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  1. #1
    Micki's Delirium
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    Default Dark Monk Ninja Spy build?

    Hi. So, I just got my 32 p build through collecting enough favor and I'm interested in trying out a dark monk with the Ninja spy enhancements. I'm going for an unarmed fighting dex based monk.

    Here's my latest idea for the build (updated 01-18-2012)

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Male
    (20 Monk) 
    Hit Points: 314
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 16
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    18
    Constitution         15                    17
    Intelligence          8                     8
    Wisdom               14                    16
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    30
    Bluff                -1                    -1
    Concentration         6                    30
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  2                     3
    Hide                  3                     8
    Intimidate           -1                    -1
    Jump                  5                    27
    Listen                2                     3
    Move Silently         3                     8
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  2                     3
    Swim                  2                     3
    Tumble                4                    10
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Weapon Finesse
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Stunning Fist
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Porous Soul
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Racial Toughness I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Monk Wisdom I
    
    
    Level 7 (Monk)
    
    
    Level 8 (Monk)
    
    
    Level 9 (Monk)
    Feat: (Selected) Toughness
    
    
    Level 10 (Monk)
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Monk Ninja Spy II
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness II
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration I
    Enhancement: Monk Wisdom II
    
    
    Level 13 (Monk)
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Human Greater Adaptability Dexterity I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility II
    Enhancement: Monk Improved Recovery II
    Enhancement: Master of Thunder
    Enhancement: Master of Stone
    Enhancement: Improved Balance II
    Enhancement: Improved Concentration II
    Last edited by Micki; 01-18-2012 at 04:56 PM.

  2. #2
    Community Member Denegrator's Avatar
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    It looks fairly ok, couple things I can think of, (I'm not saying my ideas are brilliant btw, on the contrary, many would consider me a foolish noob ).

    Firstly investing in UMD is going to be very costly with 8 starting int. There are a few skills you want to invest in: Balance, Concentration, Jump, UMD, some spot (for seeing hidden mobs, when soloing. ), tumble (who doesn't like flipping out?), Move silent, Hide (if you want to go stealthy). There are 2 distributions for 32 point finesse monk I can think of that'll help a bit with skills: 14/16/14/10/15/8 or 14/16/14/12/14/8. Alternatively, there are 12 base str variants: 12/16/14/12/16/8 or 13/16/14/10/16/8.

    Secondly, and this may sound a bit noobish (because I am a noob ). You can go Lawful good and go dark path and ninja spy? Seems a bit odd to me, sort of goes against what the ninja is about in my opinion.

    Thirdly, if you are starting with 16 base dex and wis, I'd suggest just going wind stance, and not maxxing out water stance too, you will generate plenty of ki in ultimate wind stance when you are attacking, it'll save you some action points. (I haven't had that problem with Jhaeros through his 3 monk incarnations)
    Last edited by Denegrator; 01-17-2012 at 05:06 AM.
    Hello, hope all is well. And if it isn't, sorry about that.

  3. #3
    Community Member jojoalva69's Avatar
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    I'll just enter my original Halfling Dark Monk 32pt Build... I never had any issues with it, and it worked out great for me when I was playing it... Though I prefer, and would say go Half-Elf, I don't know how much understanding you have of the Monk class... So do what you will for the race, Just remember Helf is the best choice in the long run...

    First off, 14/16/14/8/16/8 Is good... Nothing to change here.
    Do not go Lawful Good!

    You'll want GrandMaster Air, which I see, so that's good, GrandMaster Water can be useful for a fair amount of situations, but isn't needed...

    Feats:
    Weapon Finesse
    Toughness(2)
    Power Attack
    Dodge
    Dark Monk Path
    IC: Bludgeoning
    TWF
    ITWF
    GTWF
    Stunning Fist

    Enhancements:
    Hero's Companion - No
    Eagle Claw Attack - Can be good, but not worth it imo.
    Halfling Luck - No
    Ten Thousand Stars - No
    Fists of Iron - No, it isn't good unless you're doing a certain amount of damage. That amount won't happen going Dex Based. Use earth Strikes instead.
    Unbalancing Strike - No

    ...Don't take Tortoise up to Tier IV.. Just Tier II, and no more 10HP isn't worth 7 AP.

    Put most of the AP's you get back from the Nos into Healing Amp... Healing Amp is VERY important for a melee...

