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Thread: Playaround monk

  1. #1
    Community Member smithj_2020's Avatar
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    Default Playaround monk

    Im not sure about this build I just kind of dove into it, trying stuff, experimenting and so on....anyway..

    Goals of the build are to be a self sufficent, high AC, Damage dealing, trap monkey (which rogues can do I know, but wanted to try this).

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (18 Monk \ 2 Rogue) 
    Hit Points: 308
    Spell Points: 0 
    BAB: 14\14\19\24
    Fortitude: 15
    Reflex: 19
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity            16                    20
    Constitution         16                    18
    Intelligence         12                    14
    Wisdom               14                    22
    Charisma              8                    11
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma 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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    13
    Bluff                -1                     0
    Concentration         3                    24
    Diplomacy            -1                     0
    Disable Device        5                    23
    Haggle               -1                     0
    Heal                  2                     6
    Hide                  7                    14
    Intimidate           -1                     0
    Jump                  4                    12
    Listen                6                    10
    Move Silently         7                    16
    Open Lock             7                    16
    Perform              n/a                    n/a
    Repair                1                     2
    Search                5                    25
    Spot                  6                    16
    Swim                  1                     2
    Tumble                4                     9
    Use Magic Device     n/a                    1
    
    {\b {\ul Notable Equipment }} \par Health Belt of Greater False Life \par Dexterous Gloves of Disabling \par Ogre Power Bracers \par Clever Goggles of Minute Seeing \par  \par Level 1 (Rogue)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Toughness
    Enhancement: Human Versatility I
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Human Improved Recovery I
    
    
    Level 3 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Bonus) Stunning Fist
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom I
    
    
    Level 4 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Void Strike I
    Enhancement: Racial Toughness I
    
    
    Level 5 (Monk)
    Enhancement: Static Charge
    Enhancement: Monk Improved Recovery I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 6 (Monk)
    Feat: (Selected) Dodge
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Porous Soul
    Enhancement: Racial Toughness II
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Combat Expertise
    Enhancement: Monk Ninja Spy I
    
    
    Level 8 (Monk)
    Enhancement: All-Consuming Flame
    Enhancement: Winter's Touch
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    
    
    Level 10 (Monk)
    Enhancement: Touch of Death
    
    
    Level 11 (Monk)
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Human Versatility II
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Void Strike II
    
    
    Level 13 (Rogue)
    Enhancement: Monk Wisdom II
    
    
    Level 14 (Monk)
    Enhancement: Monk Ninja Spy II
    
    
    Level 15 (Monk)
    Feat: (Selected) Weapon Finesse
    Enhancement: Master of Thunder
    Enhancement: Master of Stone
    
    
    Level 16 (Monk)
    Enhancement: Improved Cleric Dilettante III
    
    
    Level 17 (Monk)
    Enhancement: Monk Improved Recovery II
    
    
    Level 18 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 19 (Monk)
    Enhancement: Monk Wisdom III
    
    
    Level 20 (Monk)
    Enhancement: Grandmaster of Storms
    Enhancement: Grandmaster of Mountains
    Still kind of playing with feats and enhancements and such...but here it is, I guess its kind of like a clonk, without the cleric levels you might say...I can safely scroll heal and things, and dispose of most traps on elite....

    Final Stats (i think)
    14 + 6 item + 2 ship + 2 yug + 1 exceptional+ 2 rage + 3 profane = 30
    20 + 6 item + 2 ship + 2 yug + 4 stance + 2 alchemical= 36
    18 + 6 item + 2 ship + 2 yug + 2 exceptional -2 stance= 28 (34 in Grandmaster of mountains)
    14 + 2 ship = 16
    18 + 6 item + 2 ship + 2 exceptional + 2 yug pot= 30 (have alch wraps to make 32)
    11 +2 ship= 13


    SF dc= 10 +10 (1/2 monk)+10 (wis) + 10 (wraps)+5 belt = 45 not bad
    ToD= 30
    QP= 30
    so the stats are pretty descent I am thinking even to be able to possible have dps and things in end game....will come back with gear, and AC lil later on, soon as I figure out everything that I have... just some feedback things i might be able to change feel free

    few updates:
    Toughness---->lvl 15
    Weapon Finese---> lvl 6 earliest i could get it in
    UMD--->21 w/ buffs and GH clicky can obtain 39 (no fail for heal scrolls)

    GEAR:
    Epic Goggles of time sensing - +6 Dex ---> swap with +6 GS CHA item for UMD
    MIN II helm
    Epic Brawn spirits - why I dont know just made it, should consider Intim - +1 excep wis to offset -1 for DCs
    Epic Grims Bracelet ---->swap with shintao necklace if needed/want
    Epic Envenomed Cloak - Toughness
    Icy Raiments ----> DT robes - 10% heal amp, Crushing Wave Guard, Freezing Ice Guard
    Epic Scorched Bracers -GFL
    Epic Gloves of the Claw
    Epic Boots of Corrosion -
    Alchemical Wraps - air/air/blank
    Ring 1 - Kyoshos - holy burst
    Ring 2 - Epic ring of stalker (T3)
    Epic Spare Hand - +6 Con

    AC (probably not right)
    10 base
    4 dodge Icy
    3 dodge grims
    13 dex
    10 wis
    3 profane
    8 scorched
    4 heightened awareness
    5 protection
    1 centered
    1 dodge
    3 barkskin pot
    5 CE
    1 haste
    4 shield Clicky
    2 ship
    77 total at 20 -

    Group AC:
    77 + 2 recitation + 2 bark (on top of 3) + 5 pally aura= 86

    Again my goals are to solo alot of content. So i want the rogue levels obviously for traps etc...I also will swap cleric dilly at 20 for something better to my liking, havent decided yet, since my UMD will be high enough to use scrolls.

    let me know what you tink!
    Last edited by smithj_2020; 04-07-2012 at 09:48 AM. Reason: Updated
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  2. #2
    Community Member smithj_2020's Avatar
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    fixed
    Last edited by smithj_2020; 04-07-2012 at 09:11 AM.
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  3. #3
    Community Member Rhysem's Avatar
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    Your feat ordering seems suspect. If you're going finesse that needs to be earlier. Dodge can wait till later. I'd also try to push the TWF feats up. You're missing improved sunder (sac dodge or ce for it). Void I is useless by itself -- void 4 is where its at and on a dark/dillie monk is very doable. You'll want cleric dillie 3 earlier too so you can scroll yourself.

