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  1. #1
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    Post Omnimonk

    This character is a high DPS monk hybrid with good HP, full rogue skills and survivability. The build can also meat tank with a reasonable 80% hate generation bonus and obtain a decent AC and/or healing amp bonus to combine with incorpreality. There are difficult to obtain items and this character has several past lives, so replication isn’t entirely simple.

    Just popping the details down in case anyone else fancies something similar. Any improvements (other than using a half-elf ) considered. I'm also undecided on which past life to get, currently swinging between choosing monk/fighter/paladin.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Human Male
    (6 Fighter \ 12 Monk \ 2 Rogue) 
    Hit Points: 394
    Spell Points: 0 
    BAB: 16\16\21\26\26
    Fortitude: 17
    Reflex: 17
    Will: 15
    
                      Starting          
    Abilities        Base Stats         
    (36 Point)       (Level 1)          
    Strength             16             
    Dexterity            14             
    Constitution         16             
    Intelligence         12             
    Wisdom               14             
    Charisma              8             
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +2 Tome of Intelligence used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    +4 Tome of Intelligence used at level 15
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+3)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Dodge
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Paladin
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Monk)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Monk)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 5 (Monk)
    Skill: Search (+2)
    Skill: Use Magic Device (+1)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 6 (Monk)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 7 (Monk)
    Skill: Disable Device (+3)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Toughness
    
    
    Level 9 (Monk)
    Feat: (Selected) Stunning Blow
    
    
    Level 10 (Monk)
    Skill: Concentration (+6)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Fighter)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    
    
    Level 12 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+2)
    Skill: Open Lock (+1)
    Skill: Search (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Monk)
    Skill: Open Lock (+2)
    Skill: Use Magic Device (+1.5)
    
    
    Level 14 (Monk)
    Skill: Concentration (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Monk)
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Power Attack
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Search (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Fighter)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Fighter)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Past Life: Student of the Sword
    
    
    Level 19 (Fighter)
    Skill: Disable Device (+2)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+2)
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Greater Adaptability Charisma I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Winter's Touch
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Rogue Wand and Scroll Mastery I
    Basic breakdown of important stuffs:

    Feats (15 Total: 4 Fighter, 3 Monk, 8 General)
    Toughness x 3 xxx
    Stunning Fist x
    Stunning Blow x
    Two Weapon Fighting x
    Improved Two Weapon Fighting x
    Greater Two Weapon Fighting x
    Improved Critical: Blunt x
    Weapon Focus: Blunt x
    Weapon Specialization: Blunt x
    Power Attack x
    Dodge x
    PL Monk x
    PL Fighter x


    Saves:
    Fortitude (con): 8 monk / 5 Fighter / 12 con / 3 resistance : 28
    Reflex (dex) : 8 monk / 2 Fighter / 3 Rogue / 7 dex / 3 resistance : 23
    Will (wis): 8 monk / 2 Fighter / 10 wis / 3 resistance / 5 Jitz : 28

    Stats:
    Base Tome Level Lit Stance F M R Human Items Ship Total
    Str 16 3 5 1 2 2 7(1) 2 40
    Dex 14 3 1 -2 1 6 2 24
    Con 16 3 1 5 6(1) 2 34
    Int 12 3 1 6 2 24
    Wis 14 3 1 3 6(1) 2 30
    Cha 8 3 1 1 6 2 22

    Gear Plan:

    Helmet Pirate Hat + 15 Concentration +6 Seeker
    Trinket Litany of the Dead
    Goggles Supreme Tyrant Conc Opp +6 Wis
    Necklace Oremi’s Necklace: +1 Ki +6 Con
    Armour Icy Raiment -Dodge Bonus +4, Protection +4, Resistance +3, Dodge +1 Ritual
    Cloak Epic Cloak of Night - Invisibility Guard, Ghostly, Deathblock, Nightmare Guard, Dodge Bonus +2, DR 5/Good
    Gloves Epic Brawling - Spike Studded, Glass Jaw Strike, Sneak Attack Bonus +4, Strength +7, [Yellow]
    Bracers Epic Jidz-Tet'ka-Armor bonus +8, Exceptional Wisdom +1, Will Save +5, Tet-zik, The Enlightened Change[Yellow][Colorless]
    Belt Spare Hand (Tier 3)-Riposte, Exceptional Combat Mastery +5, Staggering Blow, Disable Device +15, Open Lock +15, Use Magic Device +3, Doublestrike 3%[Blue:][Colorless:]
    Boots Greensteel triple earth, protection +5 and (importantly) fortification
    Ring1 Oremi's Ring - Ring: Wisdom +6, Exceptional Constitution +1, Incredible Potential ◦ Set Bonus: 1d6 Fire Damage per Attack, extra damage is also applied to glancing blows (holy burst)
    Ring2 Kormor's Ring - Intelligence +6, Confounding Enchantment - ( Random Exceptional Ability +1)
    Quiver Quiver of Alacrity

    AC
    Going to be 60-70 range with a couple of clickies. Not too fussed.