    Another thing, Where's Void IV? I see it up to Void II. If you're not gonna get all four, don't get any at all and put the extra enhancement points elsewhere, and drop Fire Stance enhancements out all the way.

    Put Extra AP's from that into Guile for SA or Dexterity for To-Hit and AC...

    Skills:
    Balance and Concentration are the main two to worry about. Concentration mostly, but Balance is very helpful as well.
    A little Tumble
    A little Jump
    UMD can be tough to fit in..(that leads to another reason to go Helf, the Clr Dilly is nice)Etc. Etc.

    NOTE: Move Silently, Hide, And all of that.. No.
    Last edited by jojoalva69; 01-17-2012 at 06:45 PM.

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  4. #4
    Community Member jojoalva69's Avatar
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    Works now...
    Last edited by jojoalva69; 01-17-2012 at 06:46 PM.

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  5. #5
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by jojoalva69 View Post
    I'll just enter my original Halfling Dark Monk 32pt Build... I never had any issues with it, and it worked out great for me when I was playing it... Though I prefer, and would say go Half-Elf, I don't know how much understanding you have of the Monk class... So do what you will for the race, Just remember Helf is the best choice in the long run...First off, 14/16/14/8/16/8 Is good... Nothing to change here.Do not go Lawful Good!You'll want GrandMaster Air, which I see, so that's good, GrandMaster Water can be useful for a fair amount of situations, but isn't needed...Feats:Weapon FinesseToughness(2)Power AttackDodgeDark Monk PathIC: BludgeoningTWFITWFGTWFStunning FistEnhancements:Hero's Companion - NoEagle Claw Attack - Can be good, but not worth it imo.Halfling Luck - NoTen Thousand Stars - NoFists of Iron - No, it isn't good unless you're doing a certain amount of damage. That amount won't happen going Dex Based. Use earth Strikes instead.Unbalancing Strike - No...Don't take Tortoise up to Tier IV.. Just Tier II, and no more 10HP isn't worth 7 AP.Put most of the AP's you get back from the Nos into Healing Amp... Healing Amp is VERY important for a melee...Another thing, Where's Void IV? I see it up to Void II. If you're not gonna get all four, don't get any at all and put the extra enhancement points elsewhere, and drop Fire Stance enhancements out all the way.Put Extra AP's from that into Guile for SA or Dexterity for To-Hit and AC...Skills:Balance and Concentration are the main two to worry about.A little TumbleA little JumpUMD can be tough to fit in..(that leads to another reason to go Helf, the Clr Dilly is nice)Etc. Etc.NOTE: Move Silently, Hide, And all of that.. No.
    NOTE2:: If this post comes out screwy again, I'll have to fix it when i get home... Sorry for that if this is true...
    At Oz's bequest, I shall attempt to make sense of this mess:

    First, race: halfling is not a BAD race, but half-elf is the recommended monk race.

    Second, stats: Oz recommends 14/16/14/8/16/8 for a dex-based monk...personally, I would say 14/16/16/8/14/8, though...with a +2 con tome, this opens up grandmaster earth stance as well as grandmaster air stance (the two most powerful stances), as well as earth strike 4, which is awesome for damage.

    Third, feats: TWF, ITWF, GTWF, IC: Bludgeoning, Weapon Finesse, Stunning Fist, Toughness (x2), Power Attack, Dodge, and of course the dark path feat. If you find you really want some other feat (say, Improved Sunder because you've found you can get a good DC), the second toughness can be traded for it.

    Fourth, skills: Concentration is your life-blood skill...pick other skills as necessary - 1 rank in tumble just so you can tumble (or more if you can afford it), and usually max balance.

    Fifth, enhancements: I can't quite discern this mess, so Oz will fix it when he gets home.

    I hope this clarifies Oz's post, as his school computer ate it....while also adding my insights.

    Oh yeah, most importantly, enjoy being a monk! Even a monk with no AC is incredibly survivable with decent healing amp and cure pots....a helf monk with ac and heal scrolls is a force with which to be reckoned (my recommendation for a monk, at least in the short-term).
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  6. #6

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    OK, good start but needs some polish.

    1. A better stat distribution for you would be 14/16/15/10/14/8. You get more skill points, have more HP in the long run and come withing spitting distance of Master of Stone which is much more useful than Master of Sea (Your AC and saves are not going to matter at that point).

