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  1. #21
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by sebastianosmith View Post
    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.
    Invisibility + running = enemies won't know where you are while you're breezing past them at monk speed.

    For fighting, sneaking offers you nothing either way on a monk.
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  2. #22
    Micki's Delirium
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    Quote Originally Posted by WruntJunior View Post
    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.
    Alright.

    One question. I noticed sebastianosmith did not pick weapons finesse as a feat, while I kept picking it in the planner. So what do you guys think, is it a valuable feat?

  3. #23
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by Micki View Post
    Alright.

    One question. I noticed sebastianosmith did not pick weapons finesse as a feat, while I kept picking it in the planner. So what do you guys think, is it a valuable feat?
    If you are dex based, and you can reasonably assume your dex will be ~4 points higher than your str, weapon finesse is worth taking - in other words, take it.
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  4. #24
    Micki's Delirium
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    I have a question. So I made this monk starting at lvl 4 and she is now lvl 5. But, I noticed that I wasn't doing almost any damage to zombies, had to grab a kama to get them down (catacombs 1 elite). The zombies are immune to the dark feat, and my other better strikes. My elemental strikes + human versatility damage still didn't do much... surrounded by zombies, it took me forever to drop them, until I tried the kama.

    So, my question is, how to damage zombies in unarmed fighting? My str based light monk had no problems with any undead in catacombs (only problem she had was getting hit too much when surrounded by too many foes).
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  5. #25
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by Micki View Post
    I have a question. So I made this monk starting at lvl 4 and she is now lvl 5. But, I noticed that I wasn't doing almost any damage to zombies, had to grab a kama to get them down (catacombs 1 elite). The zombies are immune to the dark feat, and my other better strikes. My elemental strikes + human versatility damage still didn't do much... surrounded by zombies, it took me forever to drop them, until I tried the kama.

    So, my question is, how to damage zombies in unarmed fighting? My str based light monk had no problems with any undead in catacombs (only problem she had was getting hit too much when surrounded by too many foes).
    For zombies, get some holy handwraps or the like - they'll mow down undead at low levels. At cap, nice wraps make extremely short work of zombies (I use epic wraps of light, but as those are seasonal, aim for holy of disruption). Incidentally, I'm TRing my monk now...and am finding that even when doing relatively low damage for my first number (against the zombie in Delera's part 2 on elite, for example, I was doing damage ~10 or lower, iirc), and my holy wraps of lesser vampirism (no +, just cannith-crafted wraps of almost-never-dying...and strangely, they work on undead, which is nice) tore through it in no time.

    Another option is to grab a couple holy kamas for low levels, but I really like just using handwraps.
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  6. #26
    Micki's Delirium
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    Quote Originally Posted by WruntJunior View Post
    For zombies, get some holy handwraps or the like - they'll mow down undead at low levels. At cap, nice wraps make extremely short work of zombies (I use epic wraps of light, but as those are seasonal, aim for holy of disruption). Incidentally, I'm TRing my monk now...and am finding that even when doing relatively low damage for my first number (against the zombie in Delera's part 2 on elite, for example, I was doing damage ~10 or lower, iirc), and my holy wraps of lesser vampirism (no +, just cannith-crafted wraps of almost-never-dying...and strangely, they work on undead, which is nice) tore through it in no time.

    Another option is to grab a couple holy kamas for low levels, but I really like just using handwraps.
    Holy. Gotcha. My cleric's crafting level is almost 30... she could make some shards for Maidae.
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  7. #27
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by Micki View Post
    Holy. Gotcha. My cleric's crafting level is almost 30... she could make some shards for Maidae.
    Lootgen holy wraps will work fine, too...and you should be able to get them cheap.
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  8. #28
    Micki's Delirium
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    Quote Originally Posted by WruntJunior View Post
    Lootgen holy wraps will work fine, too...and you should be able to get them cheap.
    Alright. Will check if I can find some.
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  9. #29
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by Micki View Post
    Alright. Will check if I can find some.
    Apparently Risia ice games will be back soon...so try and find some shock/pure good or shocking burst/pure good or equally useful wraps...then put frost or icy burst on them (I prefer frost...it's cheaper, and really just as good for handwraps). My standard leveling wraps for my monk are +3 acid of bleeding (frosted), +1 force of bleeding (not frosted yet), +1 shock of pure good (frosted), +1 shocking burst of pure good (frosted), and +1 ghost touch handwraps of pure good....and recently cannith-crafted holy handwraps of lesser vampirism. If you can get any one of the frosted pairs, you'll find that you double or more your damage most likely at low levels - which makes them insanely awesome.

    In the short term, +1 holy handwraps can be made cheaply through cannith crafting or found relatively cheap on the AH/looted without too much trouble...and they are really nice for low levels. If you're lucky enough to get loot-gen +1 holy of pure good or +1 holy of bleeding handwraps....you'll mow through everything easily, especially if you frost them.
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  10. #30
    Micki's Delirium
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    Quote Originally Posted by WruntJunior View Post
    Apparently Risia ice games will be back soon...so try and find some shock/pure good or shocking burst/pure good or equally useful wraps...then put frost or icy burst on them (I prefer frost...it's cheaper, and really just as good for handwraps). My standard leveling wraps for my monk are +3 acid of bleeding (frosted), +1 force of bleeding (not frosted yet), +1 shock of pure good (frosted), +1 shocking burst of pure good (frosted), and +1 ghost touch handwraps of pure good....and recently cannith-crafted holy handwraps of lesser vampirism. If you can get any one of the frosted pairs, you'll find that you double or more your damage most likely at low levels - which makes them insanely awesome.

