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  1. #1
    Community Member SensaiRyu's Avatar
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    Talking The Fyst: A Level 25 Second Life MoTU Pure Monk Build

    This is a second life build for two reasons - I probably won't TR the toon again and one PL monk is enuf.
    Since this is a reference post, I'll be updating this to keep it relatively current with my build.

    Up front... a couple of things about this build. This is not a tank. DPS is ok. I'm going for a high wisdom - high AC and high DCs. Can use heal and greater restoration scrolls when necessary. Equips aren't that hard to get - except maybe for the epic goggles. Stuns almost all the time. I get hit a lot less than my previous build.

    With a bit more work (purple dragon fav) I'll have a base wisdom of 44 (level 24 and +3 exc). Buffed to 52 (+4buff +2ship +2yugo). That's a +21 wisdom mod to add to AC and DCs. Projected AC to be ~135 (103base +ship +vers III +defensive stance).

    Currently I'm lvl 23 and have capped to 3mil XP. I'm staying 23 for a while. It's easier to get into runs at lvl 23 where I can work on EDs than it would be at lvl 25.

    I've added pics at the bottom of this post.

    Up until MoTU, I was happy with my monk build (in my sig) although I thought it could be improved a bit. Weak AC - pre U14 AC was around 55. On Lamannia, it wasn't much higher; maybe around 70. I ran with a monk that boasted a 109 AC during a 4-man shroud - he was running with around 90 AC for most of it. He preferred Spare Hand over the Sun Soul belt. At lvl 25 I had a hard time doing that run. No healer and low AC doesn't mesh.

    However, with the Grandmaster attacks and the AC changes, it became apparent that I needed to reconsider my build.

    I posited a build investigating a charisma based monk a while ago. The purpose was to increase stuns - kukan-do is a very nice stunning move. But there are bosses that can't be stunned. Also, kukan has a long cooldown time compared to stunning fist. The GoF's signature move's perfect peace counter is only incremented with QP and SF, and GoF attacks so I may as well get the most out of these moves.

    Charisma has no real benefits to a monk. Wisdom increases the DCs of most other moves and benefits AC. Strength doesn't benefit AC and I've never had a problem with hitting. Dex doesn't benefit DCs. And of course Con is not a dump stat. This time around I'm focusing on wisdom.

    Another benefit of wisdom is the Vorpal Strikes feat which requires a 23 wisdom.

    This go around I used my level ups in Wis, not Str. I went from 16/15/16/8/14/8 to 14/15/16/8/16/8. 4 lvl ups in wis, one in dex and one more wis at lvl 24. +2 tomes for everything, +4 tome for wis. I chose to get 18 base in dex in case I wanted to try GM Storms. I doubt I will.

    Also, I dropped the Rogue Dilly and took Cleric Dilly. While this cost me Vers IV, it bought me the ability to use heal and greater restoration scrolls (no more fear of neg levels). Still a light monk.

    Even without Spare Hand, my stuns still rock at 56+ DC. I've figured out the necessary stun DCs for EH (55+) and EE(60+) content.

    This build is pretty self sufficient.

    Important Feats
    Improved Sunder - reduces fort saves by 3 - no save and stacks 5 times.
    Cleave - Needed for Momentum and Lay Waste. Was Precision. I run with Power Attack and don't miss in EE.
    Vorpal Strike - not WAI at the moment. It's not an active feat yet. I don't know if I get vorps on 20s either. I doubt it. I have noticed slash damage in my combat log.

    Equips
    Helm: +5 natural armor corsair's skullcap/SFL corsair's skullcap
    Armor/Belt/Bracers: Sun Soul set
    Other Armor: DT incite armor (10%/15%/20%) and DT armor with Magma/Earth Grab
    Boots: Smoke GS Boots / Salt Guard GS boots
    Gloves: Epic Brawling
    Ring: Epic Bucc with Heavy Fort
    Ring/Necklace: Verik's Set (Don't have the Shintao ring yet)
    Goggles: Epic Time Sensing slotted with +1 exc wis
    Trinket: Stalwart Trinket/Bold Trinket/Masters Voice/PL Ioun
    Wraps: Grave Wrappings are ideal for just abut everything. Found Nightmare stun +8 wraps. Most wraps are +10 stun and a few specialty ones.
    Clickies: Stoneskin, 2 Displacement GS items, Haste

    I found out recently that the Sun Soul Vestments can be upgraded with enuf Purple Dragon Knights Fav. And +3 inciteful wis is on the upgrade. At lvl 24 and +3 more wis will make my base wis 41. That's a possible 49 with +4wis buff, yugo, and ship buffs. That'd put my AC around 133 (with vers III and defensive stance). Not bad at all.

    Swapped out human adapt con and toughness III for human adapt wis and vers III.