    2. 1/2 points in any skill are wasted. Don't do that.

    3. A UMD of 10 is next to useless. Getting your concentration the highest it can be is what you want. You'll hold more at-rest ki the higher your concentration. Going NS really optimizes your stealthy skills so put points in those. Remember, not every single living thing in a quest needs to be killed by you so sneaking around mobs is a very legitimate tactic. Put as much as you can in balance as on your butt you're not doing your job. If you intend to solo often put points in spot and jump.

    4. Don't take Luck enhancements. Not worth the AP. Use those points for concentration, balance and jump.

    5. Power Attack a level 2 is an inappropriate feat. The -5 to hit will be insurmountable at level. Take it at 12 (for Improved Sunder at 18) or 18. Go with Stunning Fist there unless you intend to take Cleave (for mass weapon effects) at level 6 instead of Weapon Finesse. By the by, the WF Feat is only going to do you any real good if your Dex is at least 6 points higher than your Str. Strength is much easier to raise than dex with items, so consider that.

    6. Void Strike - Either take the whole line or only one level for Void finishers. Void II does nothing for you.

    7. Forget about using Shuriken is any capacity other than kiting or box breaking. 10k Stars and the halfling thrown bonus are AP better spent elsewhere.

    8. Hero's Companion at level 10? It's nice you want to help out, but it's too little too late. If you want to party buff go Shintao.

    9. I don't see IC:Bludgeon anywhere. You really, really want that as the crit range on wraps is teh suck. Having Earth III would be good but IC is better. Sure, bosses are crit-challenging but the trash isn't.

    10. Tortoise IV is not worth 4 AP. Another 5 HP and 1 concentration at 19 is a spit in the ocean. At this point, I'd reset enhancements and go with Monkey all the way. You'll be able to pirouette over traps and +8 stacking elemental resist is sort of handy.

    So, that's my take but the way you have it currently will still do a competent job.

    Best of luck.

  7. #7
    Micki's Delirium
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    Thanks everyone for your inputs.

    I do not know the monk too well (been playing a drow light monk for a little while lvl 1-7) which just got the Shintao I enhancement. Ninja spy just seemed much cooler

    I'll take your advice into account and repost the build asap.

    Oh, btw. Should I just not put any points into UMD or is it good to have for wands (and if so, how much do I need)?

  8. #8

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    Quote Originally Posted by Micki View Post
    Oh, btw. Should I just not put any points into UMD or is it good to have for wands (and if so, how much do I need)?
    Well, this DDOWiki entry will tell you all you ever wanted to know about UMD, but generally anything short of a 20 provides limited benefit.

  9. #9
    Micki's Delirium
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    Alright. So, I'm thinking I'll go with half elf and Clr Dilly feat. Still need some help with feats, skills and enhancements. Improved and Greater TWF requires ability str 17. I was gonna put two level ups in wis, the rest in dex (as I read somewhere suggested). Skills in concentration, balance, jump and haggle (with the clr dilly I guess I'm good without UMD).

    Started going through the levels with the char planner, but was having troubles with the feats, since the ones I wanted wasn't available.

  10. #10
    Community Member jojoalva69's Avatar
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    Quote Originally Posted by Micki View Post
    I was gonna put two level ups in wis, the rest in dex (as I read somewhere suggested). Skills in concentration, balance, jump and haggle (with the clr dilly I guess I'm good without UMD).

    Started going through the levels with the char planner, but was having troubles with the feats, since the ones I wanted wasn't available.
    Don't put Level ups into Wisdom, only your to-hit stat(Dex/Str) Whichever...

    And don't worry about haggle... make a haggle bard if you're gonna do that.

    See First Post now I got it working.
    Last edited by jojoalva69; 01-17-2012 at 06:46 PM.

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  11. #11
    Community Member SensaiRyu's Avatar
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    Rearrange your enhancements to get Void IV.

    Feat: Improved Crit at lvl 12.

    10K stars? Ye I did that once... Eagle claw is a sundering move.
    Stay Hasted My Friend.

  12. #12
    Micki's Delirium
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    So, I've been tweaking and retweaking the enhancements in the planner (started over maybe 5 times), but I'm thinking it's not quite realistic. I wanted the void strikes, but to get them all I need str, dex, con and wis 16 and one of them 18. So I was trying to get Grandmaster earth and wind... but was unable to in the last tweak (why I didn't use all the AP's).