    In the short term, +1 holy handwraps can be made cheaply through cannith crafting or found relatively cheap on the AH/looted without too much trouble...and they are really nice for low levels. If you're lucky enough to get loot-gen +1 holy of pure good or +1 holy of bleeding handwraps....you'll mow through everything easily, especially if you frost them.
    Cool. thanks for the advice. Question, though. Frosting? How do you frost non-crafted items?
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  11. #31
    Community Member smithj_2020's Avatar
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    Quote Originally Posted by jojoalva69 View Post
    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.
    Really you think so...I disagree with that, wisdom is your AC bonus for a monk if im not mistaken, and its would grant more effeicency to stun, debuff mobs, creatures....so I think put your level ups into wisdom...

    I am currenly TR'n my monk into the half-elf dilly cleric....and I am basically following the old rockan robin build..

    http://forums.ddo.com/showthread.php?t=210181

    My first monk currently has a 40 dex and 40 wis standing without ship buffs...I have around 489 hps i believe, mind you that is in Wind stance...My stuns almost never fail...

    not saying its wrong, but i recommend levels in wisdom
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  12. #32
    Community Member smithj_2020's Avatar
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    BTW here is my TR build in case you are wondering..

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (20 Monk) 
    Hit Points: 312
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 19
    Reflex: 16
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    19
    Constitution         15                    18
    Intelligence          8                    10
    Wisdom               16                    25
    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
    +3 Tome of Constitution used at level 13
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    30
    Bluff                -1                     0
    Concentration         6                    31
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  3                     7
    Hide                  3                     8
    Intimidate           -1                     0
    Jump                  3                    18
    Listen                3                     7
    Move Silently         3                     8
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  5                    27
    Swim                  2                     3
    Tumble                4                     9
    Use Magic Device     n/a                    n/a
    
    {\b {\ul Notable Equipment }} \par Health Belt \par  \par Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Past Life) Past Life: Monk
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 3 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Weapon Finesse
    
    
    Level 7 (Monk)
    
    
    Level 8 (Monk)
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Dodge
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Elven Dexterity I
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Human Improved Recovery I
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Void Strike III
    Enhancement: Void Strike IV
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Adept of Flame
    Enhancement: Master of Bonfires
    Enhancement: Adept of Rain
    Enhancement: Master of the Sea
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  13. #33
    Micki's Delirium
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    Emm.. dodge is a requirement for ninja spy 1? And you're not taking it until lvl 18?
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  14. #34
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by Micki View Post
    Cool. thanks for the advice. Question, though. Frosting? How do you frost non-crafted items?
    Risia ice games allows you to frost non-crafted, non-named weapons (and only those weapons).

    Also, not taking dodge until 18 = really bad idea...shadow fade is amazing for leveling.
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  15. #35
    Community Member smithj_2020's Avatar
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    Quote Originally Posted by Micki View Post
    Emm.. dodge is a requirement for ninja spy 1? And you're not taking it until lvl 18?
    no ill take it earlier, that was just a rough run through of the build as you can tell i took no enhancements until 20
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  16. #36
    Community Member smithj_2020's Avatar
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    OK before anyone else posts it was just a rough draft of my TR...

    dodge will be taken either at lv 1 or 6
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  17. #37
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    Really you think so...I disagree with that, wisdom is your AC bonus for a monk if im not mistaken, and its would grant more effeicency to stun, debuff mobs, creatures....so I think put your level ups into wisdom...
    AC is really meaningless in end game material and the uber-stun DC doesn't mean jack if you can't land it.

    Been there....done that. That advice was sound...level ups go into your "to hit" stat.

  18. #38
    Micki's Delirium
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    Quote Originally Posted by WruntJunior View Post
    Risia ice games allows you to frost non-crafted, non-named weapons (and only those weapons).
    Ahaa.. Did not know that.
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  19. #39
    Micki's Delirium
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    Quote Originally Posted by edgarallanpoe View Post
    AC is really meaningless in end game material and the uber-stun DC doesn't mean jack if you can't land it.

    Been there....done that. That advice was sound...level ups go into your "to hit" stat.
    Ok ok.

    I'm gonna try for Void 4... or at least GM earth and wind - which require con and dex 18. For void 4 I would need master of all 4 elements and str, dex, con and wis 16 + one 18 for GM.

    So, I think my level ups will go into dex - as she is a dex based monk.
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  20. #40
    Community Member smithj_2020's Avatar
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    Quote Originally Posted by edgarallanpoe View Post
    AC is really meaningless in end game material and the uber-stun DC doesn't mean jack if you can't land it.

    Been there....done that. That advice was sound...level ups go into your "to hit" stat.
    AC doesnt mean jack not entirely true; can get good enough AC to tank, ToD, VoD, Hound etc

    With a wind stance monk with just a +2 tome my dark is standing at 40 dex before ship buffs....I rarely miss and my stun works on everything from epics, to elite shroud, elite MA, elite ToD....

    thats what your half-elf dex enhance is for

    Not to mention monks are amazing at soloing quests, so the stun is a very useful tool when you just wanna go, also helpful towards quivering palm...

    Just disagree level ups should go to wis i think, But GL man..
    Last edited by smithj_2020; 02-03-2012 at 10:22 AM.
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

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