    Updated: Base AC is 101. +3 nat armor from dragonhide stacks with nat armor equips.
    AC 107 with ship buffs.
    10 base
    +6 dex
    +15 wis (40)
    +9 armor - Sun Soul vestments
    +8 natural armor - +5 Cove hat and +3 Dragonhide twist
    +5 deflection - ring of Bucc
    +4 misc - Sun Soul bracers I'll bet
    +12 feat - +6 AC Walking with Waves, +6 AC Lithe twist
    +15 centered
    +20% AC - stance
    = 101 total
    =107 with ship buffs (+1 dex, +1 wis, +3 natural armor)
    =125 with vers III
    =129 with Defensive fighting

    Dodge chance
    11% to dodge (Mabar cloak, Bucc ring, Nimble trinket, and 5% secret monk ingredient)

    Epic Level Notes
    Level 21 Feat Vorpal Strikes
    Level 24 Feat Improved Martial Arts
    Level 24 Ability +1 Wis

    Epic Destiny Building
    During the beta testing, I focused on GoF first. But when I switched to get a Dreadnought tier 1 ability, I was a gimped lvl 25 toon. This time around I spread my ED leveling out.

    Almost Current GMoF DC's
    With ship buffs:
    EiN DC - 59 (Will, Fort)
    Drifting Lotus DC - 49 (Reflex)

    Pics of these are at the bottom of the post. Follow the unsorted pic link.

    Checking the formulas
    DL DC 49 <> 10base +23monk +8half wis mod.
    DL DC 49 = 10base +23monk +16wis mod.
    Description states half wis mod, not wis mod. Shhhhh....

    Initial Epic Destiny Progression
    The following GMoF build is accurate. It appears that the wiki cost for the four flower attacks is incorrect. They're only 1AP each.
    This is my destiny progression up to two twists - Tier 2, Tier 1. I won't post the rest. +2 twist tome taken.
    Code:
    3 levels in GoF (12 AP)
    Tier 1
    Lily Petal
    Wisdom
    Improved Martial Arts rank 2
    Tier 2
    Wisdom
    Hail of Blows
    Tier 3
    Orchid Blossom
    Walking with Waves
    
    Twist 1 Tier 1 - Lily Petal
    
    2 levels in Legendary Dreadnought (10 AP)
    Tier 1
    Legendary Tactics rank 3 (+6 to tactical DCs)
    Sundering Swing rank 3
    Some AP left over. I'm considering Momentum Swing, but I don't have cleave and Momentum Swing requires you to be in Power Attack stance.
    
    Twist 2 Tier 1 - Legendary Tactics
    
    1 level in Unyielding Sentinel (4 AP)
    Tier 1
    Brace for Impact rank 3 (+40% fort)
    
    Twist 1 Tier 1 - Legendary Tactics
    Twist 2 Tier 1 - Brace for Impact
    
    6 levels in GoF (24 AP)
    Tier 1
    Perfect Balance rank 3 (+3% dodge)
    
    Tier 4
    Piercing Clarity rank 2 (fists bypass 10% fort/ghost touch/concealment)
    Standing with Stone rank 3 (+15PRR)
    
    Tier 5
    Drifting Lotus
    
    Tier 6
    Everything is Nothing
    Scattering of Petals
    
    Opened Twists at GoF6/LD2/US1
    Twist 1 Tier 2 (Purchased the Twist tome)
    Twist 2 Tier 1
    
    2 levels in Shadowdancer
    Tier 2
    Lithe +6AC
    
    4 levels in Dreadnought
    Opens up Shiradi Champion
    
    1 level in Champion
    Tier 1
    Healing spring rank 3
    Illusion of well being rank 1
    Playing The Fyst
    Very fun. Very survivable. Self healing when necessary. Beholders in elite HoX aren't a problem now that I can deal with neg levels.

    11% dodge, 30 PRR, and a 107 AC in earth stance with ship buffs. Wisdom based DCs are 56+.
    Wisdom: 44 = 16base +4tome +5lvl +1enh +2cap +2ED +7item +2ship +2exc +1exc +2yugo (earth stance)
    606 HP with ship buffs (no, I'm not posting the calculations) I have an SFL hat, but I wear +5 nat armor instead.

    I have 4 quickbars - 2 for stun, 2 with more ED abilities.
    1 quickbar rearranged with EDs at the lhs and air/light on the rhs that I'm trying out.
    1 quickbar with all the monk moves (including Shintao)
    1 quickbar to use when not running in GoF
    I'll edit this post later with specific quickbar info.

    Looking at Momentum Swing, I'm thinking that a combo of Drifting Lotus/Momentum Swing/Orchid Blossom could do considerable damage to mobs. I've worked this build to prepare for it. I may swap out Improved Sunder for Cleave just to try it.

    I run in GM Mountain for the AC, HP, PRR and Sun Soul set procs.