    I'm thinking the main thing is still ability points, feats and skills... enhancements can be redone as often as I like (and can afford). I might start off with the void strike and then change it for something else (haven't tried stunning fist or ninja spy yet, but of the lower level strikes I liked void best)

    Oh and I decided to ditch UMD and haggle and put all skills in concentration, balance and jump.. a little in tumble.
    Last edited by Micki; 01-18-2012 at 05:04 PM.

  13. #13
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by Micki View Post
    So, I've been tweaking and retweaking the enhancements in the planner (started over maybe 5 times), but I'm thinking it's not quite realistic. I wanted the void strikes, but to get them all I need str, dex, con and wis 16 and one of them 18. So I was trying to get Grandmaster earth and wind... but was unable to in the last tweak (why I didn't use all the AP's).

    I'm thinking the main thing is still ability points, feats and skills... enhancements can be redone as often as I like (and can afford). I might start off with the void strike and then change it for something else (haven't tried stunning fist or ninja spy yet, but of the lower level strikes I liked void best)

    Oh and I decided to ditch UMD and haggle and put all skills in concentration, balance and jump.. a little in tumble.
    Well, here's one hint: you didn't spend 2 build points. Should put them into con. To get grandmaster earth stance, you will have to use a +2 con tome, which is not an unreasonable cost.

    That should fix it.
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  14. #14

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    A 32 point dark monk with TOD, Void IV, full Dilly and a GM is tough to build. It can be done, but one must ask "why?". What are your goals? What are you gaining and losing to achieve those goals? Do you intend to solo mostly, PUG, have a guild or static group to assist? Self-sufficiency is usually a goal. Optimum DPS is usually a goal. But what do you want to do with this character?

    Towards that question I will present you with two builds. They are similar yet will meet very different goals. The first will be durable and able to solo quite well. The second will solo adequately but shine with a hireling, duo or group. These builds will not be considered "optimum" by the Min/Max crowd, but I can assure you they are both quite capable of soloing content at level on Hard difficulty through level 15 and on Normal through 20. Neither is going to roll in and nuke a quest but they can complete them if played smartly. Each uses a +2 Str tome at level 7 or later which are obtainable through TP or plat if you play wisely.

    Build One - The Divine Fist of Shadows
    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    The Divine Fist of Shadows
    Level 20 Lawful Neutral Half-Elf Female
    (20 Monk) 
    Hit Points: 356
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            15                    18
    Constitution         16                    18
    Intelligence         10                    10
    Wisdom               14                    18
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    30
    Bluff                -1                    -1
    Concentration         7                    42
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  2                     4
    Hide                  2                    10
    Intimidate           -1                    -1
    Jump                  6                    17
    Listen                2                     4
    Move Silently         2                    16
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  5                    18
    Swim                  2                     3
    Tumble                3                    18
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Human Versatility I
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom 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
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Enhancement: Human Versatility II
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 5 (Monk)
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Toughness
    Enhancement: Static Charge
    Enhancement: Monk Ninja Spy I
    
    
    Level 7 (Monk)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Way of the Patient Tortoise II
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Porous Soul
    Enhancement: Racial Toughness II
    
    
    Level 10 (Monk)
    Enhancement: Improved Cleric Dilettante II
    
    
    Level 11 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 12 (Monk)
    Ability Raise: CON
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Touch of Death
    
    
    Level 13 (Monk)
    Enhancement: Monk Ninja Spy II
    
    
    Level 14 (Monk)
    Enhancement: Master of Thunder
    Enhancement: Master of Stone
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Improved Cleric Dilettante III
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Enhancement: Human Versatility III
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    
    
    Level 17 (Monk)
    Enhancement: Monk Improved Recovery II
    
    
    Level 18 (Monk)
    Feat: (Selected) Power Attack
    Enhancement: Grandmaster of Storms
    
    
    Level 19 (Monk)
    Enhancement: Human Improved Recovery II
    
    
    Level 20 (Monk)
    Ability Raise: CON
    Enhancement: Monk Serenity
    Enhancement: Grandmaster of Mountains
    Build Two - The Fist Of Unexpected Darkness

