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  1. #1
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    Default Dark Monk Newbie wants help.

    I plan on making a half-elf 32 pt dark monk with one of cleric, rogue or barb dilly. I plan on going 15 15 14 8 16 8 for stats, with a focus on strength. However, I have no idea what dark monks like. I would greatly appreciate some advice on key feat and what not to make my monk stronger.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Male
    (20 Monk) 
    Hit Points: 334
    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             15                    23
    Dexterity            16                    18
    Constitution         15                    18
    Intelligence          8                    10
    Wisdom               14                    18
    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     8
    Bluff                -1                     0
    Concentration         2                    16
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  2                     4
    Hide                  3                     8
    Intimidate           -1                     0
    Jump                  2                     8
    Listen                2                     4
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  2                     4
    Swim                  2                     6
    Tumble                n/a                   n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Power Attack
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Toughness
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Improved Sunder
    Feat: (Monk Bonus) Stunning Fist
    
    
    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) Toughness
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    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 Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Void Strike III
    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: Adept of Rain
    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
    This is currently what I have. I had to tweak the starting dex to 16 so I could access at least one of the tier 3 stances
    Last edited by Varashad; 03-25-2012 at 05:06 PM.

  2. #2

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    Quote Originally Posted by Varashad View Post
    I plan on making a half-elf 32 pt dark monk with one of cleric, rogue or barb dilly. I plan on going 15 15 14 8 16 8 for stats, with a focus on strength. However, I have no idea what dark monks like. I would greatly appreciate some advice on key feat and what not to make my monk stronger.
    Monks, dark or light, will benefit from the same base feats. The only difference would be the inclusion of Dodge for the Ninja path. Stunning Fist is a must for either.

    If you want big SA DPS go Rogue dilly. If you want reliable self-healing, opt for Cleric dilly. The Barb dilly offers paltry DR, a relatively cheap +1 Con and up to another 20 HP. Personally, I'd favor a Toughness feat over Barb dilly.

    Earth and Wind stances are currently in vogue as they offer the greatest DPS potential. You'll need at least a base 16 in both Con and Dex to reach tier three in either which is where the magic starts to happen. I hope you have a few +2 tomes handy.

    ToD is obvious and obligatory. You might be able to squeeze Void IV in there but the AP are really tight as it is with a meaningful dilly line and doing so would definitely impact your stance or healing amp options.

    Best of luck!

  3. #3
    Community Member smithj_2020's Avatar
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    Good starting stats. I would recommend starting cleric, allows you to solo and self heal, then swap for rogue dilly later. Feats you will want/need/should have:
    Stunning fist
    Dodge
    Toughness- multiple times if you want
    TWF
    ITWF
    GTWF
    Imp Sunder- don't need but good choice
    IC: bludgeoning
    PA- maybe not all monks take

    Enhancents:
    Monk imp healing II
    Grandmaster storms and Earth
    Mink wis II
    Mink capstone
    Helf cleric dilly III
    Touch of death- pre Enhances for it, don't remeber all
    Racial toughness II
    Ninja Spy I and II

    Don't really know others off hand: that's a pretty descent start from all I can remember. I take a look at my build I'll post some more info
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  4. #4
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    Quote Originally Posted by sebastianosmith View Post
    Monks, dark or light, will benefit from the same base feats. The only difference would be the inclusion of Dodge for the Ninja path. Stunning Fist is a must for either.

    If you want big SA DPS go Rogue dilly. If you want reliable self-healing, opt for Cleric dilly. The Barb dilly offers paltry DR, a relatively cheap +1 Con and up to another 20 HP. Personally, I'd favor a Toughness feat over Barb dilly.

    Earth and Wind stances are currently in vogue as they offer the greatest DPS potential. You'll need at least a base 16 in both Con and Dex to reach tier three in either which is where the magic starts to happen. I hope you have a few +2 tomes handy.

