - 3x Jump
    • 10 - Monk - 1x Hide, Move Silently, Spot, 2x Concentration
    • 11 - Fighter - 3x Swim
    • 12 - Monk - 1x Hide, Move Silently, Spot, 2x Concentration
    • 13 - Monk - 1x Concentration, 4x Balance
    • 14 - Monk - 1x Concentration, 4x Balance
    • 15 - Monk - 1x Concentration, 4x Balance
    • 16 - Monk - 1x Concentration, 3x Balance, 1x Jump
    • 17 - Monk - 1x Concentration, Hide, Move Silently, Spot, Balance
    • 18 - Monk - 1x Concentration, Hide, Move Silently, Spot, Balance
    • 19 - Monk - 1x Concentration, Hide, Move Silently, Spot, Balance
    • 20 - Monk - 1x Concentration, Hide, Move Silently, Spot, Balance



    Gear at 20:

    • Head: Blue Dragon Helm EH - +8 wis, Green slot (+35 hps), Colorless slot(+7 DEX)
    • Necklace: Gilvaenor's Necklace - +6 CON, +2 attack bonus. 10% ranged speed
    • Trinket: +3 Insight STR, +4 to hit/damage, 15 PRR
    • Goggles: Dream Visor EH - +4 to hit/damage, +20 Spot, Colorless slot
    • Armor: Spider-spun caparison - +9 armor, +1 Ki, Re-inforced Fists, +6 resistance, +15 concentration, +3 insight WIS, Toughness
    • Cloak: Min II 45 hp cloak - Heavy Fort, +5 Protection
    • Bracers: 30% Healing Amp of Superior Parrying (+4 AC/saves)
    • Boots: Spiked Boots EH - +20 Balance, Immunity to Slippery Surfaces, Yellow slot (30% Striding), Colorless slot (+2 Insight DEX)
    • Belt: Epic Spare Hand - +5 Tactics, UMD +3, Doublestrike 3%, Blue slot (PRR +14), Colorless slot (+7 CON)
    • Ring 1: Epic Ring of the Stalker, +3 exc Sneak, +6 seeker, Manslayer, Ghostly, Yellow slot (Deathblock), Colorless slot (+1 exc WIS)
    • Ring 2: Gilvaenor - +6 Dex, +1 exc Dex, Holy burst
    • Gauntlets: PDK Gloves, +7 STR, +2 Insight CON, 30% healing amp


    +8 WIS, +3 insight WIS, +1 exceptional WIS
    +7 STR, +3 insight STR
    +7 CON, +2 insight CON
    +7 DEX, +2 insight DEX, +1 exceptional DEX
    30% and 20% healing amp
    Heavy Fort
    Protection +5
    Resistance +6
    +35 hps
    +6 seeker
    Toughness
    +15 Concentration
    +20 Balance
    45 GS hps
    Superior Parrying
    +3 exceptional sneak attack
    Ghostly

    Missing +5 sneak attack, exceptional seeker, no dodge items.
    Last edited by Thrudh; 03-30-2013 at 09:54 PM.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  2. #2
    Community Member somenewnoob's Avatar
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    lol....+1 for the build name alone

    Genius!

  3. #3
    Community Member Thrudh's Avatar
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    Heh...

    Sad thing is, he used to be kind of unique...

    Now I think I'm going to see a lot of guys rolling this split up...

    He is pretty solid now (as long as you know when to switch to melee)... I'm looking forward to the Ten Thousand Stars change... Might let me stay ranged more often.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  4. #4
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    Hey, I never came back and repped/replied so rectifying it now. Whilst I didn't copy feat for feat this build, I did use it as a sense & sanity check against my own idle dreamings and for that; thank you!

  5. #5

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    Quote Originally Posted by Thrudh View Post
    Heh...

    Sad thing is, he used to be kind of unique...

    Now I think I'm going to see a lot of guys rolling this split up...
    To wit, dear Thrudh, I ply this question to you; Would you be so kind as to critique my variant of your build?