    To hit and damage
    19 BAB Monk
    15 str
    6 wraps
    4 gh
    4 goggles
    2 past lives
    1 Litany
    1 weapon focus
    +52

    Average Damage Per Hit

    2d10 11
    + 15 Strength
    +6 Base Calomel Gloves
    +1 Litany
    +1 Monk Past Life (1)
    + 2d6 Good 7
    +2d6 Acid 7
    +1d4 Piercing 2.5
    + 1d6 Fire 3.5
    +1d6 Cold 3.5
    +1d4 Water 2.5 (Calomel, 2d8 crit)
    2 Weapon Specialisation
    10.5 Average Calomel Crushing Wave
    9.3 Average Calomel Corrosive Salt
    Calomel Lifedrinker Calomel Weapons, L20 Tier 3
    81.8 average damage (non crit)

    Health

    60 Fighter
    96 Monk
    12 Rogue
    20 Toughness on Epic Item
    20 Large Guild Slot Goggles (when wearing)
    45 Greensteel Boots
    110 Toughness Feats (5)
    240 Constitution Bonus 12 x 20
    30 Human Racial Toughness 3
    20 Fighter Toughness 2
    30 Greater False Life
    10 Draconic Vitality
    10 Monk Path

    110% = 742.3

    Skills

    I'm a little bit unsure about the numbers here. I've planned to hit certain breakpoints based on the info on ddowiki for traps etc. If any of my skill plan numbers are too low (refer to the build above), please let me know.

    Note: All skills can be raised by +5 using a Human Skill Boost, I have not incorporated these numbers into the below calculation because I’d rather use the to hit/damage boots for more useful things.

    Balance (Dexterity, class skill monk/rogue)
    Target: As high as possible
    +7 Dexterity bonus
    +4 GH
    +2 Luck
    +4 Points Spent
    Total 17

    Concentration (Constitution, class skill monk)
    Target: As high as possible
    +12 Constitution bonus
    +15 Pirate Hat
    +4 Greater Heroism
    +2 Luck

    Disable Device (Intelligence, class skill rogue)
    Target: 57
    +7 Intelligence
    +15 Spare Hand
    +4 Greater Heroism
    +2 Luck
    +7 Thieves Tools
    +22 Points Spent
    Total 57

    Jump (Strength, class skill monk/fighter/rogue)
    Target: Soft skill cap at 40
    +15 Strength
    +15 Jump Spell clicky
    +4 Greater Heroism
    +2 Luck
    +4 Points Spent
    Total 40

    Open Locks (Dexterity, class skill rogue)
    Target: 48
    +7 Dexterity
    +15 Spare Hand
    +4 Greater Heroism
    +2 Luck
    +7 Thieves Tools
    +6 Exceptional Dexterity (greensteel item swapout)
    +9 Points Spent
    Total 48

    Search (Intelligence, class skill rogue)
    Target: 48
    +7 Intelligence
    +15 Tharnes Goggles
    +4 Greater Heroism
    +2 Luck
    +20 Rank
    Total 48

    Tumble ()
    Target: 1
    +1 Rank
    Total 1

    Use Magic Device (Charisma, class skill rogue)
    Target: 39 healing scrolls, 53 silver scrolls.
    +6 Charisma
    +3 Spare Hand
    +4 Greater Heroism
    +6 Supreme Tyrant Conc Opp Goggles
    +2 Good Luck
    +23 Rank
    Total 44


    And thats it out there. A multiclass, multipurpose character with solid DPS, health and (when I actually reincarnate into it) soloability from lvl 1 onwards.
    Last edited by Dace; 06-09-2012 at 06:24 PM.

  2. #2
    Community Member Kinerd's Avatar
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    I think you would get more out of the build if you went Kensei instead of SD, Stunning Blow instead of the 5th Toughness, snapped up a couple Stunning Blow enhancements, and got Haste Boost. Unarmed with Haste Boost is just a buzzsaw. With 14 Strength bonus (with no more SD stance), you would be at...

    10
    15 bonus
    5 Exceptional
    1 Kensei
    2 Stunning Blow enhancements
    2 Fighter past life
    =
    34 Stunning Blow base

    -5 bonus, +10 level for Stunning Fist, and that's a 39. Even without Stunning wraps you can do some good work with a 39, and throw in some nice Cannith +8s and you can go to town with Stunning Blow too.

    I also think you could palpably increase your survivability by pumping your healing amp. Things that stand out to me as droppable:
    -Ninja Spy 2, throw in your Way for 5 AP. The SA is good, but if you're soloing a lot it's pretty pointless.
    -Your various stats. 10 AP for 1 Stunning Fist DC and AC, for instance, is pretty harsh.
    With that 15 AP alone, you could get Monk 2 and Human 2 for a 144% increase on everything. Your Heal scroll goes from 143 to 205, bang.

