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  1. #1
    Community Member smithj_2020's Avatar
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    Default Horc str/wis build

    I went horc str/wis for some really good DCs for SF, QP, ToD but still able to maintain a very nice str score and some good dps out put.

    I know Helf w/ Rogue dilly and human versatility is more dps than Horc but with the DCs ill have I figure, QP will land more oftern, and ToD will hit for more dps then a Helf w/rogue dilly (str build of course).

    The point of this build was to not have to put in any levels into str and to still obtain a 40 str or close to it, while having a nice 40+ wis score for those DCs

    Let me know questions/concerns what could be better..thanks

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Orc Male
    (20 Monk) 
    Hit Points: 334
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            16                    18
    Constitution         15                    18
    Intelligence          6                     8
    Wisdom               16                    28
    Charisma              6                     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 Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 13
    +3 Tome of Constitution used at level 14
    +4 Tome of Wisdom used at level 17
    +3 Tome of Wisdom used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    31
    Bluff                -2                    -1
    Concentration         6                    42
    Diplomacy            -2                    -1
    Disable Device       n/a                   n/a
    Haggle               -2                    -1
    Heal                  3                     9
    Hide                  3                     8
    Intimidate           -2                    -1
    Jump                  3                    20
    Listen                3                     9
    Move Silently         3                     8
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -2                    -1
    Search               -2                    -1
    Spot                  3                     9
    Swim                  3                     6
    Tumble                4                     7
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 3 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Toughness
    
    
    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) Power Attack
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Orcish Fury I
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Strength I
    Enhancement: Orcish Strength II
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Touch of Death
    Enhancement: Fists of Iron
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Eagle Claw Attack
    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: Adept of Flame
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration 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
    Enhancement: Monk Wisdom III
    str: 22 + 2 ship + 2 yug + 1 excep + 6 item + 2 rage +3 abashi = 38 (maintained easily) +6 titans = 44 (situation)
    dex: 18 + 2 ship + 2 yug + 6 item + 4 stance = 32
    con: 18 + 2 ship + 2 yug + 6 item - 2 stance = 26
    int: 10 + 2 = 12
    wis: 28 + 2 ship + 2 yug + 3 exceptional + 7 item + 2 alchemical = 44
    cha: 10 + 2 ship + 6 item = 18

    DCs:
    SF= 10 + 10 (1/2 monk level) + 10 (alchemical) + 16 (wis) + 5 spare hand = 52 (53 with ship shrine)
    QP = 10 + 10 (1/2 monk) + 17 = 37 (38 ship) I think ship is only +1 skills not sure
    ToD = 10 + 10 + 16 = 37 (38 with ship)

    Gear:
    Epic Helm of Moranon
    Epic Frozen Tunic
    Epic Envenomed Cloak - +2 Good Luck
    Epic Charged Gauntlets
    Epic Scorched Bracers - Toughness
    Epic Goggles of Time Sensing - +1 exceptional Wis
    Kyoshos Ring w/ Holy Burst
    Alcheimcal Wraps - air/water
    Min II Necklace -
    Epic Ring of Stalker
    Epic Spare Hand
    Madstone Boots - Boots of Anchoring

    I did not put madstone into the calculations because its not on constantly and short, so you can factor that in, where as I can consume Rage Pots non stop or have caster in party...

    Yes I did sacrifice the Shintao Cord and lose +2 hit/damage but I need the Min II somewhere and feel its the best spot....

    Let me know thoughts, weaknesses
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  2. #2
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    Deleted.
    Last edited by UrbanPyro; 04-01-2014 at 01:24 PM.

  3. #3
    Community Member smithj_2020's Avatar
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    I have thought about the power attack enhance and going all the way, and could easily get that in to the build....

    as for the void IV, I dont really see it happening, I mean I would need master for every stance, then get void IV, thats 10 more APs and would require me leaving out the healing amp which I dont want to do, no healing amp is never good IMO...

    Min II as a belt Im not quite convinced because for epic spare hand to be a swap, as a Monk you use stunning fist every opponent, so it would require you to basically never have the Min II belt on which is an additional 45 hps....

    I mean you can swap for 1 on 1 but not epic runs which I do alot.

    I also like the Horcrux using of Grandmaster of Sea, Im an idiot I should have thought of that over the Wind
    Last edited by smithj_2020; 05-08-2012 at 07:07 PM.
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  4. #4
    Community Member Potta's Avatar
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    It's a viable build to ignore STR as long as you have the gear to back it up. If you manage to get enough +hit from other sources, +hit from STR is devalued. What doesn't become worthless however is the extra damage per hit.