    Room to grow: Was working on AC and Dodge, now working on DPS. Started out with the philosophy of not being a tank, this may change.

    All destinies are at lvl 5 (only a few are actually maxed) and I have 18 Fate Points to spend.

    Favorite Destinies
    I'm beginning to settle on two destinies when I run. One for melee DPS, one for AOE DPS.
    To be most effective with these, you'll need 15 fate points. 18 is better.

    I'm listing the four destinies I most often use.

    I tried a 20% dodge and less AC but a defense chance in the low 50s isn't all that good. It may be possible to get a higher AC but the ED that got me the higher dodge (Shiradi Champion) would've dropped my DPS. I gave up before trying.
    In the Weeds (SC) - 3% dodge and a stacking 3% more.
    Lithe (Sd) - +6 AC although I don't think I had Lithe when I tried it.
    Unearthly Reactions (Mag) - 3% dodge, +6 reflex

    Destiny's Twists
    GMoF Twists
    Action Boost: Haste (LD) - 30% attack speed
    Reign (Fs) - 3 mins of 11d20 lightning dmg on a vorp.
    Unearthly Reactions (Mag) - 3% dodge, +6 reflex

    Warning: Reign doesn't recharge - ever. One or two quests and you'll need to make Fatesinger your active ED to get it back.

    Legendary Dreadnought Twists
    Sense Weakness (FW) - +30% to helpless targets, stacking dmg as the target's HP drops.
    Lithe
    Unearthly Reactions

    Fury of the Wild Twists
    Less DPS than Dreadnought.
    Action Boost: Haste
    Reign
    Unearthly Reactions

    Shadowdancer Twists
    I haven't figured out how best to use this destiny although the DDoor is nice. My DPS isn't better than GMoF so I don't run in it unless I needed DDoor. Improved Invisibility gives 90 seconds of displacement after it runs out. But I have 2 clickies so I don't require it.

    Action Boost: Haste
    Walking with Waves - +6 AC or Reign for DPS
    Unearthly Reactions


    The Build:
    Code:
    Edited with Epics and EDs 
    Character Plan by DDO Character Planner Version 03.14.01
    DDO Character Planner Home Page
    
    The Fyst: A Reference Build
    Level 20 Lawful Neutral Half-Elf Female
    (20 Monk) 
    Hit Points: 307
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 16
    Will: 22
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            15                    19
    Constitution         16                    18
    Intelligence          8                    10
    Wisdom               16                    28 (31 with Epic and GoF EDs)
    Charisma              8                    10
    
    Tomes Used
    +2 Tomes, +3 Dex, and +4 Wisdom Tome
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Past Life) Past Life: Monk
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    Level 3 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    Level 4 (Monk)
    Ability Raise: WIS
    
    Level 6 (Monk)
    Feat: (Selected) Power Attack
    Feat: (Monk Bonus) Precision
    
    Level 8 (Monk)
    Ability Raise: WIS
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    
    Level 12 (Monk)
    Ability Raise: WIS
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    Level 16 (Monk)
    Ability Raise: WIS
    
    Level 18 (Monk)
    Feat: (Selected) Improved Sunder
    
    Level 20 (Monk)
    Ability Raise: DEX
    Enhancement: Monk Serenity
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Shintao Monk I
    Enhancement: Shintao Monk II
    Enhancement: Shintao Monk III
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Void Strike III
    Enhancement: Void Strike IV
    Enhancement: Adept of Wind
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Grandmaster of Mountains
    Enhancement: Master of Stone
    Enhancement: Adept of Flame
    Enhancement: Master of Bonfires
    Enhancement: Adept of Rain
    Enhancement: Master of the Sea
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Monk Wisdom I
    
    Level 21 (Monk)
    Feat: (Selected) Vorpal Strikes
    
    Level 24 (Monk)
    Ability Raise: WIS
    Feat: (Selected) Improved Martial Arts
    
    Epic Destiny (Grandmaster of Flowers 5)
    Tier 1: Rank 1: Lily Petal
    Tier 1: Rank 2: Perfect Balance
    Tier 1: Rank 2: Improved Martial Arts
    Tier 1: Rank 1: Wisdom
    Tier 2: Rank 1: Hail of Blows
    Tier 2: Rank 1: Wisdom
    Tier 3: Rank 1: Orchid Blossom
    Tier 3: Rank 3: Walking with Waves
    Tier 4: Rank 3: Standing with Stone
    Tier 4: Rank 2: Piercing Clarity
    Tier 5: Rank 1: Drifting Lotus
    Tier 6: Rank 1: Everything is Nothing
    Tier 6: Rank 1: A Scattering of Petals
    
    Epic Destiny (Legendary Dreadnought 4)
    Tier 1: Rank 3: Legendary Tactics
    Tier 1: Rank 3: Sundering Swing
    Tier 2: Rank 3: Action Boost: Damage
    
    Epic Destiny (Unyielding Sentinel 2)
    Tier 1: Rank 2: Brace for impact
    
    Epic Destiny (Shadowdancer 2)
    Tier 2: Rank 3: Lithe
    
    Epic Destiny (Shiradi Champion 1)
    Tier 1: Rank 3: Healing Spring

    Pics
    Current Base AC


    Drifting Lotus Damage


    Unsorted Pics


    Need to Update...
    Considering TRing
    a third time once I get a +4 str tome. I've been playing around with a build to get both Overwhelming Crit and Vorp strikes. At lvl 24 I'll have 23 in both without sacrificing initial dex or con.