    Even if you stick with the stats, at least go Human Adaptibility instead of Monk Wisdom 3. Save 4 AP and get identical benefit.

    edited to add: Improved Sunder instead of another Toughness, too.

  3. #3
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    Smile

    Some very nice feedback, thank you.

    I'll now be taking Ninja spy II at L16 and dropping it once I've finished running Abbots. Water walk isn't a good enough reason to keep the prestige.

    Very nice tip on the Human Adaptability also.

    I've had some good luck with epic drops recently, with Chimera's Crown/Hyena Claw Necklace/Grims bracelet also opening up to me so I may well modify the build a bit.

    Having played 2 pure Kensai to 20 in my fighter lives, I'm definately going to be using Defender this life for the most part. I might consider a later respec to Kensai if Defender doesn't output enough damage.

    Regarding the past life feats: fighter for +4 attack bonus and a full BAB (net +5) strikes me as more useful than +3 attack/damage that a Paladin could offer. Which would appeal more to you? Do bards have a luck damage bonus buff that would confirm this choice for me?

  4. #4
    Community Member Izdaari's Avatar
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    Quote Originally Posted by Dace View Post
    Helmet Pirate Hat + 15 Concentration +6 Seeker
    Same pirate hat my 20 monk wears! I still like it. Eventually, I'm sure I'll find some epic thing I like better, but it's pretty good.

    Nice build, btw. I concur with Kinerd's suggestions.

  5. #5
    The Hatchery DethTrip's Avatar
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    Epic ring of the stalker gives seeker 6. It's a great ring you might want to look at.
    If you're having fun, then you're doing it right.

  6. #6
    Community Member Kinerd's Avatar
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    Quote Originally Posted by Dace View Post
    Some very nice feedback, thank you.
    Welcome!
    Regarding the past life feats: fighter for +4 attack bonus and a full BAB (net +5) strikes me as more useful than +3 attack/damage that a Paladin could offer. Which would appeal more to you? Do bards have a luck damage bonus buff that would confirm this choice for me?
    According to this thread, the fighter life only lasts 1 minute, so I would rather have 6 minutes of atk/dmg than 3 minutes of a little more atk. Bard stuff is all morale, the stuff that doesn't stack with Divine Power are things like Prayer and Recitation.

  7. #7
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    Quote Originally Posted by Kinerd View Post
    Welcome! According to this thread, the fighter life only lasts 1 minute, so I would rather have 6 minutes of atk/dmg than 3 minutes of a little more atk. Bard stuff is all morale, the stuff that doesn't stack with Divine Power are things like Prayer and Recitation.

    So with a wand of Recitation, plus the fighter past life BAB/attack bonus, thats a total of +7 to hit and +2 to damage, vs +3 to hit and +3 to damage (as the fighter past life will be able to get the full luck bonus from the wand, and the paladin past life will get nada). Granted, the to hit bonuses are only a minute long BUT its a lot.

    I'm not a big fan of hitting clickies a lot myself, but thats a lot of attack bonus over accepting an "easy" +3/3. I see your point though and I'm still undecided.

  8. #8
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    Well, it looks like I timed my TR nicely.

    No sooner had I reached L6 than Turbine announces the 8>16 experience taxi. Fantastic

    As far as playability goes, L1-8 was very comfortable soloing Elite quests (even the harder ones). I did learn that its a better idea to keep the search skill maximised here rather than anything else.

    Playability at L16 is better than expected. I pulled a load of gear out of my TR bank and popped it on, then hopped into an Elite Devil Assault. The entire party died halfway through the second wave, except for this character who basically killed everything from that point onward. AC was low 60's, nothing could actually hit him hard enough to out damage vampiric stonedust healing. With no monk combos on the toolbars, no gear hotswaps etc it was great survivability with zero effort.

    Very much looking forward to seeing the performance of this guy at 18/20 when I get everything set up to play properly. At the moment, very pleased indeed.

  9. #9
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    I suggest swapping a toughness for improved sunder. That will improve the rest of your combat feats afterwards. I played almost the same build before except I was a dwarf and had a bit more wisdom and had Kensai. The Reaver Bracers can be a swap item to add to DD and OL because they stack. I wouldn't really bother with wearing an int item all the time.

    Early game light monk, stunning fist, stunning blow, trip and curse of healing keeps you very self sufficient.
    Mid game you swap from light to dark and meditation with vampiric stonedust handwraps can keep you up most of the time without healing assistance and touch of death is nasty.
    Late game I dropped AC for more guard and DPS.
    Almost no issues with traps even though I was only 1 level of rogue and took the second at 20.
    Possibly the only complaint is how many buttons you constantly rotate. (imp sunder, stunning fist, TOD, trip, elemental curse, etc.)

    Storm

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