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    The Fist Of Unexpected Darkness
    Level 20 Lawful Neutral Half-Elf Female
    (20 Monk) 
    Hit Points: 356
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            15                    18
    Constitution         16                    18
    Intelligence         10                    10
    Wisdom               14                    18
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    30
    Bluff                -1                    -1
    Concentration         7                    42
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  2                     4
    Hide                  2                    10
    Intimidate           -1                    -1
    Jump                  6                    17
    Listen                2                     4
    Move Silently         2                    16
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  5                    18
    Swim                  2                     3
    Tumble                3                    18
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Human Versatility I
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom 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
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 5 (Monk)
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Static Charge
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Toughness
    Enhancement: Monk Ninja Spy I
    
    
    Level 7 (Monk)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Way of the Patient Tortoise II
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Porous Soul
    Enhancement: Racial Toughness II
    
    
    Level 10 (Monk)
    Enhancement: Human Improved Recovery II
    
    
    Level 11 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 12 (Monk)
    Ability Raise: CON
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Touch of Death
    
    
    Level 13 (Monk)
    Enhancement: Monk Ninja Spy II
    
    
    Level 14 (Monk)
    Enhancement: Master of Thunder
    Enhancement: Master of Stone
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Improved Rogue Dilettante II
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Enhancement: Human Versatility II
    
    
    Level 17 (Monk)
    Enhancement: Monk Improved Recovery II
    
    
    Level 18 (Monk)
    Feat: (Selected) Power Attack
    Enhancement: Grandmaster of Storms
    
    
    Level 19 (Monk)
    Enhancement: Human Versatility III
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    
    
    Level 20 (Monk)
    Ability Raise: CON
    Enhancement: Monk Serenity
    Enhancement: Grandmaster of Mountains
    I do not wish to present the idea that either of these builds are what you should do. Rather, they are examples of what you could do if either meet your goals. You must decide how to proceed.

    Best of luck and happy hunting!

  15. #15
    Micki's Delirium
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    Quote Originally Posted by WruntJunior View Post
    Well, here's one hint: you didn't spend 2 build points. Should put them into con. To get grandmaster earth stance, you will have to use a +2 con tome, which is not an unreasonable cost.

    That should fix it.
    you're right. Ty. I'm a bit tired and have been staring at this for too long.

  16. #16
    Micki's Delirium
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    Quote Originally Posted by sebastianosmith View Post
    A 32 point dark monk with TOD, Void IV, full Dilly and a GM is tough to build. It can be done, but one must ask "why?". What are your goals? What are you gaining and losing to achieve those goals? Do you intend to solo mostly, PUG, have a guild or static group to assist? Self-sufficiency is usually a goal. Optimum DPS is usually a goal. But what do you want to do with this character?

    Towards that question I will present you with two builds. They are similar yet will meet very different goals. The first will be durable and able to solo quite well. The second will solo adequately but shine with a hireling, duo or group. These builds will not be considered "optimum" by the Min/Max crowd, but I can assure you they are both quite capable of soloing content at level on Hard difficulty through level 15 and on Normal through 20. Neither is going to roll in and nuke a quest but they can complete them if played smartly. Each uses a +2 Str tome at level 7 or later which are obtainable through TP or plat if you play wisely.

    [...]

    I do not wish to present the idea that either of these builds are what you should do. Rather, they are examples of what you could do if either meet your goals. You must decide how to proceed.

    Best of luck and happy hunting!
    Thank you for this. No, I was going for cleric dilly for wand and stroll skills for independent healing (and buffs) mostly. I do want a sneak attack monk, that doesn't go for the big boss, but all his lackies, while the tank in the group focuses on just the big guy Like I read that a monk is good at. Taking out the garbage.

    Like I said, I have only tried a light monk for a little while and I prefer to team up (but do solo sometimes). I want a tough, fast and sneaky monk - that takes out opponents fast. I don't need all of those (TOD's what?), was going for VOID IV - but it requires all four masters.

    I want to play a monk because I really like the monk's fighting style. (I'm a noob -haven't tried most of the classes yet, but the one I really wanna try right now is the ninja spy dark monk)

  17. #17
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by sebastianosmith View Post
    A 32 point dark monk with TOD, Void IV, full Dilly and a GM is tough to build. It can be done, but one must ask "why?". What are your goals? What are you gaining and losing to achieve those goals? Do you intend to solo mostly, PUG, have a guild or static group to assist? Self-sufficiency is usually a goal. Optimum DPS is usually a goal. But what do you want to do with this character?