    ToD is obvious and obligatory. You might be able to squeeze Void IV in there but the AP are really tight as it is with a meaningful dilly line and doing so would definitely impact your stance or healing amp options.

    Best of luck!
    Uhm. I'm in trouble; my character builder and the game both say it takes 18 dex/con to reach tier 3.

  5. #5
    Community Member smithj_2020's Avatar
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    Yea you need 16 dex for wind III, Becuase only level points and times count toward base 18 for it. The build looks good man, I've got a similar Helf build, but I dropped void line for human and monk recovery II, 20% each for that good ole amp, I'm also cleric. I only took human Vers I, looks good though.
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  6. #6
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Varashad View Post
    Uhm. I'm in trouble; my character builder and the game both say it takes 18 dex/con to reach tier 3.
    the joys of a 32point monk. You may find it easier to go weapon finesse based, and taking some points out of str moving them to get 16 base con and 18 base dex, putting the rest of your level ups there.

    eventually you'll get +3 tomes or may want to TR both effectively giving more build points and creating more options.

    Or you could stick with your current idea, but invest a level up points into con along with a +2 tome and your golden for tier 3 stances

  7. #7
    Community Member elg582's Avatar
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    I agree with almost all of this; the exception being finesse, it's just a waste. Even if you dropped STR to 12 and put levels into DEX, you end-game STR would still be higher.

    I would blow a level point on CON to access Earth 4, first, although that's not really necessary because you get most of the benefits at tier 3; Wind is the one that you get the most benefit out of tier 4.

    Just wait on a +3 CON tome, you'll need tanking gear before you use Earth too much, anyway

  8. #8
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by elg582 View Post
    I agree with almost all of this; the exception being finesse, it's just a waste. Even if you dropped STR to 12 and put levels into DEX, you end-game STR would still be higher.

    I would blow a level point on CON to access Earth 4, first, although that's not really necessary because you get most of the benefits at tier 3; Wind is the one that you get the most benefit out of tier 4.

    Just wait on a +3 CON tome, you'll need tanking gear before you use Earth too much, anyway
    wind stance monks finesse is very very situationally higher than their str if they put all level ups into dex

    finesse is not the route i would go, but i've got gear now and can sustain a good ac whilst leveling,

    a new player without gear would not be able to get their str higher than dex with a 12 vs 18

    buffs for str
    +2 rage
    +2 madstone
    +2 double madstone (situational)
    +6 titans (situational)
    +3 profane (super endgame geared)

    buffs for dex
    +2 alchemical
    +4 windstance

    given the difference between 12str base and 23dex capped i work out 27str vs 29 dex seems like that would justify weapon finesse to me.

    (i've ignored all tomes and regular str / dex gear as they work out the same cancelling each other out.)

  9. #9
    Community Member elg582's Avatar
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    Quote Originally Posted by fTdOmen View Post
    wind stance monks finesse is very very situationally higher than their str if they put all level ups into dex

    finesse is not the route i would go, but i've got gear now and can sustain a good ac whilst leveling,

    a new player without gear would not be able to get their str higher than dex with a 12 vs 18

    buffs for str
    +2 rage
    +2 madstone
    +2 double madstone (situational)
    +6 titans (situational)
    +3 profane (super endgame geared)

    buffs for dex
    +2 alchemical
    +4 windstance

    given the difference between 12str base and 23dex capped i work out 27str vs 29 dex seems like that would justify weapon finesse to me.

    (i've ignored all tomes and regular str / dex gear as they work out the same cancelling each other out.)
    Weapon Focus: Bludgeoning would be just as good, then

  10. #10
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by elg582 View Post
    Weapon Focus: Bludgeoning would be just as good, then
    except ofc you can only sustain that +6 str for 3 mins and +2 str for 2 mins

    at which point finesse is a better choice.

    again it's not the way i'd build, but weapon finesse is definitely not "a waste" as you put it, at least to those who do choose to build for it.

