Results 1 to 17 of 17
  1. #1
    Community Member
    Join Date
    Sep 2009
    Posts
    5

    Default First time Dark Monk build

    This is my first build ever. Very new to the game and wanted some feed back. I'm very open to suggestions and would like to get a much damage out of this build as I can without changing race.
    Edit: Forgot to add that I would like to see some if not all raid/end game content.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Wiggles Vonwiggleham
    Level 20 Lawful Good Human Male
    (20 Monk) 
    Hit Points: 304
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 16
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    22
    Dexterity            16                    18
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               14                    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    27
    Bluff                -1                     0
    Concentration         6                    37
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     2
    Heal                  2                     5
    Hide                  3                     4
    Intimidate           -1                     0
    Jump                  2                    13
    Listen                2                     5
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  6                    28
    Swim                  2                     6
    Tumble                4                     5
    Use Magic Device      1                    11.5
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 3 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 4 (Monk)
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Way of the Clever Monkey I
    Enhancement: Monk Improved Recovery I
    Enhancement: Void Strike I
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration I
    Enhancement: Monk Wisdom I
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Improved Sunder
    Feat: (Monk Bonus) Toughness
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Versatility II
    Enhancement: Static Charge
    Enhancement: Way of the Clever Monkey II
    Enhancement: Porous Soul
    Enhancement: Adept of Wind
    
    
    Level 7 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Void Strike II
    
    
    Level 8 (Monk)
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Touch of Death
    Enhancement: Winter's Touch
    
    
    Level 10 (Monk)
    Enhancement: Racial Toughness II
    
    
    Level 11 (Monk)
    Enhancement: Monk Wisdom II
    
    
    Level 12 (Monk)
    Feat: (Selected) Stunning Blow
    Enhancement: Human Improved Recovery II
    Enhancement: Monk Improved Recovery II
    
    
    Level 13 (Monk)
    Enhancement: Master of Thunder
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Enhancement: Eagle Claw Attack
    Enhancement: Void Strike III
    Enhancement: Unbalancing Strike
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Adept of Rain
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Bonfires
    
    
    Level 19 (Monk)
    Enhancement: Master of Stone
    Enhancement: Master of the Sea
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Void Strike IV
    Thanks in advance.
    Last edited by Nolegjohnson; 01-02-2012 at 11:29 AM.

  2. #2
    Community Member
    Join Date
    Aug 2010
    Posts
    778

    Default

    I don't see the Ninja Spy enhancements in the build. If you are going the Dark Path, the Ninja Spy Pre is an amazing set of enhancements. You should be able to fit that in with Void IV.

  3. #3
    Community Member Adrian99's Avatar
    Join Date
    Sep 2009
    Posts
    259

    Default

    As above poster noted, if you're going Dark Path, you want the Ninja Spy PRE. That means taking the Dodge feat instead of Cleave (which is a pre-requisite for Light Path's Shintao PRE).
    On Thelanis: Survo ... Wattr ... Tigerpalm ... Cranefist ... Hobbson ... Grayed ... Shadowstance ... Smashcut

  4. #4
    Community Member
    Join Date
    Sep 2009
    Posts
    5

    Default

    Alright I'll play with the build further and repost it. Feed back is once again greatly welcome.

    Edit: Here's the updated build .
    Edit 2: Switched to 32 Point build.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    First Monk 
    Level 20 Lawful Good Human Male
    (20 Monk) 
    Hit Points: 314
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 16
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    22
    Dexterity            16                    18
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               16                    22
    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    31
    Bluff                -1                     0
    Concentration         6                    39
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  3                     6
    Hide                  3                     8
    Intimidate           -1                     0
    Jump                  2                    20
    Listen                3                     6
    Move Silently         3                     8
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  7                    29
    Swim                  2                     6
    Tumble                4                     7
    Use Magic Device      1                    11.5
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Void Strike I
    Enhancement: Improved Concentration I
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Toughness
    Enhancement: Monk Improved Recovery I
    Enhancement: Racial Toughness I
    Enhancement: Monk Wisdom I
    
    
    Level 4 (Monk)
    Enhancement: Human Versatility I
    Enhancement: Static Charge
    
    
    Level 5 (Monk)
    Enhancement: Porous Soul
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    Enhancement: Adept of Wind
    
    
    Level 7 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Void Strike II
    Enhancement: Winter's Touch
    
    
    Level 8 (Monk)
    Enhancement: Human Adaptability Strength I
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Touch of Death
    
    
    Level 10 (Monk)
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Adept of Rain
    
    
    Level 11 (Monk)
    Enhancement: Monk Wisdom II
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Master of Thunder
    
    
    Level 13 (Monk)
    Enhancement: Void Strike III
    Enhancement: Unbalancing Strike
    Enhancement: Racial Toughness II
    
    
    Level 14 (Monk)
    Enhancement: Monk Ninja Spy I
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Monk Ninja Spy II
    
    
    Level 16 (Monk)
    Enhancement: Eagle Claw Attack
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Stunning Blow
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Bonfires
    
    
    Level 19 (Monk)
    Enhancement: Master of Stone
    Enhancement: Master of the Sea
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Void Strike IV
    Last edited by Nolegjohnson; 01-02-2012 at 04:21 PM.

