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Thread: Any Input?

  1. #1
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    Lightbulb Any Input?

    PAST LIVES SELECTED:
    Monk (1)

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    LEVEL 1
    Race Selected: Female Dwarf
    Alignment Selected: Lawful Good
    Class Selected: Monk (Monk 1)
    Abilities Raised: STR: 16, DEX: 16, CON: 16, WIS: 15
    Skills Ranks Raised: Balance +4 (4), Bluff +2 (2), Concentration +4 (4)
    Feats Selected: Two Weapon Fighting, Toughness
    Enhancements Selected: Dwarven Axe Damage I

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    LEVEL 2
    Class Selected: Monk (Monk 2)
    Skills Ranks Raised: Balance +1 (5), Concentration +1 (5), Jump +1 (1)
    Feats Selected: Power Attack
    Enhancements Selected: Monk Wisdom I, Way of the Clever Monkey I, Improved Concentration I

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    LEVEL 3
    Class Selected: Monk (Monk 3)
    Skills Ranks Raised: Balance +1 (6), Concentration +1 (6), Jump +1 (2)
    Feats Selected: Cleave, Path of Harmonious Balance
    Tomes Applied: STR: +1, DEX: +1, CON: +1, INT: +1, WIS: +1, CHA: +1
    Enhancements Selected: Dwarven Constitution I, Racial Toughness I

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    LEVEL 4
    Class Selected: Monk (Monk 4)
    Abilities Raised: CON: 19
    Skills Ranks Raised: Balance +1 (7), Concentration +1 (7), Jump +1 (3)
    Enhancements Selected: Monk Improved Recovery I, Dwarven Axe Attack I, Improved Concentration II

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    LEVEL 5
    Class Selected: Monk (Monk 5)
    Skills Ranks Raised: Balance +1 (8), Concentration +1 (8), Jump +1 (4)
    Equipment Mods Changed To: AC: 7, STR: 2, DEX: 2, CON: 3, WIS: 2, CHA: 3, Search: 5, Spot: 5
    Enhancements Selected: Way of the Clever Monkey II, Dwarven Spell Defense I, Dwarven Spell Defense II

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    LEVEL 6
    Class Selected: Monk (Monk 6)
    Skills Ranks Raised: Balance +1 (9), Concentration +1 (9), Jump +1 (5)
    Feats Selected: Weapon Focus (Slashing), Weapon Finesse
    Enhancements Selected: Racial Toughness II, Adept of Wind, Ten Thousand Stars

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    LEVEL 7
    Class Selected: Monk (Monk 7)
    Skills Ranks Raised: Balance +1 (10), Concentration +1 (10), Jump +1 (6)
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2, WIS: +2, CHA: +2
    Enhancements Selected: Dwarven Axe Damage II

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    LEVEL 8
    Class Selected: Monk (Monk 8)
    Abilities Raised: CON: 21
    Skills Ranks Raised: Balance +1 (11), Concentration +1 (11), Jump +2 (8)
    Enhancements Selected: Dwarven Constitution II

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    LEVEL 9
    Class Selected: Monk (Monk 9)
    Skills Ranks Raised: Balance +1 (12), Concentration +1 (12), Jump +2 (10)
    Feats Selected: Improved Two Weapon Fighting
    Enhancements Selected: Racial Toughness III, Improved Concentration III

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    LEVEL 10
    Class Selected: Monk (Monk 10)
    Skills Ranks Raised: Balance +1 (13), Concentration +1 (13), Jump +2 (12)
    Enhancements Selected: Dwarven Axe Attack II

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    LEVEL 11
    Class Selected: Monk (Monk 11)
    Skills Ranks Raised: Balance +1 (14), Concentration +1 (14), Jump +2 (14)
    Enhancements Selected: Way of the Clever Monkey III

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    LEVEL 12
    Class Selected: Monk (Monk 12)
    Abilities Raised: CON: 23
    Skills Ranks Raised: Balance +1 (15), Concentration +1 (15), Spot +2 (2)
    Feats Selected: Improved Critical (Slashing)
    Enhancements Selected: Racial Toughness IV

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    LEVEL 13
    Class Selected: Monk (Monk 13)
    Skills Ranks Raised: Balance +1 (16), Concentration +1 (16), Spot +2 (4)
    Enhancements Selected: Master of Thunder, Improved Concentration IV

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    LEVEL 14
    Class Selected: Monk (Monk 14)
    Skills Ranks Raised: Balance +1 (17), Concentration +1 (17), Spot +2 (6)
    Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
    Enhancements Selected: Improved Balance I, Improved Balance II, Improved Balance III, Improved Balance IV

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    LEVEL 15
    Class Selected: Monk (Monk 15)
    Skills Ranks Raised: Balance +1 (18), Concentration +1 (18), Spot +2 (8)
    Feats Selected: Greater Two Weapon Fighting
    Enhancements Selected: Way of the Clever Monkey IV

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    LEVEL 16
    Class Selected: Monk (Monk 16)
    Abilities Raised: WIS: 19
    Skills Ranks Raised: Balance +1 (19), Concentration +1 (19), Spot +2 (10)
    Enhancements Selected: Monk Improved Recovery II

    --------------------------------------------------------------------------------
    LEVEL 17
    Class Selected: Monk (Monk 17)
    Skills Ranks Raised: Balance +1 (20), Concentration +1 (20), Spot +2 (12)
    Enhancements Selected: Monk Wisdom II