    Since I'm using a +3 dex tome to get the TWF line, I'll be taking TWF at lvl 9, 15, and 18. A bit late, but workable.

    Of course I could use a lesser heart and take a different build for leveling.

    16/14/16/8/16/8
    At lvl 20: 23/17/18/10/22/10
    Level ups of str at 4, 8, 12. Level ups of wis at 16, 20, 24.

    +4 str tome (need this)
    +3 dex tome
    +4 wis tome
    +2 other tomes

    OC for lvl 21 feat
    Vorp for lvl 24 feat Add +1 wis.

    5x in earth = 2x base + 1x earth + 1x Dev Crit +1x OC
    4x in another stance
    +2x earth finisher
    +1x FoI
    5x base crit multiplier 7x occasional max. Since I don't take FoI and rarely use triple earth I'll be at 5x.

    Base wis with equips:
    23 base
    2 ship
    7 bracers
    3 spider robes
    35 unbuffed

    30ish str

    90ish running AC

    Is it worth it? Don't know. Just playing around with the idea at the moment.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Monk OC Vorp 
    Level 20 Lawful Good Half-Elf Female
    (20 Monk) 
    Hit Points: 307
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 15
    Will: 20
    
                      Starting          Ending
    Abilities        Base Stats        Base Stats
    (36 Point)       (Level 1)         (Level 20)
    Strength             16                23
    Dexterity            14                17
    Constitution         16                18
    Intelligence          8                10
    Wisdom               16                22
    Charisma              8                10
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    Level 3 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    Level 6 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Improved Sunder
    
    Level 9 (Monk)
    Feat: (Selected) Two Weapon Fighting
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    Level 15 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    
    Level 18 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting





    Finally got my +4 tome for str (actually it was a +3 upgrade... but still)
    Used my free LR and took OC and Vorp. I don't like being lvl 25, as it limits some pugs. I did well enuf at lvl 23. But to get OC and Vorp, I'd be lvl 24. Just gotta deal with it.

    Also ended up with a +4 con tome from a high road chest. This helped me take a 14 base con and still end up with Earth IV. Initial stats were 16/15/14/8/16/8

    Final (with times and 3 lvl ups in both str and wis): 23/18/18/10/23/10

    51ish DC to stuns and a lowly base 86ish AC.

    I'll post more on this soon.
    Last edited by SensaiRyu; 12-10-2012 at 05:40 PM. Reason: Update - OC and Vorp build
    Stay Hasted My Friend.

  2. #2
    Community Member Persiflage's Avatar
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    Nice build, nice post; thank you for including so much detail! I look forward to seeing the quickbar layout stuff when you get around to it, as that's always a hassle for monks (which is why mine have been relatively one-trick ponies).

    I think I might well try this out on my 1st-life Halfling light monk with his free LR. I'll miss out on the Half-Elf dilly, obviously, so it won't be the same for versatility but I can't face TR'ing anyone else at the moment. Might you have any recommendations as to how to go about achieving a useful build along similar lines using a Halfling as a base, and without the PL feat? Cheeky, I know, but I thought I'd ask
    Crime in multi-storey car parks: it's wrong on so many levels.

  3. #3
    Community Member SensaiRyu's Avatar
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    Quote Originally Posted by Persiflage View Post
    Nice build, nice post; thank you for including so much detail! I look forward to seeing the quickbar layout stuff when you get around to it, as that's always a hassle for monks (which is why mine have been relatively one-trick ponies).

    I think I might well try this out on my 1st-life Halfling light monk with his free LR. I'll miss out on the Half-Elf dilly, obviously, so it won't be the same for versatility but I can't face TR'ing anyone else at the moment. Might you have any recommendations as to how to go about achieving a useful build along similar lines using a Halfling as a base, and without the PL feat? Cheeky, I know, but I thought I'd ask
    Thanks.

    Well it's kinda hard without knowing what tomes you've used. I'm assuming +2's. Cheekily back to you...

    First life with a 32 point and making sure I can get vorpal strikes (23 wis): 12/16/16/8/16/8 5 level ups in wis and vorp strikes at lvl 21. I'd probably go with these attributes so I can have the option of air/earth GM stances, a decent amount of HP and vorp strikes.