  5. #5
    Community Member Feithlin's Avatar
    Join Date
    Oct 2009
    Posts
    1,171

    Default

    I didn't look everything, but on your feats, Imp. sunder would be much more useful than Weapon focus: this is a guaranteed -3 to Fort, on which most of your special attacks are based.
    Thelanis: Nassim* (F12/P6/M2) - Talienor** (P18/Ra2) - Feithlin** (F12/Bd7/C1) - Stoneoak* (F12/M6/P2) - Hokusai (M17/F2/C1) - Ardence* (Bd15/F3/Ro2) - Matsushiro* (Ro11/M6/P3) | Argonessen: Luneargent (W18/Ro2) - Talienor (Ro20) - Takshir (Bd16/F2/Ro2) - Hiacynthe (C20) | Ghallanda: A bunch of pre DDO Unlimited characters (field of testing for post U19 )

  6. #6
    Community Member SensaiRyu's Avatar
    Join Date
    Dec 2010
    Posts
    621

    Default

    I suggest you rearrange your enhancements to get ninja spy I at lvl 6, Touch at 9, spy II at 12 and void IV at 19.

    I agree about dropping weapon focus for improved sunder. Take SB instead of focus and take imp sunder at lvl 18.
    Stay Hasted My Friend.

  7. #7
    Community Member
    Join Date
    Sep 2009
    Posts
    5

    Default

    Alright 3rd times the charm hopefully. This is an updated build in which I took all the advice in to consideration.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    First Monk 
    Level 20 Lawful Good Human Male
    (20 Monk) 
    Hit Points: 314
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 16
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    22
    Dexterity            16                    18
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               14                    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    31
    Bluff                -1                     0
    Concentration         6                    39
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  2                     5
    Hide                  3                     8
    Intimidate           -1                     0
    Jump                  2                    20
    Listen                2                     5
    Move Silently         3                     8
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  6                    28
    Swim                  2                     6
    Tumble                4                     7
    Use Magic Device      1                    11.5
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Void Strike I
    Enhancement: Improved Concentration I
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Toughness
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Wisdom I
    
    
    Level 4 (Monk)
    Enhancement: Static Charge
    
    
    Level 5 (Monk)
    Enhancement: Porous Soul
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Stunning Blow
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    
    
    Level 7 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Void Strike II
    
    
    Level 8 (Monk)
    Enhancement: Human Adaptability Strength I
    Enhancement: Winter's Touch
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Touch of Death
    
    
    Level 10 (Monk)
    Enhancement: Adept of Flame
    Enhancement: Adept of Rain
    
    
    Level 11 (Monk)
    Enhancement: Way of the Patient Tortoise II
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Monk Ninja Spy II
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    
    
    Level 13 (Monk)
    Enhancement: Void Strike III
    Enhancement: Unbalancing Strike
    
    
    Level 14 (Monk)
    Enhancement: Human Versatility I
    Enhancement: Racial Toughness I
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Enhancement: Eagle Claw Attack
    
    
    Level 17 (Monk)
    Enhancement: Master of Stone
    Enhancement: Master of Bonfires
    Enhancement: Master of the Sea
    
    
    Level 18 (Monk)
    Feat: (Selected) Improved Sunder
    Enhancement: Grandmaster of Storms
    Enhancement: Racial Toughness II
    
    
    Level 19 (Monk)
    Enhancement: Void Strike IV
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Monk Wisdom II

  8. #8
    Community Member Battery's Avatar
    Join Date
    Oct 2006
    Posts
    365

    Default

    Quote Originally Posted by Feithlin View Post
    I didn't look everything, but on your feats, Imp. sunder would be much more useful than Weapon focus: this is a guaranteed -3 to Fort, on which most of your special attacks are based.
    this
    "Those who believe in telekinetics raise my hand"-Kurt Vonnegut

  9. #9
    Community Member
    Join Date
    Sep 2009
    Posts
    5

    Default

    Quote Originally Posted by Battery View Post
    this
    I did address that in build 3 but thank you for your input.

    I've noticed a lot if not all monk builds include the improved healing enhancements, is that essential for being successful or is it for those who wish to tank content? While I don't have any interest in tanking I wouldn't mind not being a burden on the rest of the group and the healers especially. Once again feedback is greatly appreciated.

  10. #10
    Community Member Kinerd's Avatar
    Join Date
    Mar 2010
    Posts
    5,087

    Default

    Human Versatility is a very good DPS enhancement. I have never been impressed by Void Strike IV: a lot of cost, limited benefit, unreliable by design... you will be (slightly) better off on average using an elemental 4 strike unless you expect to get off 14 Void strikes, which means 42 seconds. The targets that meet both "expect to fight for 42+ seconds" and "susceptible to Void IV instant death" are few. Damage Boost you can set your watch by: I activate it, I do more damage. Every target, every time.