    Towards that question I will present you with two builds. They are similar yet will meet very different goals. The first will be durable and able to solo quite well. The second will solo adequately but shine with a hireling, duo or group. These builds will not be considered "optimum" by the Min/Max crowd, but I can assure you they are both quite capable of soloing content at level on Hard difficulty through level 15 and on Normal through 20. Neither is going to roll in and nuke a quest but they can complete them if played smartly. Each uses a +2 Str tome at level 7 or later which are obtainable through TP or plat if you play wisely.

    Build One - The Divine Fist of Shadows
    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    The Divine Fist of Shadows
    Level 20 Lawful Neutral Half-Elf Female
    (20 Monk) 
    Hit Points: 356
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            15                    18
    Constitution         16                    18
    Intelligence         10                    10
    Wisdom               14                    18
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    30
    Bluff                -1                    -1
    Concentration         7                    42
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  2                     4
    Hide                  2                    10
    Intimidate           -1                    -1
    Jump                  6                    17
    Listen                2                     4
    Move Silently         2                    16
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  5                    18
    Swim                  2                     3
    Tumble                3                    18
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Human Versatility I
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom 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
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Enhancement: Human Versatility II
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 5 (Monk)
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Toughness
    Enhancement: Static Charge
    Enhancement: Monk Ninja Spy I
    
    
    Level 7 (Monk)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Way of the Patient Tortoise II
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Porous Soul
    Enhancement: Racial Toughness II
    
    
    Level 10 (Monk)
    Enhancement: Improved Cleric Dilettante II
    
    
    Level 11 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 12 (Monk)
    Ability Raise: CON
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Touch of Death
    
    
    Level 13 (Monk)
    Enhancement: Monk Ninja Spy II
    
    
    Level 14 (Monk)
    Enhancement: Master of Thunder
    Enhancement: Master of Stone
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Improved Cleric Dilettante III
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Enhancement: Human Versatility III
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    
    
    Level 17 (Monk)
    Enhancement: Monk Improved Recovery II
    
    
    Level 18 (Monk)
    Feat: (Selected) Power Attack
    Enhancement: Grandmaster of Storms
    
    
    Level 19 (Monk)
    Enhancement: Human Improved Recovery II
    
    
    Level 20 (Monk)
    Ability Raise: CON
    Enhancement: Monk Serenity
    Enhancement: Grandmaster of Mountains
    Build Two - The Fist Of Unexpected Darkness

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    The Fist Of Unexpected Darkness
    Level 20 Lawful Neutral Half-Elf Female
    (20 Monk) 
    Hit Points: 356
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            15                    18
    Constitution         16                    18
    Intelligence         10                    10
    Wisdom               14                    18
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    30
    Bluff                -1                    -1
    Concentration         7                    42
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  2                     4
    Hide                  2                    10
    Intimidate           -1                    -1
    Jump                  6                    17
    Listen                2                     4
    Move Silently         2                    16
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  5                    18
    Swim                  2                     3
    Tumble                3                    18
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Human Versatility I
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom 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
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 5 (Monk)
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Static Charge
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Toughness
    Enhancement: Monk Ninja Spy I
    
    
    Level 7 (Monk)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Way of the Patient Tortoise II
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Porous Soul
    Enhancement: Racial Toughness II
    
    
    Level 10 (Monk)
    Enhancement: Human Improved Recovery II
    
    
    Level 11 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 12 (Monk)
    Ability Raise: CON
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Touch of Death
    
    
    Level 13 (Monk)
    Enhancement: Monk Ninja Spy II
    
    
    Level 14 (Monk)
    Enhancement: Master of Thunder
    Enhancement: Master of Stone
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Improved Rogue Dilettante II
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Enhancement: Human Versatility II
    
    
    Level 17 (Monk)
    Enhancement: Monk Improved Recovery II
    
    
    Level 18 (Monk)
    Feat: (Selected) Power Attack
    Enhancement: Grandmaster of Storms
    
    
    Level 19 (Monk)
    Enhancement: Human Versatility III
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    
    
    Level 20 (Monk)
    Ability Raise: CON
    Enhancement: Monk Serenity
    Enhancement: Grandmaster of Mountains
    I do not wish to present the idea that either of these builds are what you should do. Rather, they are examples of what you could do if either meet your goals. You must decide how to proceed.