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    The Arrow of Earth And Sea
    Level 20 Lawful Good Half-Elf Male
    (2 Fighter \ 12 Monk \ 6 Ranger) 
    Hit Points: 306
    Spell Points: 280 
    BAB: 17\17\22\27\27
    Fortitude: 19
    Reflex: 17
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    18
    Dexterity            16                    19
    Constitution         14                    16
    Intelligence          8                     8
    Wisdom               16                    24
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Dexterity used at level 12
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Toughness
    Enhancement: Ranger Sprint Boost I
    Enhancement: Human Versatility I
    Enhancement: Ranger Favored Damage I
    
    
    Level 2 (Ranger)
    Enhancement: Human Improved Recovery I
    
    
    Level 3 (Monk)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Monk Bonus) Zen Archery
    Enhancement: Racial Toughness I
    Enhancement: Ranger Favored Defense I
    Enhancement: Ranger Favored Resistance I
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Human Versatility II
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom I
    
    
    Level 5 (Ranger)
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Void Strike I
    
    
    Level 6 (Ranger)
    Feat: (Selected) Point Blank Shot
    Enhancement: Racial Toughness II
    
    
    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Ranger Sprint Boost II
    Enhancement: Human Versatility III
    
    
    Level 8 (Ranger)
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 9 (Monk)
    Feat: (Selected) Mental Toughness
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer I
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    Enhancement: Fighter Haste Boost I
    Enhancement: Monk Improved Recovery I
    Enhancement: Improved Jump II
    Enhancement: Fighter Toughness I
    
    
    Level 11 (Monk)
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Static Charge
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Improved Tumble II
    
    
    Level 12 (Monk)
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Monk)
    Feat: (Monk Bonus) Dodge
    Enhancement: Ten Thousand Stars
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rain
    
    
    Level 14 (Monk)
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Adept of Rock
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    
    
    Level 15 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Monk)
    Enhancement: Human Versatility IV
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Fighter Strength I
    
    
    Level 17 (Monk)
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    
    
    Level 18 (Monk)
    Feat: (Selected) Quick Draw
    Enhancement: Adept of Flame
    Enhancement: Monk Wisdom II
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Master of Stone
    Enhancement: Master of the Sea
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Many thanks in advance for anything you are willing to share, and for the inspiration.

    EDIT:
    Honestly, I don't know if QD or IC:B would be better. IC:B implies he may land crits in epic content, which is a hopeful statement. QD makes the suggestion that, not only won't he crit, he will make out better if he can switch weapons faster for nominal effect damage. I took the conservative path.

    Oh, about the whole "No ToD" thing before much can come of it - He's not going to tank. He's going to beat trash and pew-pew at the bosses with a remarkable rate of fire. Taking the ToD line seemed counter to that goal. Freeing up those AP allowed for HV4 and all stances to a minimum of Adept. I like having at least Adept for every stance as my keys are set up so running through finishers can be accomplished with alacrity. So, "No ToD" is more of a concession to my sense of flavor and current skill level.

    Thank you again.
    Last edited by sebastianosmith; 11-10-2011 at 08:55 PM.

  6. #6
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Thrudh View Post
    Heh...

    Sad thing is, he used to be kind of unique...

    Now I think I'm going to see a lot of guys rolling this split up...

    He is pretty solid now (as long as you know when to switch to melee)... I'm looking forward to the Ten Thousand Stars change... Might let me stay ranged more often.
    I would have thought this build was going to become more popular with the release of the bow of sinew and *5 crits.

    Personally I'm staying quiet as to how much fun the burst dps is on live though, I kinda like how rare my AA monk is on Sarlona

  7. #7
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Thrudh View Post
    ...Snip...
    Nice build, I've had quite similar conclusions and hope to try this particular split soon.

    I think PL:Paladin is a bit of a tricky feat as it has such great synergy with extend spell (which also has a lot of utility with rams might). This doubles the duration of the +3/+3 clicky from 3 minutes to 6 minutes.