    Play with the enhancements to what suites you. Having an 18 in dex and con and you'll be able to work your enhancements to your play style.

    To take guile IV for sneak dmg, you'll be dropping the void IV line. Take unbalancing strike to help sneak attacks when possible. With guile IV, you'll still have enuf enhancements to get to earth and air IV. Use monk imp recovery III to get to shinto III.
    Stay Hasted My Friend.

  4. #4
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    I'm on my 3rd unarmed build (went 20 Halfling Light Monk, then 12Ftr/8Mnk Horc, now 18Ftr/2Mnk Helf). This is the first time I got to play with Helf dilittantes and I gotta agree, the Cleric dil is awesome. Not just for my own personal survivability, but my entire party benefits. My plan was to take Rog dil once I get deep into GMoF but now I'm debating on keeping it.

    What kind of DCs are needed for the GMoF attacks to be very effective (>80% landing)? Right now I'm a STR-based DPS machine but debating on whether I should sacrifice some STR for more WIS. I should be able to sustain a 36 WIS for +13 mod currently, and with all my goodies it looks like that will be more than enough for Stunning Fist but I think I'll have to end up moving some points over to bring it up into the 16-18 range. Another option is focusing on just a few GMoF abilities and taking WIS enhancements from the tree instead. I can fit at least 5 in if I really wanted to focus on a few specific things, and at least one or two if I wanted to increase my survivability and DPS by taking a few points in a lot of different things.
    THELANIS - Proud member of C.L.A.W.
    Scunc - Unarmed DPS // Halfbarrel - Healer
    Others: Bigtop - Melee Wolf // Dusstyn Thewind - Horc Bardbarian // Ballistra - Ranged DPSer

  5. #5
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    10 base
    +6 dex
    +15 wis (40)
    +9 armor - Sun Soul vestments
    +8 natural armor - Cove hat
    +5 deflection - ring of Bucc
    +4 misc - Sun Soul bracers I'll bet
    +12 feat - +6 AC Walking with Waves, +6 AC Lithe twist
    +15 centered
    +20% AC - stance
    = 101 total
    =107 with ship buffs (+1 dex, +1 wis, +3 natural armor)
    =125 with vers III
    =129 with Defensive fighting


    How do you get a cove hat with +8 natural armor? The most it would let me put on one was +5.

  6. #6
    Community Member Bart_D's Avatar
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    Very interesting post, and very similar to my plans. Like a poster above, I have a (1st life) halfling light monk and considering to use the free LR for more wisdom. I currently have +3 tomes for str/dex/con/wis and might use an int+3 to get Combat Expertise. With 32pts and halfling, I'm considering:

    15-2/12+2/15/10/16/8 for level 23 base dex 17 (GTWF), con 18 (GM earth), int 13 (CE), wis 25 (23 for vorpal).
    I'd like base dex 18 to be able to try GM air but not sure if i want to reduce wisdom to do so.

    Feats identical to OP: Stunning Fist, PA, TWF, ITWF, GTWF, Toughness, IC:B, Vorpal Strikes
    I'd probably take Combat Expertise for Shintao
    I'd also like to be able to swap to dark monk so will take Dodge (3% is nice too)
    That leaves 1 feat where I'm considering Improved Sunder, Precision or another Toughness.

    So my questions for the OP/others are:
    - Would you ever use Combat Expertise if you had it?
    - Is Air Stance any good, do you ever use it?
    - How much do you use/benefit from Precision? So far I have never had trouble hitting and I'm not sure -25% fort is worth losing PA damage
    - How much do you use/benefit from Improved Sunder? Stuns usually work well, but I can imagine spamming this a couple times if the initial attempt fails.

  7. #7
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    Quote Originally Posted by Bart_D View Post
    - Would you ever use Combat Expertise if you had it?
    - Is Air Stance any good, do you ever use it?
    - How much do you use/benefit from Precision? So far I have never had trouble hitting and I'm not sure -25% fort is worth losing PA damage
    - How much do you use/benefit from Improved Sunder? Stuns usually work well, but I can imagine spamming this a couple times if the initial attempt fails.
    In my latest build with tons of fighter feats, I just couldn't fit Combat Expertise. I got a +3 INT tome for it, but really I wanted it for either Improved Trip or Whirlwind attack, and I just couldn't fit either of those in with my other feats. By itself it's fine if you want extra AC (tank-focused) but if you want to do more damage then Power Attack is definitely better.

    Air stance is the stance I use most of the time. I'll swap to Fire if I'm going to heal myself while wearing Jidz bracers, and maybe Mountain if I need some extra HP because I'm pretty sure I'll fail a save on a trap, but I'm in Wind stance most of the time. The difference in attack speed is noticeable. If you're hasted then the doublestrike is the only benefit, but still a really good one. With the stance benefits in GMoF I don't know what the calcs are anymore, but in the past Wind was always the DPS stance unless you had to-hit issues.