    Best of luck and happy hunting!
    Only question I have: Why are you bumping int? It looks like you're putting skill points into tumble, which is totally unnecessary on a monk...you'd be better served by taking another point of dex.

    To the OP: I would highly not recommend bumping sneak skills on a monk...you have no abilities that require sneaking, and any situation where you need to be unseen is easily done with the ninja spy 1 ability shadow fade. In addition, void 4 is a tough fit, but a lovely ability. If you can do it, good - if not, live without it.

    Set up as such, a monk is incredible at killing trash. Beyond killing trash, though, monks serve their most important goal well: monks are really good boss dps, and really good general dps in all honesty.

    One thing, though: if you don't have the resources set aside to account for DR breakers already, either consider going light monk in the short term or else farming out the handwraps from necro 2 to break dr.
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  18. #18
    Micki's Delirium
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    Quote Originally Posted by WruntJunior View Post
    Only question I have: Why are you bumping int? It looks like you're putting skill points into tumble, which is totally unnecessary on a monk...you'd be better served by taking another point of dex.

    To the OP: I would highly not recommend bumping sneak skills on a monk...you have no abilities that require sneaking, and any situation where you need to be unseen is easily done with the ninja spy 1 ability shadow fade. In addition, void 4 is a tough fit, but a lovely ability. If you can do it, good - if not, live without it.

    Set up as such, a monk is incredible at killing trash. Beyond killing trash, though, monks serve their most important goal well: monks are really good boss dps, and really good general dps in all honesty.

    One thing, though: if you don't have the resources set aside to account for DR breakers already, either consider going light monk in the short term or else farming out the handwraps from necro 2 to break dr.
    If I were to go for void IV, would it be a bad idea to start with 15,15,15,8,15,8? Or is it better to just focus on getting GM earth and air starting with 14,16,16,8,14,8?

    I have not set aside that much stuff for this monk yet, but my lvl 12 cleric is working on on it. I have e.g. an outfit of heavy fortification in the bank. I am also keeping my lvl 7 shintao monk... at least until I decide which I like more (instead of changing current build that I've played lvl's 1-7 I wish to create a separate dark monk build at lvl 4 - to see which I like better... or maybe play both?)

  19. #19
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by Micki View Post
    If I were to go for void IV, would it be a bad idea to start with 15,15,15,8,15,8? Or is it better to just focus on getting GM earth and air starting with 14,16,16,8,14,8?

    I have not set aside that much stuff for this monk yet, but my lvl 12 cleric is working on on it. I have e.g. an outfit of heavy fortification in the bank. I am also keeping my lvl 7 shintao monk... at least until I decide which I like more (instead of changing current build that I've played lvl's 1-7 I wish to create a separate dark monk build at lvl 4 - to see which I like better... or maybe play both?)
    I would recommend not planning on void 4 in the short term, and instead planning on it for the long term....starting with the 14/16/16/8/14/8 spread, you can get the +2 tomes for str, wis, and con fairly easily just by doing a decent bit of vale questing...if nothing else, you can sell things like Chipmunk Funks and use them to buy tomes.

    Void 4 is not a good enough ability to screw up your starting stats for (requiring a +3 or +4 con tome for earth 4 is not a good plan, for example)....however, it is good enough to use a couple +2 tomes on when you get them.
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  20. #20

    Default

    Quote Originally Posted by WruntJunior View Post
    Only question I have: Why are you bumping int? It looks like you're putting skill points into tumble, which is totally unnecessary on a monk...you'd be better served by taking another point of dex.

    ...

    I would highly not recommend bumping sneak skills on a monk...you have no abilities that require sneaking, and any situation where you need to be unseen is easily done with the ninja spy 1 ability shadow fade.
    More Int means extra skill points and that's my only reasoning. I like to design base builds that can easily solo and be mostly self-sufficient. I don't disagree with your assertion about tumble, but doing back flips looks cool.

    As far a sneaking abilities are concerned, even ninjas need to move silently when using shadow fade. If a mob can hear you, they will find you. Once again it's a matter of personal choice and play style. I like my ninjas to be on the sneaky side.

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