    --------------------------------------------------------------------------------
    LEVEL 18
    Class Selected: Monk (Monk 18)
    Skills Ranks Raised: Balance +1 (21), Concentration +1 (21), Spot +2 (14)
    Feats Selected: Quick Draw
    Enhancements Selected: Grandmaster of Storms

    --------------------------------------------------------------------------------
    LEVEL 19
    Class Selected: Monk (Monk 19)
    Skills Ranks Raised: Balance +1 (22), Concentration +1 (22), Spot +2 (16)

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    LEVEL 20
    Class Selected: Monk (Monk 20)
    Abilities Raised: WIS: 21
    Skills Ranks Raised: Balance +1 (23), Concentration +1 (23), Spot +2 (18)
    Enhancements Selected: Monk Wisdom III, Monk Serenity, Improved Spot I
    ================================================== =============
    HP:412 SP:0 AC:30 FORT:20 REFL:17 WILL:19 BAB:+15/+15/+20/+25
    STR:20(+5) DEX:20(+5) CON:26(+8) INT:10(0) WIS:24(+7) CHA:11(0)
    Balance:36, Bluff:2, Concentration:45, Diplomacy:0, Disable Device: n/a, Haggle:4, Heal:7, Hide:5, Intimidate:0, Jump:19, Listen:7, Move Silently:5, Open Lock: n/a, Perform: n/a, Repair:0, Search:5, Spot:31, Swim:5, Tumble: n/a, UMD: n/a

  2. #2
    Community Member Kinerd's Avatar
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    -Monks cannot stay centered using axes of any sort, so throw out the axe enhancements, WF: Slash. You can't use any of the stances you spent good AP on. A monk wielding axes is just a (very) weak fighter.
    -Spell Defense is a very powerful enhancement for traditional meatheads, but between IE and monk saves it is in most cases overkill on a monk.
    -With the two previous points in mind, dwarf is not a very synergistic choice with monk. It adds HP, saves, and axe damage. Monks have enough HP and saves and get nothing out of axe damage. By comparison, human adds heal amp, a feat, and DPS. You can never have enough of any of those three.
    -You don't have any stuns. Again, this just makes you a weak fighter with a monk symbol in the party UI.

    My advice to you is to make a more traditional unarmed monk (Stunning Fist, Shintao, etc.). Get it to a high level, 15 or so, then pull out a couple handaxes and see how much worse they are for yourself.

  3. #3
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    Question

    Sounds to me like yet another example of:
    'The DDO Experience'
    They give the use of handaxes to a class and then if you choose to use them it ruins the class's abilities. Does that hold true with Drow Elves and shortswords? or will that kick out everything if you do a Drow ninja assassin? (12monk/8rogue)

  4. #4
    Community Member Kinerd's Avatar
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    Using shortswords won't completely nuke your centered status like handaxes do, but you are still better off with unarmed. You attack faster, get full Strength bonus to offhand, and can use Stunning Fist and Touch of Death.

  5. #5
    Community Member wax_on_wax_off's Avatar
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    Also, be lawful neutral and put max ranks into Use Magic Device. Also put 1 rank into Tumble.
    Quote Originally Posted by Feather_of_Sun View Post
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  6. #6
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    Quote Originally Posted by Kinerd View Post
    -Monks cannot stay centered using axes of any sort, so throw out the axe enhancements, WF: Slash. You can't use any of the stances you spent good AP on. A monk wielding axes is just a (very) weak fighter.
    -Spell Defense is a very powerful enhancement for traditional meatheads, but between IE and monk saves it is in most cases overkill on a monk.
    -With the two previous points in mind, dwarf is not a very synergistic choice with monk. It adds HP, saves, and axe damage. Monks have enough HP and saves and get nothing out of axe damage. By comparison, human adds heal amp, a feat, and DPS. You can never have enough of any of those three.
    -You don't have any stuns. Again, this just makes you a weak fighter with a monk symbol in the party UI.

    My advice to you is to make a more traditional unarmed monk (Stunning Fist, Shintao, etc.). Get it to a high level, 15 or so, then pull out a couple handaxes and see how much worse they are for yourself.
    You are right about puttin in wis, not using dwarven axes, spell defense and stuns BUT
    (My monk is human) and dwarf can be good choice due to increase of HP/Stun DC (yes, dwarven tactics)
    The DC increase of 3 can be worth it IMO
    Also, why would monk with PL monk not take active PL? O.o
    Ainevek: 9/6/2 FvS/ranger/paladin (life 2/?) Shinweng: 8/5/2 monk/wizard/paladin (life 4/3?Abaranda: 18/2 FvS/monk (life 7/?) Kevenia: 6 sorcerer (life 2/?)
    Two handed chruchers, Ghallanda

  7. #7
    Community Member Kiel's Avatar
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    Due to the changes in less than 2 weeks think carefully if you want to roll a monk.Read the glass cannon thread under lam combat.Needless to say the changes are not good no matter the build.

    Rangers are actually looking good compared to monks if that tells you anything.

  8. #8
    Community Member danbuterx's Avatar
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    Seriously? Why would they nerf monks like that?
    Last edited by danbuterx; 06-14-2012 at 11:22 AM.

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