    However, pretty much the only feat that you can give up for extend is GTWF which might be plausible now that U12 has hit and you can use 10k stars to melee less and not feel bad.

  8. #8
    Community Member MattiG's Avatar
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    sickstwo is currently at 9 monk 5 ranger with pali and barb PL's. With a current WIS buffed around 30, I'm already regretting the 9th monk level and massive AP requirement for ToD. Main reasons for this build were rams + pali pl + fe + "something to add to serviceable melee." I, thought that was going to be ToD, but I think I'd much prefer human versatiliy. That being the case, I'm still conflicted on split. Lots of goodies at ranger level 11, but not ?sure the extra
    FE is worth it. had you given any thought to 11/9?
    Sicks and Tymn on Orien.

  9. #9
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by MattiG View Post
    sickstwo is currently at 9 monk 5 ranger with pali and barb PL's. With a current WIS buffed around 30, I'm already regretting the 9th monk level and massive AP requirement for ToD. Main reasons for this build were rams + pali pl + fe + "something to add to serviceable melee." I, thought that was going to be ToD, but I think I'd much prefer human versatiliy. That being the case, I'm still conflicted on split. Lots of goodies at ranger level 11, but not ?sure the extra
    FE is worth it. had you given any thought to 11/9?
    I'd definitely still go to monk 12. ToD isn't that important as the Ki is better spent elsewhere and the APs are too tight. The real sweet thing is tier 3 earth and water stance and +2d6 sneak attack damage from NSII. My plan is to just take the electric vulnerability move (maybe the fire one too) for use against bosses.

  10. #10
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    I'd definitely still go to monk 12. ToD isn't that important as the Ki is better spent elsewhere and the APs are too tight. The real sweet thing is tier 3 earth and water stance and +2d6 sneak attack damage from NSII. My plan is to just take the electric vulnerability move (maybe the fire one too) for use against bosses.
    I would argue just the opposite TOD is very important. I just trrd my 11 ranger 9 monk character (who I played alot the last 4-5 months) and can attest that TOD is awesome for burst dps purposes. Now how TOD works with 1000 stars in regards to ki is another question, but if it all possible for ki purposes TOD, manyshot, and 1000 stars would be an awesome combination..
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  11. #11
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    Quote Originally Posted by wax_on_wax_off View Post
    My plan is to just take the electric vulnerability move
    It is surprisingly, incredibly satisfying hitting that and swapping in the Lit II, I find, especially when there's an FVS condemnation proc thing making holy dmg purple too.

  12. #12
    Community Member Thrudh's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Nice build, I've had quite similar conclusions and hope to try this particular split soon.

    I think PL:Paladin is a bit of a tricky feat as it has such great synergy with extend spell (which also has a lot of utility with rams might). This doubles the duration of the +3/+3 clicky from 3 minutes to 6 minutes.

    However, pretty much the only feat that you can give up for extend is GTWF which might be plausible now that U12 has hit and you can use 10k stars to melee less and not feel bad.
    Yeah, I do wish I could fit Extend in there somewhere.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  13. #13
    Community Member PestWulf's Avatar
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    Ok, this thread name had me laughing instantly! I LOVE IT!!!! Instantly brought up the masked dog image. hahahahaahaha!

    Oh, I like the build too But the name is soo much better!

    EDIT: Acutally, I like looking at ideas like this and tweaking them to fit me...but I really don't see anything I would tweak on this except the stats, since I don't have a +3 tome. Rare that I find something I don't want to tweak.

    EDIT 2: Question...do you see yourself staying in Earth stance almost all the time for this? with the damage absorb boost, the AC boosts and the offensive boosts that Earth stance 3 gives..I'm having a hard time seeing why you would really want to switch, beyond a short stint in water to gain a few Ki before an attack if necessary. Just curious how it plays out stance wise.
    Last edited by PestWulf; 11-23-2011 at 01:34 PM.