    I don't plan to use Precision. I think if you're doing a lot of Sneak Attack damage or having trouble with to-hit, it would be a good choice. I personally prefer PA.

    Improved Sunder is nice, but I went with Stunning Blow instead. It's a good choice either way.
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  8. #8
    Community Member SensaiRyu's Avatar
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    Quote Originally Posted by Bart_D View Post
    [Snip]
    So my questions for the OP/others are:
    - Would you ever use Combat Expertise if you had it?
    - Is Air Stance any good, do you ever use it?
    - How much do you use/benefit from Precision? So far I have never had trouble hitting and I'm not sure -25% fort is worth losing PA damage
    - How much do you use/benefit from Improved Sunder? Stuns usually work well, but I can imagine spamming this a couple times if the initial attempt fails.
    If I could take combat expertise I'd like to at least try it out. I may take +int at lvl 24 so I can eat a +4 tome (when one drops) and try it. With the diminishing benefits of AC, I don't think it would be worth it other than the screenshot.

    Precision's -25% fort is probably worth the +5 dmg swap from power attack. I've read some on it, I'll let others do the math.

    Air stance is good for DPS. Some use it, I don't.

    Imp Sunder has a 10 sec cooldown and a 24 sec debuf. This is an effective +6 stun DC. That's not bad if you're borderline on stunning. I don't always have Tactics twisted in. With tactics twisted, my stuns proc pretty much whenever I use it.

    My stuns seem good enuf that imp sunder helps but is not critical, I could swap that out for dodge/mobility for the +5% dodge - bringing my dodge to a base of about 15%. Twist in Unearthly reactions for 3% and get to an almost 20% base dodge.

    3 twists: Lithe, Dragonhide, Unearthly Reactions. +6 AC, +3 Natural Armor, +3% dodge. That doesn't sound bad.
    Stay Hasted My Friend.

  9. #9
    Community Member Bart_D's Avatar
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    Combat Expertise adds 5% to ac. With 20% dodge that should increase 'defense chance' by something like 4 percentage points if i understand ac-math correctly.

    About air stance... I suddenly realise i have plenty dex now and can just change enhancements to try it out

    10 sec cooldown on ImpStun sounds like a lot... does it strike twice since you say it's 'effective +6 stun DC'?

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    Talking I'm impressed with their build, honestly, I really liked.

    Hello, SensaiRyu, I'm impressed with their build, honestly, I really liked.
    I will make my first reincarnation, and will be warforged monk (do not ask me why).
    Sorry the boldness, but you can give me some tips on how to build a good build for monk warforged fighter with pastlife?
    +3 tomes use
    please * _ *

  11. #11
    Community Member SensaiRyu's Avatar
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    Quote Originally Posted by Bart_D View Post
    Combat Expertise adds 5% to ac. With 20% dodge that should increase 'defense chance' by something like 4 percentage points if i understand ac-math correctly.

    [Snip]

    10 sec cooldown on ImpStun sounds like a lot... does it strike twice since you say it's 'effective +6 stun DC'?
    With a 24 second cooldown on the -3 fort debuf, and a 10 second cooldown on the hit, you can use it twice in 24 seconds. So... -6 fort save. Assuming you're the only one using it. I'm not counting any doublestrikes.

    You could use Sundering Swings (I did for a bit, now I don't unless I'm running in dreadnaught) for a quick -15 fort save = -3 x 5 swings (the fort debuf stacks up to 5 times).

    On the other side... I don't know what the best stun DC is to have. 55 seems to be good enuf. Iirc I'm currently running with a base 51 stun - without tactics or spare hand. I do notice less stuns with a 51 DC in EH content. I'm trying to get to 55 without tactics and spare hand.

    I forgot that expertise was 5% AC - again... And I think I read verification that it stacks with GM Earth - for a +25% AC. That's about +4 AC - a +1-2% miss chance. Which is of dubious value.

    Sorry, Homemdeferro, I'm not the person to ask about warforged monks. Check the great builds on my sig for information that may be useful. And there are other good builds out there.
    Stay Hasted My Friend.

  12. #12
    Community Member SensaiRyu's Avatar
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    Quote Originally Posted by Purgatorii View Post
    10 base
    +6 dex
    +15 wis (40)
    +9 armor - Sun Soul vestments
    +8 natural armor - Cove hat
    +5 deflection - ring of Bucc
    +4 misc - Sun Soul bracers I'll bet
    +12 feat - +6 AC Walking with Waves, +6 AC Lithe twist
    +15 centered
    +20% AC - stance
    = 101 total
    =107 with ship buffs (+1 dex, +1 wis, +3 natural armor)
    =125 with vers III
    =129 with Defensive fighting


    How do you get a cove hat with +8 natural armor? The most it would let me put on one was +5.
    I didn't. The cove hat, as you state, is +5 - my bad for the confusion. Dragonhide adds +3 natural armor.