  11. #11
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    What I'm getting out of this thread is that monks should not be 32 pt builds either, just like paladins. How annoying. Fortunately I'm glad to learn this before my monk hits too high. So, now I'll ask a second question.

    If I was to multi-class my monk, I know the general rules is monk(12/8) + fighter(12/8), but what are some other good monk multi-class builds that can hold their own in in dps and survivability?

  12. #12
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Varashad View Post
    What I'm getting out of this thread is that monks should not be 32 pt builds either, just like paladins. How annoying. Fortunately I'm glad to learn this before my monk hits too high. So, now I'll ask a second question.

    If I was to multi-class my monk, I know the general rules is monk(12/8) + fighter(12/8), but what are some other good monk multi-class builds that can hold their own in in dps and survivability?
    monks can be 32 points, and quite viable as such. putting one level up point into con wont make you a gimp or suddenly unviable.

    sweet spots for monks though

    2 levels (2 feats + evasion)
    light monk 3 (finishers)
    dark 6 (if you stop at 6, go dark shadowfade > shintao 1)
    both 7 (next tier of monk healing amp)
    both 8 (unarmed die step)
    both 12 (tier 3 stances)

    if you're looking to level beyond 12 levels of monk, your best bet is probably pure, their capstone is great, and it's only very niche builds that benefit from the smaller splash.

    Personally i've got or have TR'ed

    12m/6ranger/2f - AA / touch of death ninja spy melee
    12f/8m - good burst build, worse than a pure after 8-10 mins of power surge though.
    12m/6pally/2rogue - amazing saves / hp / no fail heal scrolls, very much a jack of all trades, master of none

    Honestly though, don't be disheartened by my comment on a 32point monk, both 32point monks and paladins can be made to be perfectly viable to level and for endgame, even most elitists would be hard pressed to critique the toon in my sig.
    Last edited by fTdOmen; 03-25-2012 at 07:01 PM.

  13. #13

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    Quote Originally Posted by Varashad View Post
    What I'm getting out of this thread is that monks should not be 32 pt builds either, just like paladins. How annoying. Fortunately I'm glad to learn this before my monk hits too high.
    Goodness no! 32-point monks are perfectly viable. You just can't make them do everything at once. You're build as presented is somewhat unfocused, that's all. I must profess that I find most 32-point dark monks to be rather "one note" in their tactics, but they do pack a punch (pardon the pun).

    I've taken the liberty of outlining a solid, if not spectacular, monk build for you. He'll be fun to level and makes an excellent "TR Immediately Upon 20" candidate. The passive monk PL feat is only good for monks, but it's really quite nice. He's earth/wind focused and should be able to land SA, SF and ToD reliably. He's also finesse-based just for fun - feel free to change that if you can't get appropriate gear. Use that Human Versatility for all it's worth. It's one of the best boosts in the game. His healing amp is "meh" and there is no UMD. Carry pots, a pocket cleric or friends willing to heal. Better yet, avoid being hit.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    32 Point Dark Monk
    Level 20 Lawful Neutral Half-Elf Male
    (20 Monk) 
    Hit Points: 334
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 18
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            15                    22
    Constitution         15                    18
    Intelligence          8                     8
    Wisdom               16                    22
    Charisma              8                     8
    
    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 Wisdom used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    31
    Bluff                -1                    -1
    Concentration         6                    40
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  3                     6
    Hide                  2                    10
    Intimidate           -1                    -1
    Jump                  5                    18
    Listen                3                     6
    Move Silently         2                    10
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     6
    Swim                  2                     3
    Tumble                3                     9
    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 Concentration I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 3 (Monk)
    Feat: (Selected) Dodge
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Monk)
    Ability Raise: CON
    Enhancement: Human Versatility II
    Enhancement: Static Charge
    
    
    Level 5 (Monk)
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 6 (Monk)
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Weapon Finesse
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    
    