  14. #14
    Community Member Thrudh's Avatar
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    Quote Originally Posted by PestWulf View Post
    Ok, this thread name had me laughing instantly! I LOVE IT!!!! Instantly brought up the masked dog image. hahahahaahaha!

    Oh, I like the build too But the name is soo much better!

    EDIT: Acutally, I like looking at ideas like this and tweaking them to fit me...but I really don't see anything I would tweak on this except the stats, since I don't have a +3 tome. Rare that I find something I don't want to tweak.

    EDIT 2: Question...do you see yourself staying in Earth stance almost all the time for this? with the damage absorb boost, the AC boosts and the offensive boosts that Earth stance 3 gives..I'm having a hard time seeing why you would really want to switch, beyond a short stint in water to gain a few Ki before an attack if necessary. Just curious how it plays out stance wise.
    I do stay in earth stance most of the time... except when low on Ki...

    I'm still working on balancing ranged vs melee... It's makes for very engaging gameplay. I'm constantly trying to figure out if I should switch to melee or use ranged - depends on # of targets I can hit with IPS, how much Ki I have, what my timers are at, etc.

    It's not a "eat a sandwich and use autoattack" kind of build that's for sure
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  15. #15
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    I've been away from the game for a while now and might not be quite up to speed but...

    Anyone tried to fit the new Improved Sunder into one of these builds? I have no past life on my version of this concept and took Power Attack instead, and am seriously considering trading Imp. Crit: Ranged for Improved Sunder... If you get 2 attempts with it on TWF (as you should) that's an instant -6 fort save debuff. Sounds very tasty for Stun and ToD, and could potentially also bring your monk finishes and curses up to pretty usable effective DC's...

  16. #16
    Community Member PestWulf's Avatar
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    Been going over this again and had a question on your choice of feat placement.

    I know that an extra 10% crit range is very valuable and it has to be played off the multi-mob capability of Improved Precise shot.

    You could get Improved precise shot as early as level 12 in your build if you pushed the Fighter: Improved Crit: Ranged down to lvl 12 and swapped it for Imp. Precise shot. Your bab would still be at 11 by lvl 12 and with your tome use you'd have the required Dex and pre-req feats.

    My question is which is more valuable for leveling purposes, the IC: Ranged for 10% more crits, or the Imp. Precise shot for more capability at hitting groups of mobs at ranged?

    I guess I'm looking at this from a more solo standpoint and to me I'm favoring the earlier use of the Imp. Precise than the crit. Is there anything flawed or something I'm missing about re-arranging the order on taking the levels?

    I'm currently planning on TR'ing my Fighter into your build I believe.

  17. #17
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by PestWulf View Post
    Been going over this again and had a question on your choice of feat placement.

    I know that an extra 10% crit range is very valuable and it has to be played off the multi-mob capability of Improved Precise shot.

    You could get Improved precise shot as early as level 12 in your build if you pushed the Fighter: Improved Crit: Ranged down to lvl 12 and swapped it for Imp. Precise shot. Your bab would still be at 11 by lvl 12 and with your tome use you'd have the required Dex and pre-req feats.

    My question is which is more valuable for leveling purposes, the IC: Ranged for 10% more crits, or the Imp. Precise shot for more capability at hitting groups of mobs at ranged?

    I guess I'm looking at this from a more solo standpoint and to me I'm favoring the earlier use of the Imp. Precise than the crit. Is there anything flawed or something I'm missing about re-arranging the order on taking the levels?

    I'm currently planning on TR'ing my Fighter into your build I believe.
    It's more a choice between 10,000 stars, Ninja-Spy I and tier 2 stances at level 12 or Improved Precise Shot. I think I'd take the former and pretty much leave the fighter levels until much later to get other goodies sooner. I can wait another level or 3 for IPS.

