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Thread: 14 Paly/6 Monk?

  1. #1
    Community Member fognozzel's Avatar
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    Default 14 Paly/6 Monk?

    So I'm trying to figure out what I want to TR my Monk into next. Original was Rogue and have 2 Monk lives. I'm a big fan of Monks in general, and eventually when I'm "finished" he will back to pure monk. Not really interested in the caster classes as their past lives won't do much for a pure Monk. I'm also not concerned with knocking out 3 of each melee class or anything like that. This is basically taking my 'main' through another TR keeping the Monk flavor. Fighter past lives are good for obvious reasons, and will do at least one or two (probably after this next one). This time though I wanted to trying something a little different, so I came up with a 14 Paladin/ 6 Monk.

    So a couple things about it: I've never seen a split like this and I'm assuming there is a reason for it. The 14 Paly is mainly just for Zeal (21% double strike with GMoF), but giving up the extra 0.5[w] and Wholeness of Body. Cleave is for Shintao, and then it just made sense to take GC and then OC at 21. Other option would be Precision instead of PA for Shintao, Extend for Paly buffs cause I'm lazy, and.... something else.

    Hunter of the Dead is for leveling purposes, swap it for KotC for Vale and Amrath, going back to HotD for Eveningstar. Speaking of, I don't expect to spend much time at 20+. This is mainly to get the past life under the belt (all 5% healing amp of it) and to try something different. Would probably TR again relatively soon after hitting 20 (which I know seems silly to wait that long for Zeal and then TR again soon after). The levels I took the classes at is a little wonky, but I had to wait for the +3 tomes to kick in on some of the stuff.

    Code:
    Character Plan by DDO Character Planner Version 03.14.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (14 Paladin \ 6 Monk) 
    Hit Points: 377
    Spell Points: 282 
    BAB: 18\18\23\28\28
    Fortitude: 24
    Reflex: 18
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             15                    24
    Dexterity            14                    17
    Constitution         15                    19
    Intelligence          8                    10
    Wisdom               15                    19
    Charisma             14                    18
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +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 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                     3
    Bluff                 2                     4
    Concentration         2                     8
    Diplomacy             2                     4
    Disable Device       n/a                    n/a
    Haggle                2                     4
    Heal                  2                     4
    Hide                  2                     3
    Intimidate            2                     4
    Jump                  2                     7
    Listen                2                     4
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  2                     4
    Swim                  2                     7
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Rogue
    Feat: (Human Bonus) Power Attack
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    Enhancement: Human Versatility I
    Enhancement: Improved Concentration I
    
    
    Level 2 (Paladin)
    Enhancement: Human Improved Recovery I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Toughness I
    
    
    Level 3 (Paladin)
    Feat: (Selected) Past Life: Disciple of the Fist
    Enhancement: Racial Toughness I
    Enhancement: Paladin Charisma I
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom I
    
    
    Level 5 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Human Adaptability Strength I
    Enhancement: Monk Improved Recovery I
    
    
    Level 6 (Paladin)
    Feat: (Selected) Cleave
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Racial Toughness II
    
    
    Level 7 (Paladin)
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Extra Turning I
    
    
    Level 8 (Paladin)
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Improved Turning I
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Hunter of the Dead I
    
    
    Level 10 (Monk)
    Enhancement: Human Improved Recovery II
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Monk Bonus) Toughness
    Enhancement: Shintao Monk I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    
    
    Level 13 (Paladin)
    Enhancement: Human Greater Adaptability Constitution I
    
    
    Level 14 (Paladin)
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Turning II
    
    
    Level 15 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Paladin Improved Turning II
    
    
    Level 16 (Paladin)
    Enhancement: Paladin Extra Smite Evil III
    Enhancement: Paladin Divine Might II
    
    
    Level 17 (Paladin)
    Enhancement: Paladin Exalted Smite II
    
    
    Level 18 (Paladin)
    Feat: (Selected) Great Cleave
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Hunter of the Dead II
    
    
    Level 19 (Paladin)
    Enhancement: Paladin Extra Lay on Hands III
    Enhancement: Paladin Extra Smite Evil IV
    
    
    Level 20 (Paladin)
    Enhancement: Paladin Exalted Smite III
    Enhancement: Paladin Energy of the Templar I



    The TLDR Version
    I'm bored and want to TR my monk again with something different. This gonna work or am I gonna be hating it by lvl10?

