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  1. #1
    Community Member kurglar's Avatar
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    Default Horc kensai II staff fighting monk w/self buffs

    I just bought the Helf/Horc pack from the ddo store and wanted to try my hand at something I always wanted. A staff wielding light monk with self buffs. I'm not vip and my highest toon is a pure 19 fighter. i'm a melee minded (sp management is too complicated) fighter who ends up soloing alot and wanted something that would be fun and practicable. I don't have the plat to sink into +2s or higher tomes but i do have a few +1s. If there are any builds that fit my need please link otherwise any advice on this build would be appreciated.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Orc Male
    (12 Fighter \ 3 Monk \ 5 Wizard) 
    Hit Points: 348
    Spell Points: 294 
    BAB: 16\16\21\26\26
    Fortitude: 15
    Reflex: 11
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    28
    Dexterity            12                    12
    Constitution         16                    16
    Intelligence         11                    12
    Wisdom               11                    12
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Strength used at level 4
    +1 Tome of Intelligence used at level 4
    +1 Tome of Wisdom used at level 4
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    18
    Bluff                -2                     0
    Concentration         7                    23
    Diplomacy            -2                     0
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                  0                     1
    Hide                  1                     1
    Intimidate           -2                     1
    Jump                  4                    18
    Listen                0                     1
    Move Silently         5                     8
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     1
    Search                0                     1
    Spot                  0                     1
    Swim                  4                     9
    Tumble                5                     5
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Handed Fighting
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 3 (Wizard)
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 4 (Wizard)
    Enhancement: Orcish Brute Fighting I
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Orcish Fury I
    Enhancement: Orcish Melee Damage I
    Enhancement: Orcish Strength I
    Enhancement: Orcish Great Weapon Aptitude I
    Enhancement: Racial Toughness I
    Enhancement: Charged Spellcasting I
    Enhancement: Deadly Shocks I
    Enhancement: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 5 (Monk)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Orcish Fury II
    Enhancement: Orcish Power Attack I
    Enhancement: Way of the Tenacious Badger I
    
    
    Level 6 (Fighter)
    Feat: (Selected) Lightning Reflexes
    Feat: (Fighter Bonus) Stunning Blow
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness I
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Orcish Melee Damage II
    
    
    Level 8 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Monk Improved Recovery I
    Enhancement: Fighter Strength I
    
    
    Level 9 (Wizard)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Orcish Great Weapon Aptitude II
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Storm Manipulation III
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Wand and Scroll Mastery II
    
    
    Level 11 (Fighter)
    Enhancement: Orcish Power Attack II
    Enhancement: Charged Spellcasting II
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Great Cleave
    Feat: (Selected) Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Toughness II
    
    
    Level 13 (Fighter)
    Enhancement: Orcish Strength II
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    Enhancement: Fighter Kensei I
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: Kensei Quarterstaff Mastery I
    Enhancement: Orcish Great Weapon Aptitude III
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
    Enhancement: Fighter Quarterstaff Specialization I
    Enhancement: Fighter Toughness III
    
    
    Level 17 (Fighter)
    Enhancement: Fighter Strength II
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Brutal Throw
    Feat: (Selected) Toughness
    Enhancement: Fighter Toughness IV
    
    
    Level 19 (Fighter)
    Enhancement: Orcish Power Attack III
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Kensei II
    Enhancement: Orcish Fury III

  2. #2
    Community Member Cardtrick's Avatar
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    I don't quite see the point of the wizard levels. What do you see yourself getting out of them? A level 5 wizard's haste, even with extend, isn't much longer than you get from a potion-- it doesn't seem worth sacrificing so much for. Some of the other "convenience" self-buffs that might appeal to you will be useless due to caster level (jump, resist energy). Permanent blur is available from items. Displacement is, admittedly, nice, but not remotely worth gimping your fighting ability for.

    That aside, I can't see doing a staff build without at least 6 levels of rogue for Thief Acrobat I. I actually prefer a 13/6/1 build, where the 13 is rogue (thief acrobat II, improved evasion, opportunist, significant sneak attack damage) and the 6 and 1 are fighter and monk. 13/7 rogue/monk is also good. The rogue levels will give you plenty of UMD to keep yourself buffed in any case, and you'll be a much stronger melee-er.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  3. #3
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Cardtrick View Post
    Displacement is, admittedly, nice, but not remotely worth gimping your fighting ability for.
    Furthermore, if he took monk 6 / Ninja Spy I, he'd get Shadow Fade (25% incorporeal) which stacks with Concealment bonuses. [More precisely, there are separate rolls for both incorporeal & concealment; and True Seeing doesn't counteract incorporeality.]

    Since staff builds are flavor builds anyway, I prefer rogue 13 (Acro II) / monk 6 (Ninja I), with either another monk lvl (+10% heal amp, Wholeness of Body) or a ftr splash for 1 more feat and +12 HPs (base + Toughness enh). The only problem is Acro II & Ninja I are pretty expensive AP-wise; not enough left over for everything else I would want.