    Level 7 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Enhancement: Porous Soul
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Touch of Death
    Enhancement: Racial Toughness II
    
    
    Level 10 (Monk)
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Adept of Rock
    
    
    Level 11 (Monk)
    Enhancement: Monk Improved Recovery I
    
    
    Level 12 (Monk)
    Ability Raise: DEX
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Monk Ninja Spy II
    Enhancement: Master of Thunder
    
    
    Level 13 (Monk)
    Enhancement: Master of Stone
    
    
    Level 14 (Monk)
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Improved Rogue Dilettante II
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Enhancement: Human Versatility III
    
    
    Level 17 (Monk)
    Enhancement: Improved Concentration II
    
    
    Level 18 (Monk)
    Feat: (Selected) Toughness
    Enhancement: Grandmaster of Storms
    Enhancement: Grandmaster of Mountains
    
    
    Level 19 (Monk)
    Enhancement: Human Versatility IV
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Enhancement: Monk Serenity
    Enhancement: Adept of Rain
    Why Water 2 at 20th level? Had two AP left and the extra save is handy for some things. Do whatever you'd like with it instead.

    Best of luck!

  14. #14
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by sebastianosmith View Post
    Snip

    Why Water 2 at 20th level? Had two AP left and the extra save is handy for some things. Do whatever you'd like with it instead.

    Best of luck!
    Why two tiers of improved concentration?

    I'd rather have a second tier of healing amp or pick up 10k stars.

  15. #15
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    Quote Originally Posted by sebastianosmith View Post
    Goodness no! 32-point monks are perfectly viable. You just can't make them do everything at once. You're build as presented is somewhat unfocused, that's all. I must profess that I find most 32-point dark monks to be rather "one note" in their tactics, but they do pack a punch (pardon the pun).

    I've taken the liberty of outlining a solid, if not spectacular, monk build for you. He'll be fun to level and makes an excellent "TR Immediately Upon 20" candidate. The passive monk PL feat is only good for monks, but it's really quite nice. He's earth/wind focused and should be able to land SA, SF and ToD reliably. He's also finesse-based just for fun - feel free to change that if you can't get appropriate gear. Use that Human Versatility for all it's worth. It's one of the best boosts in the game. His healing amp is "meh" and there is no UMD. Carry pots, a pocket cleric or friends willing to heal. Better yet, avoid being hit.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    32 Point Dark Monk
    Level 20 Lawful Neutral Half-Elf Male
    (20 Monk) 
    Hit Points: 334
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 18
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            15                    22
    Constitution         15                    18
    Intelligence          8                     8
    Wisdom               16                    22
    Charisma              8                     8
    
    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 Wisdom used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    31
    Bluff                -1                    -1
    Concentration         6                    40
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  3                     6
    Hide                  2                    10
    Intimidate           -1                    -1
    Jump                  5                    18
    Listen                3                     6
    Move Silently         2                    10
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     6
    Swim                  2                     3
    Tumble                3                     9
    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 Concentration I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 3 (Monk)
    Feat: (Selected) Dodge
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Monk)
    Ability Raise: CON
    Enhancement: Human Versatility II
    Enhancement: Static Charge
    
    
    Level 5 (Monk)
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 6 (Monk)
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Weapon Finesse
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    
    
    Level 7 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Enhancement: Porous Soul
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Touch of Death
    Enhancement: Racial Toughness II
    
    
    Level 10 (Monk)
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Adept of Rock
    
    
    Level 11 (Monk)
    Enhancement: Monk Improved Recovery I
    
    
    Level 12 (Monk)
    Ability Raise: DEX
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Monk Ninja Spy II
    Enhancement: Master of Thunder
    
    
    Level 13 (Monk)
    Enhancement: Master of Stone
    
    
    Level 14 (Monk)
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Improved Rogue Dilettante II
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Enhancement: Human Versatility III
    
    
    Level 17 (Monk)
    Enhancement: Improved Concentration II
    
    
    Level 18 (Monk)
    Feat: (Selected) Toughness
    Enhancement: Grandmaster of Storms
    Enhancement: Grandmaster of Mountains
    
    
    Level 19 (Monk)
    Enhancement: Human Versatility IV
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Enhancement: Monk Serenity
    Enhancement: Adept of Rain
    Why Water 2 at 20th level? Had two AP left and the extra save is handy for some things. Do whatever you'd like with it instead.