    I fixed the OP. Thanks for the catch.
    Stay Hasted My Friend.

  13. #13
    Community Member SensaiRyu's Avatar
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    Quote Originally Posted by XL_Jockey View Post
    I'm on my 3rd unarmed build (went 20 Halfling Light Monk, then 12Ftr/8Mnk Horc, now 18Ftr/2Mnk Helf). This is the first time I got to play with Helf dilittantes and I gotta agree, the Cleric dil is awesome. Not just for my own personal survivability, but my entire party benefits. My plan was to take Rog dil once I get deep into GMoF but now I'm debating on keeping it.

    What kind of DCs are needed for the GMoF attacks to be very effective (>80% landing)? Right now I'm a STR-based DPS machine but debating on whether I should sacrifice some STR for more WIS. I should be able to sustain a 36 WIS for +13 mod currently, and with all my goodies it looks like that will be more than enough for Stunning Fist but I think I'll have to end up moving some points over to bring it up into the 16-18 range. Another option is focusing on just a few GMoF abilities and taking WIS enhancements from the tree instead. I can fit at least 5 in if I really wanted to focus on a few specific things, and at least one or two if I wanted to increase my survivability and DPS by taking a few points in a lot of different things.
    If you know of a quest that is a problem let me know and I'll run it to check.

    I don't know what the ideal DC for reflex is. I have seen mobs reflex/evades wipe out my GMoF damage. Hasn't happened much, and none of it recently. I have seen half dmg more often than complete evades. Still, it's not often when compared to full dmg procs. Maybe the people discussing saves are talking bosses and I'm talking mobs? Sure there are a few bosses that evade quite a bit. eChrono comes to mind. Mobs don't evade much at all.

    I added the DCs to my post - although the pics have always been there.

    With ship buffs:
    EiN DC - 59 (Will, Fort)
    Drifting Lotus DC - 49 (Reflex)

    I'm not missing my lower str. I am enjoying the benefits that a high wis offers: better DCs, better AC.
    Stay Hasted My Friend.

  14. #14
    Community Member Persiflage's Avatar
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    Quote Originally Posted by SensaiRyu View Post
    Thanks.

    Well it's kinda hard without knowing what tomes you've used. I'm assuming +2's. Cheekily back to you...
    Thanks for the reply! Oh, and +3 tomes all the way...

    Quote Originally Posted by SensaiRyu View Post
    First life with a 32 point and making sure I can get vorpal strikes (23 wis): 12/16/16/8/16/8 5 level ups in wis and vorp strikes at lvl 21. I'd probably go with these attributes so I can have the option of air/earth GM stances, a decent amount of HP and vorp strikes.

    Play with the enhancements to what suites you. Having an 18 in dex and con and you'll be able to work your enhancements to your play style.

    To take guile IV for sneak dmg, you'll be dropping the void IV line. Take unbalancing strike to help sneak attacks when possible. With guile IV, you'll still have enuf enhancements to get to earth and air IV. Use monk imp recovery III to get to shinto III.
    I'm actually not at all sure that I'm going to bother with guile, and even if I do I doubt I'll go with guile IV. I mainly solo, so the only time I'm going to get sneak damage is when I've stunned a mob. As I've been running primarily in Wind stance up 'til now, I find I don't have anywhere near enough Ki to maintain constant stuns AND use Fists of Light AND get the occasional QP in so it's all a bit depressing (I'm still bitter about the nerf to stun after all this time). What I'm really hoping is that running in Earth stance will get me the extra Ki to land more special attacks and the extra hp to stand taking the hits in the first place so perhaps I'll get a bit more mileage out of the guile line...

    I've read mixed opinions of Void IV. On the one hand, erasing someone from the Universe is obviously about as badass as it gets. Being able to say "I'm gonna punch you so hard you'll cease to exist", and mean it, is just about the coolest **** thing I ever heard. On the other hand, it only goes off on vorpal hits I'd be interested if you or anyone else on the thread could help clarify the trade-off between the Void and Guile lines.

    Finally, don't you find that you have trouble hitting with Power Attack? I'm probably being dense, but I don't really see where your attack bonuses are coming from. I don't always hit with PA, and that's on a finesse build with a high Dex!
    Crime in multi-storey car parks: it's wrong on so many levels.

  15. #15
    Community Member SensaiRyu's Avatar
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    Quote Originally Posted by Persiflage View Post
    [Snip]
    Finally, don't you find that you have trouble hitting with Power Attack? I'm probably being dense, but I don't really see where your attack bonuses are coming from. I don't always hit with PA, and that's on a finesse build with a high Dex!
    I'm not even sure vorpal strike works. Void IV does but comes up in my rotation so rarely that I've been considering redoing my enhancements. At least it does nice dmg.

