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  1. #1
    Founder ChoW's Avatar
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    Default Completionist Monk Life

    I am getting very close to my goal of a completionist on my main character and have always been very fond of the great versatility and adaptability that monks can provide. This has drawn me to my conclusion to make a monk for my completionist life. After this long TR train that I have been running, additional lives (at this point in time) are out of the question. I will have one past life in every class.
    I am looking for some constructive feedback on the build I have come up with.

    It's wisdom based, dark path, Touch of Death, Half-Elf Dilettante: Rogue and GM Earth and Storms.

    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Male
    (20 Monk) 
    Hit Points: 362
    Spell Points: 40 
    BAB: 15\15\20\25\25
    Fortitude: 18
    Reflex: 16
    Will: 23
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             16                    21
    Dexterity            14                    19
    Constitution         16                    22
    Intelligence          8                    13
    Wisdom               16                    32
    Charisma              8                    13
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Dexterity used at level 1
    +1 Tome of Constitution used at level 1
    +1 Tome of Intelligence used at level 1
    +1 Tome of Wisdom used at level 1
    +1 Tome of Charisma used at level 1
    +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 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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    10
    Bluff                -1                     3
    Concentration         7                    45
    Diplomacy            -1                     3
    Disable Device       n/a                    n/a
    Haggle               -1                     3
    Heal                  3                    13
    Hide                  2                    10
    Intimidate           -1                     3
    Jump                  3                    23
    Listen                3                    13
    Move Silently         2                    10
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     4
    Search               -1                     4
    Spot                  3                    13
    Swim                  3                     7
    Tumble                6                    31
    Use Magic Device      1                    15
    
    Level 1 (Monk)
    Skill: Concentration (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+2)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Stunning Fist
    Feat: (Monk Bonus) Toughness
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 2 (Monk)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Dodge
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Completionist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Monk Improved Recovery I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Monk)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Static Charge
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 5 (Monk)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Human Adaptability Wisdom I
    
    
    Level 6 (Monk)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Rock
    
    
    Level 7 (Monk)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    
    
    Level 8 (Monk)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Winter's Touch
    
    
    Level 9 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Monk Wisdom II
    
    
    Level 10 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Touch of Death
    
    
    Level 11 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Adept of Wind
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Monk Ninja Spy II
    Enhancement: Master of Stone
    
    
    Level 13 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Greater Adaptability Constitution I
    
    
    Level 14 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Racial Toughness II
    
    
    Level 15 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Monk Wisdom III
    
    
    Level 16 (Monk)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Master of Thunder
    
    
    Level 17 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Improved Rogue Dilettante II
    
    
    Level 18 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Precision
    Enhancement: Grandmaster of Mountains
    
    
    Level 19 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Grandmaster of Storms
    
    
    Level 20 (Monk)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Tumble (+1)
    Enhancement: Monk Serenity
    Enhancement: Human Improved Recovery II
    With the addition of the new gear in Forgotten Realms, I can be flexible with the distribution of stats. Main focus of course will be in Wisdom with emphasis in the following stats in order of important to least important: Constitution - Dexterity - Strength - Charisma - Intelligence.
    Wisdom for more DCs and AC (Lesser extent, Will saves).
    Constitution for more health and of course more concentration (Lesser extent, Fortitude saves).
    Dexterity for more AC (Lesser extent, Reflex saves).
    Strength for additional to-hit/damage (Priority is lower on this due to the way the new combat system has a dimishing returns effect on high to-hit vs. mediocre to-hit).
    Charisma for additional UMD and to be a pretty-boy.
    Intelligence... I'm already Wise beyond my years, no amount of Intelligence will help me anymore!

    This build can:
    stun those pesky beasties
    keep incorporality up at all times
    touch naughty little drow with a devestating Touch of Death
    throw heal scrolls in a pinch (with that kind of concentration, they'd almost never get interrupted) overall UMD will be reaching 20 w/o gear equipped or twist applied
    sneak attack for base 6d6
    assume a DPS stance with Grandmaster of Storms
    assume a tankish stance with Grandmaster of Earth (Great for soloing as well)

    I will be taking the following Epic Feats:
    Vorpal Strikes (Still waiting for this to be fixed to be a toggle and to actually vorpal)
    Improved Martial Arts

    I haven't gone into detail on Epic Destinies much yet, but obvious focus here will be on Grandmaster of Flowers with potential twists into:
    Legendary Dreadnought - Legendary tactics (Tier I enhancement) +6 Tactical Feat DCs (More stunning of the pesky beasties)
    Fatesinger - Lucidity (Tier II enhancement) +6 Concentration (And diplomacy...) and +3 UMD (Reduced to 3 in Update 14 patch 1)
    Third is still up in the air... I'm thinking Lithe from the Shadowdancer for 6 AC and Reflex
    *Note: Druid was not avilable in the character planner at the time of this post, but will be included in the life progression of this character*
    Last edited by ChoW; 07-06-2012 at 09:19 PM.

