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  1. #1
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    Default Monkcheri Amour (2A-6M-12F) - Please critique this take on the monkster build

    With love and honor for the emerging monkcher tradition, I'm hooking you up with your new beau: Monkcheri Amour

    By bringing together the advantages of a monkcher and monkster build, you get manyshot, 10k stars -- and the kensei II power boost.

    This monkcher/monkster hybrid also has a small splash of artificer which fulfills the mental toughness/casting requirement of AA, gives you access to repeaters from the get-go along with conjured bolts that fully leverage your ranged combat feats (which is especially nice if you are TRing and in the early levels before the longbow does more damage), gives you access to fire arrows or bolts via wand from level 5 and beyond, and gives a little 5 min +1 buff to attack and damage that you can apply to any weapon. You also get a little doggie that you can have follow you around town or use and abuse as a sacrifical lamb Other standard features of the build are evasion, disease immunity, fast movement, decent AC, decent HP, and still mind. [EDIT: someone with a 36 point version might even squeeze trap skills out of this build.]

    As a focused monkcher build, Monkcheri has an overall synergy between handwraps, 10k stars, and Kensei I/II that goes beyond merely the slight damage and great power boost of Kensei I/II. It concerns the +2 to ki you get per crit while building up ki for 10k stars (or whatever). This may shorten the time required for engaging in melee while you build up ki for 10k stars and thereby boost overall dps. It provides a slight argument for taking improved critical: bludgeoning. The 2 extra action boosts also have bearing on everything dps related.

    This build is focused on ranged combat via arcane archery with reasonable melee.

    Please let me know of any relevant threads or offer your comments.
    (edit: see also http://forums.ddo.com/showthread.php?t=360812)

    Any input will be greatly appreciated.


    UPDATED BUILD:

    *Level progression changed considerably. I took much of the new level progression for Monkcheri Amour over from Uzy VII (see signature). Since I have had first hand experience with that progression, I can vouch for its viability; it has nice perks, with several nice feats up front, and many features coming together at level 9 (manyshot, bow str, force arrows, Kensei I, etc.), then again at level 13 (acid arrows, zen archery, 10k stars, tier II monk stances [esp. mountain], default ki of at least 20 [if you maxed out concentration as suggested], so that 10k stars is often available when you first spot enemies from afar, etc.) Of course, it all comes together at level 20, when you also get slaying fire arrows and the Kensei II power boost.
    *Power attack dropped per wax_on's suggestion that you only spend a fraction of your time engaged in melee, and you want punches to connect so that you can more assuredly and quickly build ki.
    *Quick draw taken over stunning fist because it applies across all weapons and boosts and is a sure thing, while stunning fist is not a sure thing and only applies to melee; and similar effects to stunning fist can be achieved by other means, such as stunning and paralyzing weapons, stonedust handwraps, etc.
    *Though I have wavered on taking 7 levels of monk rather than a second level of arty, I have decided to do so per maddmatt70's observation that this build has few skill points; achieving high UMD will come at too great of a cost, especially if it competes with concentration and spot. Unfortunately, after deciding to do this, I was unable to squeeze in Monk Improved Recovery II into the enhancements. At the end of the day, the enhancements I've selected still give +30% to heals regardless of which class split one selects, and going 2 arty or 7 monk doesn't make a whole lot of difference. I stuck with monk because you can get Monk Improved Recovery II if you really want it; it will just have to come at a cost; and wholeness of body should still be useful, in any case. [edit: there is a significant drop in sp due to the loss of the second arty level, from 300 to 170, but sp were never a problem on Uzy VII, which has only 1 arty level up until level 16.]
    *Enhancements changed partly due to wax_on's suggestions, though I chose to retain toughness enhancements rather than max out the Fighter Haste and Human Versatility boosts, and I've also retained Rogue Dexterity I. Again, these enhancements can be adjusted to your liking.
    *I retained Improved Critical: Bludgeoning, not merely because of Thaarak Wraps, etc., but because of the +2 to ki you get per crit due to Kensei I/II. This should slightly decrease the time necessary to engage in melee to build up ki for 10k stars. Some may choose to drop Improved Critical: Bludgeoning for Stunning Fist; that is another option.
    *Thanks to everyone for your input.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Monkcheri Amour (1A-7M-12F)
    Level 20 Lawful Neutral Half-Elf Male
    (12 Fighter \ 7 Monk \ 1 Artificer) 
    Hit Points: 334
    Spell Points: 170 
    BAB: 17\17\22\27\27
    Fortitude: 16
    Reflex: 14
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    19
    Dexterity            16                    20
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               16                    24
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +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
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    Spell (1): Conjure Bolts
    Spell (1): Enchant Weapons
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    
    
    Level 3 (Monk)
    Feat: (Selected) Rapid Shot
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Quick Draw
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 6 (Fighter)
    Feat: (Selected) Precise Shot
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 8 (Fighter)
    Ability Raise: WIS
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Bow Strength
    Feat: (Selected) Manyshot
    
    
    Level 10 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 13 (Monk)
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 14 (Monk)
    Feat: (Automatic) Wholeness of Body
    
    
    Level 15 (Fighter)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 16 (Fighter)
    Ability Raise: WIS
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    Feat: (Selected) Improved Precise Shot
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: WIS
    Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Artificer Damage Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Ten Thousand Stars
    Enhancement: Monk Improved Recovery I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Artificer Energy of Creation I
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Gameplay can vary according to your style, however my experience suggests optimal results during levels 1-12 involve (i) using longbow only when manyshot is available, (ii) using the heavy repeater for normal ranged combat, and (iii) switching to melee when enemies are near or to provide blunt or slash damage. At level 13 and beyond, gameplay should then focus on the longbow using manyshot and 10k stars in mountain stance, switching to melee if necessary to build ki for 10k stars, and perhaps to provide blunt or slash damage, etc.

    You have the option of using the following leveling strategy:
    1. Because Monkcheri Amour does not need wis to be high until he gets zen archery/10k stars at level 13, his intitial stats could be 16str, 16dex, 14con, 8int, 14wis, 8cha (if you like using the repeater and having slightly higher AC and will saves); 17, 16, 14, 8, 11, 8 (if you like a balanced build); or maybe even 18, 16, 14, 8, 8, 8 (if you like brutal buck-naked melee and/or use of the longbow). Optimize the spot skill, then put remaining points into balance, etc. At level 4, put ability point into dex; at level 8 and 12, put ability point into str. Take enhancements like Kensei I in your preferred weapon.
    2. Then at level 13, when you get zen archery/10k stars, you can lesser reincarnate to the initial stats and build above, taking Kensei I in the longbow, etc. Max concentration, then put remaining points into balance, spot, etc.
    3. You could even intitially put more points into int for trap skills until you lesser reincarnate at level 13; I strongly recommend though that you give up trapping when you lesser reincarnate at level 13, and try to put more points into spot (as one thickly accented Aussie put it, "you can't kill **** if you can't see it," which is particularly true of ranged combat).

    The way you get the ability to conjure bolts for the crossbow early in the game is to take a +1 intelligence tome at level 3, then find a +2 int item like the goggles from WW or puzzle cap from STK; in the meantime hopefully you will have access to a ship w/ a lesser intelligence shrine, as that will also fill in the gap. Alternatively, as Monkcheri Amour's initial stats are flexible until you lesser recincarnate at level 13, you could start out by putting a couple of points into int; raise initial int to 12, for example, if you want to conjure bolts and have trap skills; raise it to 10, for example, and you will only be required to puchase a +1 int item (easily found from the brokers in the marketplace); just be sure to drop initial int back to 8 when you lesser reincarnate at level 13, give up the trap skills, max concentration, etc.

    Further notes on gameplay:
    *Since Monkcheri Amour has quick draw, swapping between weapons is nearly instantaneous, and
    **as long as you have conjured bolts or arrows, gameplay will automatically load the corresponding ammo of either xbow or longbow** meaning
    ***there is really no need to fiddle with opening inventory, opening, unloading/loading quivers, etc.*** and
    ****switching weapons is a breeze***
    *Because **Monkcheri can conjure bolts and arrows, or use a fire arrow wand/spell to bring about fire bolts and arrows, **
    ***managing ammo is a breeze***
    *conjured bolts are finite, and if you bring about fire bolts via wand/spell, they will automatically load when you fully exhaust your conjured bolts* which means that
    *you should simply not conjure bolts when you expect good procs from fire bolts (you enter the troll lair), then bring about several fire bolts via wand/spell, and gameplay will automatically load the fire bolts--this can all be done without ever opening up inventory.*
    *conjure bolts while in public spaces to regenerate your sp; the bolts will carry over when you enter into a quest.
    *conjured arrows are infinite and can be imbued with force, acid, fire, fear, and slaying, so there is rarely need to use fire arrows (though, where optimal, there's nothing preventing you from using them).*
    *fire arrows will automatically load/reload when arcane arrows are removed from your inventory.*
    *you're basically an Uzy VII build until level 16, sukka! (see my signature). Here's a suggested gift for all ye Uzy nay-sayers: http://www.shopwiki.com/l/Supa-Sukka-Foam-Crossbow-Set



    ///original build///

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Monkcheri (2A-6M-12F)
    Level 20 Lawful Neutral Half-Elf Male
    (12 Fighter \ 6 Monk \ 2 Artificer) 
    Hit Points: 312
    Spell Points: 300 
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 15
    Will: 18
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   17
    Dexterity            16                 19                   22
    Constitution         14                 14                   14
    Intelligence          8                  8                    8
    Wisdom               16                 20                   22
    Charisma              8                  8                    8
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    
    
    Level 3 (Monk)
    Feat: (Selected) Rapid Shot
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Fighter)
    Ability Raise: DEX
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 6 (Monk)
    Feat: (Selected) Bow Strength
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 7 (Monk)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 8 (Monk)
    Ability Raise: WIS
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Manyshot
    
    
    Level 12 (Fighter)
    Ability Raise: WIS
    Feat: (Selected) Weapon Specialization: Ranged Weapons
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Ranged Weapons
    
    
    Level 14 (Fighter)
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Precise Shot
    
    
    Level 16 (Fighter)
    Ability Raise: WIS
    
    
    Level 17 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    
    
    Level 18 (Fighter)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 19 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons
    
    
    Level 20 (Artificer)
    Ability Raise: WIS
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Rune Arm Use
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Artificer Damage Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Kensei Longbow Mastery II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Ten Thousand Stars
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Artificer Energy of Creation I
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Last edited by savingsoul; 04-25-2012 at 06:38 AM.

  2. #2
    Community Member
    Join Date
    Jun 2010
    Posts
    17

    Default

    I recently planned out this build as well, but I figured that 12/7/1 Fighter/Monk/Arty would be a better split because
    at 7 monk you get wholeness of body, monk improved recovery and void strike 2, which I feel would be more beneficial than another arty level.

    Just trying to figure out what feats to get (not in order), I'm planning on having this as my final build, so yes hopefully I will have +4 tomes.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (12 Fighter \ 7 Monk \ 1 Artificer) 
    Hit Points: 362
    Spell Points: 240 
    BAB: 17\17\22\27\27
    Fortitude: 18
    Reflex: 13
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             16                    27
    Dexterity            15                    19
    Constitution         15                    20
    Intelligence          8                    12
    Wisdom               16                    21
    Charisma              8                    12
    
    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
    +4 Tome of Strength used at level 17
    +4 Tome of Dexterity used at level 17
    +4 Tome of Constitution used at level 17
    +4 Tome of Intelligence used at level 17
    +4 Tome of Wisdom used at level 17
    +4 Tome of Charisma used at level 17
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                     4
    Bluff                -1                     2
    Concentration         2                     6
    Diplomacy            -1                     2
    Disable Device       n/a                    n/a
    Haggle               -1                     1
    Heal                  3                     5
    Hide                  2                     4
    Intimidate           -1                     2
    Jump                  3                     8
    Listen                3                     5
    Move Silently         2                     4
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     1
    Search               -1                     1
    Spot                  3                     5
    Swim                  3                     8
    Tumble                n/a                   n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Sorcerer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Rogue
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Point Blank Shot
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Rapid Shot
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 6 (Fighter)
    Feat: (Selected) Weapon Specialization: Ranged Weapons
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Precise Shot
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Manyshot
    
    
    Level 12 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 15 (Monk)
    Feat: (Selected) Bow Strength
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 19 (Monk)
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Extra Action Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Kensei Longbow Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Longbow Specialization I
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Monk Improved Recovery I
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Fighter Toughness I
    Last edited by ObamaLlama; 02-02-2012 at 07:47 PM.

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    I would
    (1) drop GWF: Ranged for something else like Improved Critical: Ranged;
    (2) take zen archery and monk levels earlier in the progression to get 10k stars asap;
    (3) not sure what will pay off more overall, stunning fist or Improved Critical: Bludgeoning -- anyone have input on that?
    [edit: (4) put level ups into wis rather than str to maximize benefits from 10k stars.]

    (I see you thought about taking sorc -- proly for the higher sp?)

    I think you are right about taking 7 levels of monk, and it just so happens that when I earlier asked about this build on the Uzy VII thread, I used the split you have. It's really easy to change my OP build by taking that monk level at 20 instead of arty.

    Good luck on the +4 tomes

    Someone mentioned that each mod you have of wis gives +3% dps with 10k stars. Is that because of raising attack or because of raising ovrall ki due to higher wis?
    Last edited by savingsoul; 02-16-2012 at 10:04 PM.

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    No, my char gen wouldn't let me use Arty to qualify for AA, so I had to sub in with sorc

    Also the feat progression isn't in order, I was just trying to fit everything in.

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    Community Member FengXian's Avatar
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    Quote Originally Posted by savingsoul View Post
    Someone mentioned that each mod you have of wis gives +3% dps with 10k stars. Is that because of raising attack or because of raising ovrall ki due to higher wis?
    It's because the higher you wis the higher the chance of additional arrows to proc in 10k stars. The 3% dps increase is not confirmed I think, but raising wisdom does definitely increase your dps. The whole point being if it's more useful to put level ups in wis or in str.
    Cannith - Juzam, Fighter 8 Ranger 6 Monk 6 AA/ Orocarn, Wraith 12 Stalwart Defender 6 Rogue 2 / Taigongwanng, Sorc TRing - Alleanza degli Uomini Liberi/Guardiani di Eberron

  6. #6
    Community Member wax_on_wax_off's Avatar
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    Cool build, I like it. I'd stick with 2 artificer levels as you get Wand and Scroll Mastery I which is a really cool ability.

    2 feats that I don't see that I'd be interested in: Quickdraw and Stunning Fist. With level ups going into wisdom it will be quite simple to hit 50+ on your stunning fist DC which is a nice option to disable an enemy that you aggro rather than having to kite it or let it beat on you. Quickdraw (according to DDOwiki) removes the 1 second penalty for swapping weapons and halves the downtime for activating action boosts.

    2 feats that I'd see as optional on your build: Power Attack and Improved Critical: Bludgeoning. In the past I'd have suggested to drop IC:B without a second thought but at the moment Tharaak Wraps are totally OP and are twice as OP with IC:B so could be kept for this reason (for actual DPS though it doesn't add a significant amount especially as you are only in melee <1/4 of the time). Power Attack is going to be tricky to manage. For one thing you aren't in melee much and for another if you have power attack on and notice that you are missing a bit (which is the normal course for lower AB characters) you might not generate enough Ki for your next 10k stars use due to misses.

    While leveling I'd suggest to have cleric dilettante instead and then swap it out at level 11 for a Siberys Shard. Makes self healing and even party healing an absolute breeze with a good stash of cure wands with healing amp. I'd probably take the second Artificer level at 8 (after eating a +2 int tome) for W&SMI and Rune Arm use (for crossbow damage until you swap to full time bow or for situational purposes like exceptional energy resist or energy absorb). Take the chaotic enhancement for your dog (box hater), cast invis on him and set him to passive to score extra ransack points.

    Drop Elven Dexterity I/II and Rogue Dexterity I and take Adaptability: Wisdom and Greater Adaptability: Strength and then drop Monk Wisdom II and Fighter Strength III to save 6 APs. Use those 6 APs for Haste Boost IV and Extra Action Boost I. I also don't see Human Versatility IV which should be in there. Versatility: Damage (+25% Damage) combined with Haste Boost IV (+30% Attack Speed) is an absolutely brutal combo to activate with Manyshot, definitely worthwhile.

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    You're actually suggesting using a repeater -- with rune arm to boot -- on a monkcher?!? Blasphemy!
    [EDIT: Actually, I should have said, "Join the revolution!" I have dubbed you St. Paul of the Church of Uzy See the Uzy thread in my signature. ]

    Seriously, though, thanks so much for your input.

    You mentioned elsewhere that each mod you have of wis gives +3% dps with 10k stars. Is that primarily because of raising attack or because of raising ovrall ki due to higher wis?
    Last edited by savingsoul; 02-17-2012 at 03:42 PM.

  8. #8
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by savingsoul View Post
    You're actually suggesting using a repeater -- with rune arm to boot -- on a monkcher?!? Blasphemy!

    Seriously, though, thanks so much for your input.

    You mentioned elsewhere that each mod you have of wis gives +3% dps with 10k stars. Is that primarily because of raising attack or because of raising ovrall ki due to higher wis?
    Replied in the other thread but each point of wisdom modifier increases the probability of getting additional arrow procs from 10k stars enhancement. With a high enough wisdom you usually shoot 2 arrows and often shoot 3 or even 4 at a time.

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    Quote Originally Posted by wax_on_wax_off View Post
    Replied in the other thread but each point of wisdom modifier increases the probability of getting additional arrow procs from 10k stars enhancement. With a high enough wisdom you usually shoot 2 arrows and often shoot 3 or even 4 at a time.
    I understand that, but has anyone placed attack or max ki into their considerations? I know that they are both variables dependent on wis, so this does all point to the wis mod, but it seems like attack and max ki are ignored while everyone focuses on the # of stars/arrows.

  10. #10
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by savingsoul View Post
    I understand that, but has anyone placed attack or max ki into their considerations? I know that they are both variables dependent on wis, so this does all point to the wis mod, but it seems like attack and max ki are ignored while everyone focuses on the # of stars/arrows.
    Attack only matters if it would allow you to hit an enemy more often. However, if you refer to the AB calcs in my 10k stars monkcher thread you will see that you can get enough AB to hit almost any enemy in the game on a 2 with a bow regardless of range while manyshot is active. The only enemies that you'll miss occasionally (epic Lailat and a couple of others) will be hit on a 2 within point blank shot range or if there are any outside buffs (light monk or bard for example).

    Ki doesn't add to DPS for a monkcher build in any meaningful amounts unless you don't have enough Ki to activate 10k stars. With enough extra Ki (which I don't see it being possible to have) and action points (which are tight) you could utilise Touch of Death for added DPS during melee periods. Some players have indicated that they do this but I'm dubious about how viable this would be.

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    Last edited by savingsoul; 02-09-2012 at 11:57 AM.

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    Quote Originally Posted by wax_on_wax_off View Post
    Cool build, I like it. I'd stick with 2 artificer levels as you get Wand and Scroll Mastery I which is a really cool ability.

    2 feats that I don't see that I'd be interested in: Quickdraw and Stunning Fist. With level ups going into wisdom it will be quite simple to hit 50+ on your stunning fist DC which is a nice option to disable an enemy that you aggro rather than having to kite it or let it beat on you. Quickdraw (according to DDOwiki) removes the 1 second penalty for swapping weapons and halves the downtime for activating action boosts.

    2 feats that I'd see as optional on your build: Power Attack and Improved Critical: Bludgeoning. In the past I'd have suggested to drop IC:B without a second thought but at the moment Tharaak Wraps are totally OP and are twice as OP with IC:B so could be kept for this reason (for actual DPS though it doesn't add a significant amount especially as you are only in melee <1/4 of the time). Power Attack is going to be tricky to manage. For one thing you aren't in melee much and for another if you have power attack on and notice that you are missing a bit (which is the normal course for lower AB characters) you might not generate enough Ki for your next 10k stars use due to misses.
    I have decided to stick with taking two Arty levels per your suggestion. However, I have also decided to retain Improved Critical: Bludgeoning as it synergizes with the extra ki provided by Kensei I/II (see added comment in OP).

    Using the alternative levelling process offered in the OP, I would also retain power attack at least until you reach level 9, then you can consider swapping it out for stunning fist or quick draw as you lesser reincarnate to lower initial strength and boost inititial wisdom to optimize 10k stars. Which would you chose out of quickdraw and stunning fist? I'm guessing probably quickdraw.

    Quote Originally Posted by wax_on_wax_off View Post
    While leveling I'd suggest to have cleric dilettante instead and then swap it out at level 11 for a Siberys Shard. Makes self healing and even party healing an absolute breeze with a good stash of cure wands with healing amp. I'd probably take the second Artificer level at 8 (after eating a +2 int tome) for W&SMI and Rune Arm use (for crossbow damage until you swap to full time bow or for situational purposes like exceptional energy resist or energy absorb).

    Drop Elven Dexterity I/II and Rogue Dexterity I and take Adaptability: Wisdom and Greater Adaptability: Strength and then drop Monk Wisdom II and Fighter Strength III to save 6 APs. Use those 6 APs for Haste Boost IV and Extra Action Boost I. I also don't see Human Versatility IV which should be in there. Versatility: Damage (+25% Damage) combined with Haste Boost IV (+30% Attack Speed) is an absolutely brutal combo to activate with Manyshot, definitely worthwhile.
    Awesome suggestions. Thanks so much.
    Last edited by savingsoul; 02-09-2012 at 10:24 PM.