    DCs do become worthless to stack after a while. If a mob has a fort save of 30 and only manages to save a 45 DC on a roll of 15 or above, it's a vast improvement to increase that DC. But there's no point increasing it beyond 50 in that case. The maximum effectiveness of your DC is the Fort Save of the Mob + 19. I don't know that so many mobs have such high Fort saves that would require a DC that high. As someone who has 45 DC currently, my stuns work fairly well. Not 100%, but most of the time - certainly they work well enough that I don't feel like I need another 8 DC for them to be effective. 4-5 maybe, but not 8. I think you're going over the top on Wisdom and could reign it in a bit, increasing your strength instead.

    And yeah, I guess there is QP, but the DC on that is so low to be almost worthless, even with a high wisdom. There's a level of cognitive dissonance going on here I feel that says for Stunning Fist to be worthwhile, I need a DC in the mid 50s. But I'll also appreciate a QP DC of 38. No. If QP is good at 38, then Stunning Fist is good at 38 too, in which case your crazy DC on it is unnecessary and you could drop your Spare Hand that you were so desperate to keep in an earlier post.

    Also, don't switch to Water stance. It's not worth it. Yes, it's another +2 DC, but you're forgetting the 10% doublestrike works for stuns too. Every stun in air stance has a 10% chance to proc again, forcing the mob to make another save. If your DC was low, the wisdom would be better, but with a high DC like what you have now, this extra proc chance vastly outdoes it.

  5. #5
    Community Member smithj_2020's Avatar
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    Quote Originally Posted by Potta View Post
    It's a viable build to ignore STR as long as you have the gear to back it up. If you manage to get enough +hit from other sources, +hit from STR is devalued. What doesn't become worthless however is the extra damage per hit.

    DCs do become worthless to stack after a while. If a mob has a fort save of 30 and only manages to save a 45 DC on a roll of 15 or above, it's a vast improvement to increase that DC. But there's no point increasing it beyond 50 in that case. The maximum effectiveness of your DC is the Fort Save of the Mob + 19. I don't know that so many mobs have such high Fort saves that would require a DC that high. As someone who has 45 DC currently, my stuns work fairly well. Not 100%, but most of the time - certainly they work well enough that I don't feel like I need another 8 DC for them to be effective. 4-5 maybe, but not 8. I think you're going over the top on Wisdom and could reign it in a bit, increasing your strength instead.

    And yeah, I guess there is QP, but the DC on that is so low to be almost worthless, even with a high wisdom. There's a level of cognitive dissonance going on here I feel that says for Stunning Fist to be worthwhile, I need a DC in the mid 50s. But I'll also appreciate a QP DC of 38. No. If QP is good at 38, then Stunning Fist is good at 38 too, in which case your crazy DC on it is unnecessary and you could drop your Spare Hand that you were so desperate to keep in an earlier post.

    Also, don't switch to Water stance. It's not worth it. Yes, it's another +2 DC, but you're forgetting the 10% doublestrike works for stuns too. Every stun in air stance has a 10% chance to proc again, forcing the mob to make another save. If your DC was low, the wisdom would be better, but with a high DC like what you have now, this extra proc chance vastly outdoes it.
    Yea, both of you present very valid points, speacially the wind stance, really the DCs are just increasing my QP and ToD, which I dont know if I could ever really obtain a basic no fail DC for QP, would have to be 46+ epic I think...
    I feel at home in the darkness, when its just me and my blades...when the hunter takes over!

  6. #6
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    Epic Spare Hand is more of a swap item anyway.
    Only a non monk player would say that. +5 DC to SF & IS (& Kukan Do for a light monk) is a swap item for a monk? lol The *only* time that it would make sense to swap that out would be while fighting undead but even then IS is still helpful in lowering AC.

  7. #7
    Community Member Revolted's Avatar
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    Quote Originally Posted by edgarallanpoe View Post
    Only a non monk player would say that. +5 DC to SF & IS (& Kukan Do for a light monk) is a swap item for a monk? lol The *only* time that it would make sense to swap that out would be while fighting undead but even then IS is still helpful in lowering AC.
    Sorry but if you have 48 DC without it you really wont need it... Its much more important to get plus 45 hp with a GS belt then get to 53 DC on stunning fist, since with 48 you'll stun everything. My gimp monk has right now 43 DC without Spare Hand, and it's rare for me to not stun any epic mob...

  8. #8
    Community Member twigzz's Avatar
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    Looks like a solid build. Personally I'd drop a toughness feat for imp sunder tho.

  9. #9
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    Quote Originally Posted by twigzz View Post
    Looks like a solid build. Personally I'd drop a toughness feat for imp sunder tho.
    Agree. Definitely drop the 2nd toughness. The improved sunder makes it easier to stun things as well, even if they make the save.

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