    I posted this build recently for someone else; maybe it gives the OP some ideas.
    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Orc Female
    (7 Monk \ 13 Rogue) 
    Hit Points: 276
    Spell Points: 0 
    BAB: 14\14\19\24
    Fortitude: 13
    Reflex: 16
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             20                    29
    Dexterity            12                    17
    Constitution         16                    18
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma              6                     6
    
    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    15
    Bluff                -2                    -2
    Concentration         3                    27
    Diplomacy            -2                    -2
    Disable Device        3                    22
    Haggle               -2                    -2
    Heal                 -1                    -1
    Hide                  1                     5
    Intimidate           -2                    -2
    Jump                  8                    18
    Listen               -1                    -1
    Move Silently         1                     5
    Open Lock             5                    18
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search                3                    22
    Spot                  3                    15
    Swim                  5                     9
    Tumble                2                    10
    Use Magic Device      2                    21
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Disable Device (+4)
    Skill: Jump (+3)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Stunning Blow
    
    
    Level 2 (Monk)
    Skill: Concentration (+3)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 3 (Monk)
    Skill: Concentration (+3)
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Handed Fighting
    
    
    Level 4 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+3)
    Skill: Search (+3)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Rogue)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+3)
    
    
    Level 6 (Monk)
    Skill: Concentration (+3)
    Feat: (Selected) Hamstring
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 7 (Rogue)
    Skill: Disable Device (+2)
    Skill: Open Lock (+1)
    Skill: Search (+2)
    Skill: Use Magic Device (+2)
    
    
    Level 8 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Monk)
    Skill: Concentration (+3)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 10 (Rogue)
    Skill: Disable Device (+2)
    Skill: Search (+2)
    Skill: Spot (+1)
    Skill: Use Magic Device (+2)
    
    
    Level 11 (Rogue)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Concentration (+3)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Rogue)
    Skill: Disable Device (+2)
    Skill: Search (+2)
    Skill: Spot (+1)
    Skill: Use Magic Device (+2)
    
    
    Level 14 (Rogue)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Monk)
    Skill: Concentration (+3)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Improved Sunder
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+2)
    Skill: Open Lock (+1)
    Skill: Search (+2)
    Skill: Use Magic Device (+2)
    Feat: (Rogue Bonus) Improved Evasion
    
    
    Level 17 (Rogue)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Monk)
    Skill: Concentration (+3)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 19 (Rogue)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+2)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Opportunist
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Haste Boost III
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Orcish Melee Damage I
    Enhancement: Orcish Melee Damage II
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Power Attack II
    Enhancement: Orcish Power Attack III
    Enhancement: Orcish Strength I
    Enhancement: Orcish Strength II
    Enhancement: Rogue Subtle Backstabbing I
    Enhancement: Static Charge
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Thief-Acrobat I
    Enhancement: Rogue Thief-Acrobat II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Improved Balance I
    Enhancement: Improved Balance II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Rogue Dexterity I
    Enhancement: Rogue Dexterity II
    Enhancement: Rogue Dexterity III
    Enhancement: Rogue Wand and Scroll Mastery I
    Enhancement: Rogue Wand and Scroll Mastery II
    Enhancement: Rogue Wand and Scroll Mastery III
    Enhancement: Rogue Wand and Scroll Mastery IV
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  4. #4
    Community Member kurglar's Avatar
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    thank you for the comments and I'm grateful for the suggestions. I will try a combination of both your suggestions. of course without the tomes and see what i can up with.

  5. #5
    Build Constructionist unbongwah's Avatar
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    The only tome required for my build is +1 DEX so you can take Dodge; and you could skip that it you redid the initial stats for higher base DEX.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  6. #6
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    Default THF Jedi

    You may wish to consider the THF Jedi build listed in the following thread: http://forums.ddo.com/showthread.php?t=257497

    It is similar to the Big F'n Stick Build--proly the most widely approved stick build--but it is Kensei II, Acrobat I rather than Acrobat II, Kensei I. In that way, it is closer to your original build.

    I recently played with the idea of 12M (Ninja II)/6-7Rogue(Acro I)/2-1Fighter for a THF Sith, which is another possibility, but decided that the hp were a problem, and so I'm still working on the idea (maybe helf w/ barb dilly, but that would be a huge sacrifice; the horc enhancements pretty much give the equivalent of a perpetual Kensei II power boost).

    The THF Jedi above, on the other hand, is quite sturdy, I've played two up to level 15--originally a dwarf before horc came out, then a horc. I have so many active builds, I haven't levelled this higher, simply because I got wrapped up in other things, but it's a nice relief in terms of gameplay from some of my more complicated builds.

  7. #7
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    Ive played many an acrobat build, 4 of them to cap. A standout staff performer in my stable actually isnt acrobat though, TRed from 13 acro 6 monk 1 fighter to 12 fighter 6 monk 2 paladin. Horc/kensei/ninja. Build was absolutely outstanding for tod and chrono tanking but with the need for intim and blocking DR demanded by most hard+ LoB raids he has been regulated to mostly DPS and only comes out to tank for chronos.
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

  8. #8
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    Quote Originally Posted by jeremyt View Post
    Ive played many an acrobat build, 4 of them to cap. A standout staff performer in my stable actually isnt acrobat though, TRed from 13 acro 6 monk 1 fighter to 12 fighter 6 monk 2 paladin. Horc/kensei/ninja. Build was absolutely outstanding for tod and chrono tanking but with the need for intim and blocking DR demanded by most hard+ LoB raids he has been regulated to mostly DPS and only comes out to tank for chronos.
    I've thought about creating a THF Sith with the class split you mention as a counterpart to the THF Jedi I mentioned above. Do you remember anything specific regarding the build stats, feats, etc.? I imagine, for example, it would be costly to get decent cha on a horc, but I'm curious if you put points into cha, etc.

  9. #9
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    orig build thread: http://forums.ddo.com/showthread.php?t=303464

    or can look up rekter on thelanis. enjoy
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

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