    I'm unconvinced by finesse on a monk in the first place -- especially when you get full str to offhand attacks.

    If UMD is a class skill I don't see any reason not to bump it up and plan on a different dilly eventually. Rogue maybe not so great -- its SA won't stack with real rogue I think.

  4. #4
    Community Member smithj_2020's Avatar
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    Yea Finese will actually be level 1 or 2 instead, screwed it up in the planner, reason i went finese is because my dex is going to be high, 34 + in stance and my strength will be lower, so my bonus to hit will be higher with WE, which some monks tend to have a problem to hit at higher levels;

    If i go IMP sunder ill have to pick up PA also, dont think im going that route on this monk just to try it out, I want the CE just for the 5 extra AC on the toon, because Im thinking of trying AC heavy on this guy, as ill basically be soloing most content..

    Cleric Dilly 3 i can get 1 level earlier, I dont think it will make a huge difference..Ive considered UMD, and I actually am thinking of doing it..
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  5. #5
    Community Member Rhysem's Avatar
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    Cleric III is what lets you throw heal scrolls.

    If you're going AC, what's your projected (solo) AC at ~12 or so? How about 14? If you aren't pushing into the high 40s, you are probably going to find it failing you as you continue to 20. For the 1-12 game I'm a big fan of AC, but 13+ it starts to fall down. Maybe things will be better when the devs redo enhancements and "fix*" AC. Maybe not. My monk at 20 can get into the mid to upper 60 AC range solo and it isn't enough for new/high end content, even only on hard.

    Frozen tunic should be on your equipment list from what I've read -- even the level 4 version, but I haven't done the challenge grinding to be able to slot that on to my 20 monk yet since it sets off an equipment-swap-chain thing.

    2 grandmasters is too much. Dump one of them, preferably air. Yes air is more dps than earth, but the 20% off-the-top damage reduction from earth is too good to pass up at higher levels when you get both grandmasters. Also, earth is a higher AC stance (by 1, but every point counts if you're going for AC).

    But YMMV. I'm also not a big fan of monk18/something2 splits. Capstone on a monk (+1 ac, dr 10) is a lot to give up for just trapping ability -- especially when as pure monk with improved evasion you can usually just dance in the traps for fun. If I really wanted a monk(-like?) with trap abilities I'd look at something like the emerald or big f'n stick builds and only have a deep splash (or just a splash) of monk.

    If you're determined to go AC, I very strongly suggest UMD for shield wand whipping. The +4 shield AC you otherwise can't get will make you a huge difference.

    *: Hopefully not like you "fix" a cat or dog. The last thing melees (and monks in specific) need is AC being further neutered.
    Last edited by Rhysem; 04-07-2012 at 09:41 AM.

  6. #6
    Community Member smithj_2020's Avatar
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    yea i know about the capstone and everything, but the goal is to be able to do everything in a quest alone, i dont have tons of time and find waiting for groups sometimes taxing...

    I have tons of gear for him, my ac aroun 10+ will be in the mid 50's and gets better every couple of levels

    I dont wanna drop air, i like the stance and really am in love with it at this point, i also do have the frozen tunic, but didnt list it.
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  7. #7

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    Quote Originally Posted by Rhysem View Post
    Void I is useless by itself -- void 4 is where its at and on a dark/dillie monk is very doable.
    Oh, Void I is marginally useful in that it allows for a Curse of the Void finisher. Sure it's not great, but it's another CC tactic for mid-level mobs that costs only 1 AP.

  8. #8
    Community Member AZ1JoeT's Avatar
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    Try a Halfling 15 monk, 5 rogue split. You get solid sneak attack (SA) with base 3d6 and 6 more from Rogue enhancements and from 2-8 more from Halfling guile. With a high Dex (Halfling and Rogue) and Wis (5 level ups) you will be somewhat light on base damage, but SA, stunning fist and rogue haste boost will make up for it. This is primarily a wind stance build, with some time spent in fire stance for ki generation until you land a +1 ki item (alchemist necklace, frozen tunic, etc.)

    Five levels of rogue will give you plenty of skill points for search, disable, and UMD even with a base 10 INT. Space out your rogue levels so that you always have a 3:1 ratio until the end-- 1st, 5th, 9th, 13th, and then 19th or 20th (to max out rogue skills). With +5 rogue tools, enhancement equipment (especially Cannith crafted items which give you higher bonuses at lower levels), +2/+3 rogue skill boost, and fox/hero/prayer clickies you will rarely run into trap difficulty. Remember that a Walk on the Sun gives +2 to skills as well.

    With 15 levels of monk you will get instadeath with Quivering Palm, two tiers of Shintao monk (go light while leveling, switch to dark once capped if dark monk is more your flavor), and "only" lose out on the 4th level of stances, Adamantine DR bypass, and Shintao III (silver DR bypass) from your 18/2 build.

    I've capped one monk on this build and am leveling a second now. It is very versatile and fairly survivable.

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