  18. #18
    Community Member PestWulf's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    It's more a choice between 10,000 stars, Ninja-Spy I and tier 2 stances at level 12 or Improved Precise Shot. I think I'd take the former and pretty much leave the fighter levels until much later to get other goodies sooner. I can wait another level or 3 for IPS.
    I may be dense and just not seeing at the moment. Let me list out what I'm thinking as I don't see it changing the order of anything except Improved Crit: Ranged and Imp. Precise shot.

    Here is what I was considering re-ordering in Thurdh's build.
    1 - Ranger - Weapon Focus: Ranged
    2 - Monk - Toughness
    3 - Monk - Stunning Fist , Past-Life Paladin
    4 - Ranger
    5 - Ranger
    6 - Ranger - Zen Archery
    7 - Ranger
    8 - Ranger
    9 - Fighter - Mental Toughness, Point Blank Shot
    10 - Monk
    11 - Monk -
    12 - Fighter - GTWF, Improved Precise Shot
    13 - Monk
    14 - Monk - Dodge
    15 - Monk - Precise Shot
    16 - Monk
    17 - Monk
    18 - Monk - Improved Crit: Ranged
    19 - Monk
    20 - Monk

    So instead of a fighter level at 11, it becomes a Monk level, keeping the same split and AP point expenditures, the level 12 Monk becomes a Fighter level instead which by delaying it one level gets you the necessary +11 BAB (and he'll eat a dex tome to get a 19 Dex) to allow Imp. Precise Shot.

    So instead of being a level 4 monk at level 12, he's a level 4 monk at level 11. The 10k stars and monk 2 stances/prestige comes in at lvl 6 monk, which in both build progressions won't happen until Level 14

    Now that I've laid it out though, I can easily see that Precise Shot is out of order. So there would have to be another delay to get Imp. P. Shot at 12. What if GTWF were delayed from 12 to 15?

    I actually feel ok about delaying GTWF. I've made a lot of twf chars that didn't get their GTWF until much later in the build and it worked out pretty well. Considering I'd like my balance between melee/ranged to be skewed more towards ranged.....I'm still not sure if Improved Precise shot is a better ranged assistant than Improved Crit: ranged.

    My current thought is that if I will be switching to melee after the pack of mobs catches me then changing to melee and having a bunch of damaged mobs is better than having one mob more heavily damaged (considering Precise Shot isn't there either until 15, it means my damage still might be sprayed if a mob walks in front of my target).

    So I guess what I am proposing is gaining the ability to target caster mobs in the back and hitting multi-mobs at the cost of delaying GTWF and a 10% boost to crit chance.

    Besides the Precise Shot mistake I made, are there any others? And any thoughts on the which ability I should put more weight to..the 10% crit or the multi-mob?

    Again...thanks for the build and thanks for the discourse, I'm pretty excited about this one. Can't wait to finish out my fighter (I had almost shelved him to start playing a sorc...I always get distracted..this has given me renewed vigor to finish him out, heh)

  19. #19
    Community Member
    Join Date
    Oct 2009
    Posts
    89

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    Since Paralyzing weapons work almost flawlessly at levels 10 to maybe 15, having IPS and a paralyzing longbow can be a real gem these levels. Targeting the one in the back and with some tactical movement you can keep entire rooms CC'd by yourself. I'd value that more than Impr. Crit, but I don't know if the extra DPS from crits is the stronger choice now with 10k Stars to increase pew-pew time.

  20. #20

    Thumbs up

    I have been leveling my bowonk and they look super similar. I few things I did differently:

    If you can use the Barb past life for toughness. (it is huge) And lets you take Power Attack at 2 with the monk level.
    I was able to use Sorc past life for mental toughness. Less huge then the Barb past life for toughness, but you gain a sometimes helpful clicky.

    And if you watch your class/feat order you can have AA at 8 vs 9 and ninja spy at 13 vs 14.
    ranger monk ranger(until 6 ranger) fighter monk (until 6 monk) fighter monk to cap.
    Last edited by Samiusbot; 11-30-2011 at 11:30 AM.

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