  2. #2
    Community Member Potta's Avatar
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    For a start, Grandmaster of Flame is not a DPS stance. It's +4 str vs 10% doublestrike. That's no contest. 10% doublestrike wins in DPS and tactics, because it gives an extra chance for your stuns and ToD's to proc. Triple ToDs are very nice. The only benefit of Flame stance is to generate Ki quickly. This is much less of an issue when you get a Ki + 1 item. And that benefit can be achieved from the baseline Flame stance without spending points on it.

    For DPS, the best stances are Air and Earth. Earth however will have you pulling aggro a lot, making Air the clear favourite for most DPS monks.

    Next, I'd question the Cleric Dilly. You're taking UMD - as you should - so you'll end up with 11 ranks by 20. By 25 that'll be 16 ranks. 17 with your past life. 20 with Completionist. With moderate gear and a single Fatesinger Twist, you could achieve a UMD that could no-fail healing scrolls very easily. You won't get it until late in your characters life, so you may choose to level with the Cleric Dilly and swap it out later, but a Rogue Dilly would give you a lot more DPS. 3d6 sneak is a considerable benefit to a class that attacks as fast as monks.

    I'd also drop Power Attack if I were you. You're going Wisdom based, so you'll take a hit to your STR. This isn't as big a deal now as it used to be now that AB has been devalued, but it's not totally worthless. You still need to hit regularly, which I'm concerned may be a problem with a wisdom build that has Power Attack active. In fact, I'd say the only reason to have Power Attack on a Dark Monk would be to get Improved Sunder for the fort debuff. You don't have enough feats for that, so Power Attack is not needed at all. Pick up Precision instead. It gives +5% chance to hit (equivalent to around +8-10ab against high AC opponents) and lets you bypass 25% of their fortification, which with sneak items + ninja spy + possible rogue dilly is a lot of extra damage.

    If you're planning on going Grandmaster of Flowers, I'd also swap your skill points from Balance into Tumble. We get free FoM and immunity to most knockdowns, which sort of guts the relevance of Balance. We also get the ability to tumble straight through mobs, making it potentially very useful.

  3. #3
    Founder ChoW's Avatar
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    Quote Originally Posted by Potta View Post
    For a start, Grandmaster of Flame is not a DPS stance. It's +4 str vs 10% doublestrike. That's no contest. 10% doublestrike wins in DPS and tactics, because it gives an extra chance for your stuns and ToD's to proc. Triple ToDs are very nice. The only benefit of Flame stance is to generate Ki quickly. This is much less of an issue when you get a Ki + 1 item. And that benefit can be achieved from the baseline Flame stance without spending points on it.

    For DPS, the best stances are Air and Earth. Earth however will have you pulling aggro a lot, making Air the clear favourite for most DPS monks.

    Next, I'd question the Cleric Dilly. You're taking UMD - as you should - so you'll end up with 11 ranks by 20. By 25 that'll be 16 ranks. 17 with your past life. 20 with Completionist. With moderate gear and a single Fatesinger Twist, you could achieve a UMD that could no-fail healing scrolls very easily. You won't get it until late in your characters life, so you may choose to level with the Cleric Dilly and swap it out later, but a Rogue Dilly would give you a lot more DPS. 3d6 sneak is a considerable benefit to a class that attacks as fast as monks.

    I'd also drop Power Attack if I were you. You're going Wisdom based, so you'll take a hit to your STR. This isn't as big a deal now as it used to be now that AB has been devalued, but it's not totally worthless. You still need to hit regularly, which I'm concerned may be a problem with a wisdom build that has Power Attack active. In fact, I'd say the only reason to have Power Attack on a Dark Monk would be to get Improved Sunder for the fort debuff. You don't have enough feats for that, so Power Attack is not needed at all. Pick up Precision instead. It gives +5% chance to hit (equivalent to around +8-10ab against high AC opponents) and lets you bypass 25% of their fortification, which with sneak items + ninja spy + possible rogue dilly is a lot of extra damage.

    If you're planning on going Grandmaster of Flowers, I'd also swap your skill points from Balance into Tumble. We get free FoM and immunity to most knockdowns, which sort of guts the relevance of Balance. We also get the ability to tumble straight through mobs, making it potentially very useful.
    I really like this input. I am going to make some tweaks to the build and repost.
    Thank you very much!
    *Original post updated*
    Last edited by ChoW; 07-05-2012 at 06:20 PM.

  4. #4
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    Shadowdancer - Meld into Darkness (Tier III enhancement) 100% Dodge while active only pushes your base dodge to cap 25% not 100% to dodge everything meaning it lets you hit the 25% cap dodge not 100% to anything. Most monks will already be around 15-20 depending on gear/feats its prob not worth it for a few more points dodge on such a small duration.

  5. #5
    Founder ChoW's Avatar
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    Quote Originally Posted by Freyi View Post
    Shadowdancer - Meld into Darkness (Tier III enhancement) 100% Dodge while active only pushes your base dodge to cap 25% not 100% to dodge everything meaning it lets you hit the 25% cap dodge not 100% to anything. Most monks will already be around 15-20 depending on gear/feats its prob not worth it for a few more points dodge on such a small duration.
    Aww, that's unfourtunate. Altering original post here shortly. Also, as of 6 July 2012, it has been announced that the Fatesinger enhancement of Lucidity is dropping its UMD from 6 to 3 at top rank. Altered original post to reflect as such.

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