    I rarely run in PA, I run in precision. I did have some trouble hitting in epics pre-MoTU, mostly on bosses. The only reason for my build having PA is for imp sunder.

    Since most wraps are +6 now, when I do use PA, I don't recall hitting being a problem. Still, it's so rare that I use PA I can't offer anything definitive.
    Stay Hasted My Friend.

  16. #16
    Community Member wax_on_wax_off's Avatar
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    I'd look to max out dodge to 25% even if it sacrifices some AC (I have a feeling you'll get missed more).

    Have you considered Overwhelming Critical AND Vorpal Strikes? With your +4 wis tome and a +3 str tome (about 1 FRDS on Khyber) a helf could do it with 17/14/14/9/16/8 w/3 levels in str and the rest in wis (horc doesn't need +4 tomes to pull it off). I like overwhelming critical as it'll add twice the damage the improved critical does, the catch is that the only tactical feat that you can fit is Stunning Fist.

    Otherwise go the other way and skip PA/IS for Combat Expertise and max out your stun DC I think.
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    Community Member Zeklijan's Avatar
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    Hey man, focusing wisdom is a good idea IMO, with MotU, wisdom is the way to win DDO with monk types.

    Did you consider cleave being a pre requirement for shintao prestige? With Cleave being a good feat nowadays, also unlocks momentum swing, the dreadnought ability.


    Personally, I think enlightenment rank 3 is much, much much better than perfect balance's dodge bonus. +6 concentration and 1 passive ki regen is amazing, allows you to build up everything is nothing faster and regenerate ki in waiting phases in quests/raids.


    Also, how do you make cool code-type-boxes, with the scroll downs in them?

    Quote Originally Posted by Bart_D View Post

    So my questions for the OP/others are:
    - Would you ever use Combat Expertise if you had it?
    - Is Air Stance any good, do you ever use it?
    - How much do you use/benefit from Precision?
    - How much do you use/benefit from Improved Sunder?
    1) I'm not a huge fan of AC, and lowering my other stats for it is a 100% negative answer.

    2) Wind stance really becomes strongest if you max out your double striking chances, which means 6% item from alchemical handwraps, 3% from hail of blows, 3% from wind stance augment from Epic Destiny, 10% from the stance. For a total of 22% double strikes (A bit less then once every 5 blows). Paired with litII and monk alacrity, Sneak attacks if it's available to you, you will love to see how fast you can kill things.

    3) Since you don't have problems hitting, I'd only take Precision if you had decent Sneak Attack damage. Helf dilly and dark monk is one such example.

    4) Improved sunder is a must have if you are a dark monk. Why? it lowers the ennemies fort save making them more likely to fail saves on touch of death, stuns and friendly casting necro/etc.
    Last edited by Zeklijan; 07-29-2012 at 11:54 AM.

  18. #18
    Community Member SensaiRyu's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    I'd look to max out dodge to 25% even if it sacrifices some AC (I have a feeling you'll get missed more).

    Have you considered Overwhelming Critical AND Vorpal Strikes? With your +4 wis tome and a +3 str tome (about 1 FRDS on Khyber) a helf could do it with 17/14/14/9/16/8 w/3 levels in str and the rest in wis (horc doesn't need +4 tomes to pull it off). I like overwhelming critical as it'll add twice the damage the improved critical does, the catch is that the only tactical feat that you can fit is Stunning Fist.

    Otherwise go the other way and skip PA/IS for Combat Expertise and max out your stun DC I think.
    I'm adding Unearthly reactions to my line up atm. Trying to get more dodge. I don't count them, but I see miss pop across my screen more than i see dodge. Other than equips, I don't see anything more for dodge that I don't have for twists. In magister, my base (or ship buffed - I can't remember off hand) AC is 98. 107 AC or so with buffs.

    I'm not going with str this time around. Did that before I LR'd. If I want more DPS, I can always run in fury or eventually twist in Sense Weakness. I had a 60 stun DC last time I was on and I didn't have Tactics twisted in - running in Magister.

    I like how the UI now shows double strike info. I've seen it at 15.5% in wind stance (wind III).

    Quote Originally Posted by Zeklijan View Post
    Hey man, focusing wisdom is a good idea IMO, with MotU, wisdom is the way to win DDO with monk types.

    Did you consider cleave being a pre requirement for shintao prestige? With Cleave being a good feat nowadays, also unlocks momentum swing, the dreadnought ability.
    Until I hear that momentum swing works on a monk I'm waiting. In the meantime, I'll run around in PA for a bit and if I don't have hitting problems in EEs.
    Stay Hasted My Friend.

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