    A monk does not have to take healing amp to be successful, and you're very tight on AP anyway. High healing amp characters are a lot of fun, but you shouldn't feel compelled to make this particular character one of those.

  11. #11
    Community Member
    Join Date
    Sep 2009
    Posts
    5

    Default

    I feel like the damage from void 4 is fairly nice for the cost. Granted I'm very new to the game but 8d4 additional damage sounds pretty good for 5 ki and a 3 second recast. While I know the human versatility is a flat damage increase which is always nice.

    Also since I'm a strength build would I benefit more from Sun stance then Wind stance?

  12. #12
    Community Member Battery's Avatar
    Join Date
    Oct 2006
    Posts
    365

    Default

    Quote Originally Posted by Nolegjohnson View Post
    I did address that in build 3 but thank you for your input.

    I've noticed a lot if not all monk builds include the improved healing enhancements, is that essential for being successful or is it for those who wish to tank content? While I don't have any interest in tanking I wouldn't mind not being a burden on the rest of the group and the healers especially. Once again feedback is greatly appreciated.
    always good to have plenty of healing amp no matter what the situation, good for soloing etc too
    "Those who believe in telekinetics raise my hand"-Kurt Vonnegut

  13. #13
    Community Member Battery's Avatar
    Join Date
    Oct 2006
    Posts
    365

    Default

    Quote Originally Posted by Nolegjohnson View Post
    I feel like the damage from void 4 is fairly nice for the cost. Granted I'm very new to the game but 8d4 additional damage sounds pretty good for 5 ki and a 3 second recast. While I know the human versatility is a flat damage increase which is always nice.

    Also since I'm a strength build would I benefit more from Sun stance then Wind stance?
    best thing about void 3 and 4 is not just the damage, 3 has a powerful stun component that even lands on undead and 4 of course erases them completely (both on vorpal strikes)

    If soloing wind is probably better for the attack speed, I use it most the time myself but if you find yourself low on KI while in groups you can use fire, I use all 4 stances in different situations, grandmaster in earth and wind
    "Those who believe in telekinetics raise my hand"-Kurt Vonnegut

  14. #14
    Community Member Kinerd's Avatar
    Join Date
    Mar 2010
    Posts
    5,087

    Default

    Quote Originally Posted by Nolegjohnson View Post
    I feel like the damage from void 4 is fairly nice for the cost. Granted I'm very new to the game but 8d4 additional damage sounds pretty good for 5 ki and a 3 second recast. While I know the human versatility is a flat damage increase which is always nice.

    Also since I'm a strength build would I benefit more from Sun stance then Wind stance?
    That's just what I mean, though. 8d4 works out to 20 average damage. A fourth tier elemental strike has the same ki cost and cooldown and works out to 21 average damage, and you don't have to get 16 base in every monk stat or get stances you'll rarely/never use.

    Also, Human Versatility is a % damage increase now, so it gets better and better as your character gets stronger and stronger.

    The thing with Sun stance is that you get the main bonus (+1 ki on hit) without spending any AP at all. Since auto-crit went away, the increased ki on critical hits isn't worth much at all. (Same reason you hardly see anyone going Crane animal path these days.) In effect, getting Grandmaster Sun gives you +1 to hit and damage for 9 AP. You also get Fire strikes, which to be fair are becoming more useful as more endgame content is released that isn't outright immune to fire. Earth and Water stances are more graduated but have big spikes at rank 3, and Wind stance is almost completely graduated.

  15. #15
    Community Member SensaiRyu's Avatar
    Join Date
    Dec 2010
    Posts
    621

    Default

    Quote Originally Posted by Nolegjohnson View Post
    I feel like the damage from void 4 is fairly nice for the cost. Granted I'm very new to the game but 8d4 additional damage sounds pretty good for 5 ki and a 3 second recast. While I know the human versatility is a flat damage increase which is always nice.

    Also since I'm a strength build would I benefit more from Sun stance then Wind stance?
    My most common boss-beating moves are void IV/light/void III followed by sundering moves then earth strikes and smite. Sunder doesn't break the finisher combo chain.

    My most common trash-beating moves are sunder/SF followed by void IV and light. Others go in situationally.

    I rarely use the elemental finishers. I rarely get around to using dance also. I often forget to use vers IV. Just toooo many options available.

    I did try out wind IV a bit ago. I've finally settled on Earth IV. I run in Sun III/Earth IV most often. The +3 str from sun evens my str out.
    Stay Hasted My Friend.

  16. #16
    Community Member
    Join Date
    Sep 2009
    Posts
    68

    Default

    Bringing up old thread here but how can he take improved sunder without sunder?

  17. #17
    Community Member xSeverinax's Avatar
    Join Date
    Nov 2010
    Posts
    68

    Default

    Everyone gets sunder as a free feat at creation.
    Thelanis;

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload