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.
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.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
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