    Best of luck!
    Looks good, but I'm not interested in TRing right at 20. What would you do if I wanted him to be strength based, and viable for end game raiding, and maybe even epics?

  16. #16

    Default

    Quote Originally Posted by fTdOmen View Post
    Why two tiers of improved concentration?

    I'd rather have a second tier of healing amp or pick up 10k stars.
    I like even numbers?

  17. #17

    Default

    Quote Originally Posted by Varashad View Post
    Looks good, but I'm not interested in TRing right at 20. What would you do if I wanted him to be strength based, and viable for end game raiding, and maybe even epics?
    Basically, put three of the Dex level ups into Str (or use a +3 Dex tome and swap all four), exchange Weapon Fineness for, oh, Improved Sunder, switch the Water Adept to Fire Adept and take it earlier in the build. That'll be the easiest way to do it. Oh, and exchange Elven Dex I for something else, hold the AP for a few levels to get Fire Adept earlier.

    You may also want to exchange Monk Wisdom I or II for Adaptability Str I or II. You'd loose a DC on your SF but gain +1 to hit. Up to you.

    You'll still have GM Earth/Wind and ToD which are the important parts. Play around with it. There's another 20% healing amp in there if you finagle the points. It does get rather finicky trying to spread the points to get certain things at the first level available.

    End game and raids are going to be pretty gear dependent no matter what you do.

    Best of Luck!

    It'll look like this:

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    32 Point Dark Monk
    Level 20 Lawful Neutral Half-Elf Male
    (20 Monk) 
    Hit Points: 339
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    20
    Dexterity            15                    18
    Constitution         15                    18
    Intelligence          8                     8
    Wisdom               16                    20
    Charisma              8                     8
    
    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 Wisdom used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    31
    Bluff                -1                    -1
    Concentration         6                    41
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  3                     5
    Hide                  2                     8
    Intimidate           -1                    -1
    Jump                  5                    20
    Listen                3                     5
    Move Silently         2                     8
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     5
    Swim                  2                     5
    Tumble                3                     7
    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 Concentration I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 3 (Monk)
    Feat: (Selected) Dodge
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Racial Toughness I
    
    
    Level 4 (Monk)
    Ability Raise: CON
    Enhancement: Human Versatility II
    Enhancement: Static Charge
    
    
    Level 5 (Monk)
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Improved Sunder
    Feat: (Selected) Power Attack
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    
    
    Level 7 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Enhancement: Porous Soul
    Enhancement: Adept of Flame
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Touch of Death
    Enhancement: Racial Toughness II
    
    
    Level 10 (Monk)
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Adept of Rock
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Human Adaptability Strength I
    Enhancement: Monk Ninja Spy II
    Enhancement: Master of Thunder
    
    
    Level 13 (Monk)
    Enhancement: Master of Stone
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Monk Improved Recovery I
    Enhancement: Adept of Rain
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Enhancement: Human Versatility III
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Toughness
    Enhancement: Way of the Patient Tortoise III
    Enhancement: Grandmaster of Storms
    Enhancement: Grandmaster of Mountains
    
    
    Level 19 (Monk)
    Enhancement: Human Versatility IV
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Enhancement: Monk Serenity
    Enhancement: Ten Thousand Stars
    Enhancement: Unbalancing Strike
    @fTdOmen - 10k Stars, just for you.
    Last edited by sebastianosmith; 03-25-2012 at 08:47 PM.

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