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  1. #1
    Community Member
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    Feb 2010
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    Default Light monk helf

    Code:
    Character Plan by DDO Character Planner Version 03.11.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (20 Monk) 
    Hit Points: 364
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 21
    Reflex: 22
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    21
    Dexterity            15                    24
    Constitution         16                    20
    Intelligence          8                    12
    Wisdom               14                    19
    Charisma              8                    12
    
    Tomes Used
    +4 Tome of Strength used at level 20
    +4 Tome of Dexterity used at level 20
    +4 Tome of Constitution used at level 20
    +4 Tome of Intelligence used at level 20
    +4 Tome of Wisdom used at level 20
    +4 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    31
    Bluff                -1                     1
    Concentration         7                    45
    Diplomacy            -1                     1
    Disable Device       n/a                    n/a
    Haggle               -1                     1
    Heal                  2                     4
    Hide                  2                     7
    Intimidate           -1                     1
    Jump                  5                    27
    Listen                2                     4
    Move Silently         2                     7
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     1
    Search               -1                     1
    Spot                  2                     4
    Swim                  2                     5
    Tumble                3                     8
    Use Magic Device     n/a                    n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+3)
    Skill: Tumble (+1)
    Feat: (Selected) Dodge
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Stunning Fist
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Discipline
    Feat: (Selected) Stunning Blow
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Toughness
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Monk Serenity
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Lifting the Veil
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Way of the Patient Tortoise III
    Enhancement: Way of the Patient Tortoise IV
    Enhancement: The Receptive Earth
    Enhancement: Restoring the Balance
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Rise of the Phoenix
    Enhancement: Shintao Monk I
    Enhancement: Shintao Monk II
    Enhancement: Shintao Monk III
    Enhancement: Difficulty at the Beginning
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Flame
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration I
    Enhancement: Monk Wisdom I

  2. #2
    Hero
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    Apr 2010
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    186

    Default

    uhm, what is the purpose of your post? Do you have any questions?

    Because, please, don't make a build like this. Way too many flaws in there.

    Maybe take a look at this build.

  3. #3
    Community Member FuzzyDuck81's Avatar
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    Nov 2009
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    2,786

    Default

    looks like you're not finesse but have put level ups in dex so your focus is a little confused & non-optimal... either go more strength focus for to-hit & damage or dump str a bit & go weapon finesse which will mean a less dps but more survivable character.

    i'd recommend dumping dodge & discipline in favour of power attack & cleave to qualify for shintao.. it'll boost your single-target dps & cleave is pretty handy now for gathering a chunk of ki & putting any status effects on multiple enemies, plus doesnt slow down your attack chain.

    of the dilantettes, the main ones for a monk depend on personal playstyle:
    Cleric - uber survivability... combined with decent healing amp you can look after yourself through Heal scrolls, wands & some handy buffs exceptionally well. at low levels, you can be an emergency healer too. This is my personal preference.
    rogue - the dps option, up to 5d6 extra sneak attack.. very popular with dark monks using ninja spy since they stack.
    fighter - if you take stunning blow, can boost the DCs on that plus stunning fist.. good option for str/wis based monks.
    barbarian - for the extra toughness enhancements
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  4. #4
    Community Member goodspeed's Avatar
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    Mar 2010
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    Default

    id always go cleric. Flim flam all you want, but being able to whip a heal scroll on anything but a 1 at 15 is just pure **** well win.

    Ok now taking a look. Right from the getgo im assuming either you had miraculous hand of god luck and pulled a +4 tome for **** well every stat, or your gonna be on that monk life for quite some time.

    If going light as said ditch dodge. Unless it's a requirement for shinto it usually aint worth taking. Your already pressed for feats as it is.

    1 Two Weapon Fighting
    1 (monk) Toughness
    2 (monk) Power Attack
    3 (monk) Path of Harmonious Balance
    3. stunning fist
    6. All up to you, maybe diehard, luck of hero's, cleave. That'll be it for your first shinto lv pre.

    After that its

    9 Improved Two Weapon Fighting
    12 Improved Critical: Bludgeoning
    15 Greater Two Weapon Fighting
    18 Toughness (can go toughness or stunning blow, or many are going improved sunder to land stuns easier)

    Ok as for stats enhancements and lv ups, are you going for a dex build? Because if so i'm seeing 2 things wrong. One, you don't have the finesse feat. 2. Your wisdom is lacking, both for start and skipped in enhancements.

    Being able to hit something 100% no contest doesn't do you any good if the str isn't there to back it up. Your going to want to be able to successfully stun the mob repeatedly to make up for the big str drop.

    Whichever way you go str or dex, just accommodate for gear later. +7 str isn't to hard to get. Just as a +1 con op item isn't to hard either. Take gear into account, then lay the starting spread, then decide how to distribute points. I can tell ya this though. On a light monk your gonna rely on those dc's. Dc to stun from melee and ranged, to jade, to dismiss. And even 41 isn't an always thing come stunning in epics.

    Ok next ap enhancements. Ok first get rid of the pheonix. Im not even sure how you fit all that in but it's a waste. Especially with the cleric dili as you can cast raise dead scrolls. All the other parts of it are very easily buy-able in a pot form.

    Next kill the turtle until the 2nd tier, maybe the 3rd. Their is really no reason to spend that kind of ap for 5 hp and some concentration.

    Ditch the elven dex. You got something better, its the human adaptability. Take con as one of those and then racial toughness 3 opens up giving you an extra 10 hp. The other stat do with however.

    Next take all those free ap you just unlocked and get human versitility. +20% dmg for 20 seconds? +5 to your reflex? +5 to hit? It's just a win no matter what the situation. And their are many a time that extra reflex is gonna save ur ass on elite when you get to go for a swim.

    Adapt of water, again it's your save stance. And saves are very well needed in alot of situations.

    monk wis 2. Either or here, depends on how you laid out your starting spread.

    The build definitely needs alot of reworking.
    Through avarice, evil smiles; through insanity, it sings.

  5. #5
    Community Member SensaiRyu's Avatar
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    Dec 2010
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    Default

    Hmmm...

    I totally agree about that +4 tome comment as well as the dex comment. Take lvl ups in str or wis. Take wis or str enhancements.

    Also you take both enh paths to shintao. Take only one. You've got waaaaay more recovery than you'll need, unless you're looking to get full healing from a cure light

    Drop stunning blow for improved sunder - you're gonna have a gazillion stuns as light monk already. For bosses, improved sunder wins. Drop discipline for PA.

    Void IV isn't something I'd leave out and I know it can be worked in with cleric dillys.

    Since it's probably impossible to get cleric III, void IV, and vers IV - pick vers or void and play accordingly.

    If you're taking Dodge for that enormous +1 AC and dex for even more AC... then drop str and go Dex/Wis instead. Kinda get's back to the question - what's your goals with this build? Dodge isn't a Shintao feat is it? Take your shintao feat at lvl 1 or 2.
    Last edited by SensaiRyu; 01-03-2012 at 12:14 PM.
    Stay Hasted My Friend.

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