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    Found the following post while searching the forums. Someone already said Moncheri with regard to a monkcher! But it was before 10k stars came about, and the build s/he refers to is quite different from Monkcheri Amour. I guess the name has a sort of destiny to it; just like the build.

    Quote Originally Posted by r3dl4nce View Post
    I have changed a bit your build but the concept stays the same, until level 8 it's fun to level up

    I took dilettante cleric to level up, I'll change it with dilettante rogue when capped

    I called it Monk-archer... monkcher... Moncherì !!!! LOL


    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (9 Monk \ 11 Ranger) 
    Hit Points: 262
    Spell Points: 305 
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 16
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    23
    Dexterity            11                    13
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               16                    19
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Dexterity used at level 17
    
    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 2 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Point Blank Shot
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Ranger)
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 6 (Ranger)
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Toughness
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Ranger)
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 10 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 14 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Lightning Reflexes
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Dodge
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Static Charge
    Enhancement: Way of the Faithful Hound I
    Enhancement: Way of the Faithful Hound II
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Unbalancing Strike
    Enhancement: Winter's Touch
    Enhancement: Adept of Flame
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Damage III
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Elven Arcane Archer I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II

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    Quote Originally Posted by wax_on_wax_off View Post
    Ki doesn't add to DPS for a monkcher build in any meaningful amounts unless you don't have enough Ki to activate 10k stars.
    Good to hear, that could only boost the prospects for this build, which only takes 6 monk levels.

  15. #15
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by savingsoul View Post
    I have decided to stick with taking two Arty levels per your suggestion. However, I have also decided to retain Improved Critical: Bludgeoning as it synergizes with the extra ki provided by Kensei I/II (see added comment in OP).

    Using the alternative levelling process offered in the OP, I would also retain power attack at least until you reach level 9, then you can consider swapping it out for stunning fist or quick draw as you lesser reincarnate to lower initial strength and boost inititial wisdom to optimize 10k stars. Which would you chose out of quickdraw and stunning fist? I'm guessing probably quickdraw..
    Stunning Fist. It's great to have something to do when you aggro something and it arrives other than kiting it around like a tool, melee characters will love you for it.

  16. #16
    Community Member FengXian's Avatar
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    Stunning Fist is very nice. I would probably pick quick draw over IC: bludgeoning tho. Depends on how much time you plan on spending in melee, but MS+10k stars builds usually are mainly ranged. You do have a lot of swaps to do, boosts to activate...I would love to have quick drawn on my AA but no room
    Cannith - Juzam, Fighter 8 Ranger 6 Monk 6 AA/ Orocarn, Wraith 12 Stalwart Defender 6 Rogue 2 / Taigongwanng, Sorc TRing - Alleanza degli Uomini Liberi/Guardiani di Eberron

  17. #17
    Community Member maddmatt70's Avatar
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    Feats (17) is the total you get: twf, itwf, gtwf, stunning fist, point blank, rapid shot, precise shot, mental toughness, weapon focus range, weapon specialization range, greater weapon specialization range, zen archery, power attack, manyshot, precise shot, improved precise shot, improved critical range.

    The two feats that I left out are toughness but if you have around 500 hit points that should be good enough such that you do not need it and quickdraw which might be better then Power Attack, but sometimes you have to melee for one reason or another.

    I prefer 12 fighter 7 monk 1 artificer. The monk recovery 2 is worth it. My cure serious potions will hit for around 70 hit points of healing and lesser silver flame 300ish with all the healing amp gear. Getting a high success rate/ no fail umd on heal scrolls is problematic especially since other skills like concentration and spot are so important and this character will not have many skill points. I also love how easy it will be to be healed by others and how great the self healing on potions will be. Amp is just so very powerful in game right now..

    By the way the 12 fighter 6 monk concept is the best ranged build in game right now in my opinon. Earth stance with ki regneration swap item is likely the way to go...
    Last edited by maddmatt70; 02-14-2012 at 03:02 PM.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

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    Please see the OP for an update on the build. Thanks to everyone for your input.

    -Soul

  20. #20
    Community Member FengXian's Avatar
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    I wonder if with pally past life, PL over quick draw/SF and wiz level over arti (for free extend) would be worth it.
    Cannith - Juzam, Fighter 8 Ranger 6 Monk 6 AA/ Orocarn, Wraith 12 Stalwart Defender 6 Rogue 2 / Taigongwanng, Sorc TRing - Alleanza degli Uomini Liberi/Guardiani di Eberron

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