  2. #2
    Community Member scottmike0's Avatar
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    Quote Originally Posted by fognozzel View Post
    So I'm trying to figure out what I want to TR my Monk into next. Original was Rogue and have 2 Monk lives. I'm a big fan of Monks in general, and eventually when I'm "finished" he will back to pure monk. Not really interested in the caster classes as their past lives won't do much for a pure Monk. I'm also not concerned with knocking out 3 of each melee class or anything like that. This is basically taking my 'main' through another TR keeping the Monk flavor. Fighter past lives are good for obvious reasons, and will do at least one or two (probably after this next one). This time though I wanted to trying something a little different, so I came up with a 14 Paladin/ 6 Monk.

    So a couple things about it: I've never seen a split like this and I'm assuming there is a reason for it. The 14 Paly is mainly just for Zeal (21% double strike with GMoF), but giving up the extra 0.5[w] and Wholeness of Body. Cleave is for Shintao, and then it just made sense to take GC and then OC at 21. Other option would be Precision instead of PA for Shintao, Extend for Paly buffs cause I'm lazy, and.... something else.

    Hunter of the Dead is for leveling purposes, swap it for KotC for Vale and Amrath, going back to HotD for Eveningstar. Speaking of, I don't expect to spend much time at 20+. This is mainly to get the past life under the belt (all 5% healing amp of it) and to try something different. Would probably TR again relatively soon after hitting 20 (which I know seems silly to wait that long for Zeal and then TR again soon after). The levels I took the classes at is a little wonky, but I had to wait for the +3 tomes to kick in on some of the stuff.

    Code:
    Character Plan by DDO Character Planner Version 03.14.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (14 Paladin \ 6 Monk) 
    Hit Points: 377
    Spell Points: 282 
    BAB: 18\18\23\28\28
    Fortitude: 24
    Reflex: 18
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             15                    24
    Dexterity            14                    17
    Constitution         15                    19
    Intelligence          8                    10
    Wisdom               15                    19
    Charisma             14                    18
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +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 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                     3
    Bluff                 2                     4
    Concentration         2                     8
    Diplomacy             2                     4
    Disable Device       n/a                    n/a
    Haggle                2                     4
    Heal                  2                     4
    Hide                  2                     3
    Intimidate            2                     4
    Jump                  2                     7
    Listen                2                     4
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  2                     4
    Swim                  2                     7
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Rogue
    Feat: (Human Bonus) Power Attack
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    Enhancement: Human Versatility I
    Enhancement: Improved Concentration I
    
    
    Level 2 (Paladin)
    Enhancement: Human Improved Recovery I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Toughness I
    
    
    Level 3 (Paladin)
    Feat: (Selected) Past Life: Disciple of the Fist
    Enhancement: Racial Toughness I
    Enhancement: Paladin Charisma I
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom I
    
    
    Level 5 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Human Adaptability Strength I
    Enhancement: Monk Improved Recovery I
    
    
    Level 6 (Paladin)
    Feat: (Selected) Cleave
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Racial Toughness II
    
    
    Level 7 (Paladin)
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Extra Turning I
    
    
    Level 8 (Paladin)
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Improved Turning I
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Hunter of the Dead I
    
    
    Level 10 (Monk)
    Enhancement: Human Improved Recovery II
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Monk Bonus) Toughness
    Enhancement: Shintao Monk I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    
    
    Level 13 (Paladin)
    Enhancement: Human Greater Adaptability Constitution I
    
    
    Level 14 (Paladin)
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Turning II
    
    
    Level 15 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Paladin Improved Turning II
    
    
    Level 16 (Paladin)
    Enhancement: Paladin Extra Smite Evil III
    Enhancement: Paladin Divine Might II
    
    
    Level 17 (Paladin)
    Enhancement: Paladin Exalted Smite II
    
    
    Level 18 (Paladin)
    Feat: (Selected) Great Cleave
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Hunter of the Dead II
    
    
    Level 19 (Paladin)
    Enhancement: Paladin Extra Lay on Hands III
    Enhancement: Paladin Extra Smite Evil IV
    
    
    Level 20 (Paladin)
    Enhancement: Paladin Exalted Smite III
    Enhancement: Paladin Energy of the Templar I



    The TLDR Version
    I'm bored and want to TR my monk again with something different. This gonna work or am I gonna be hating it by lvl10?
    by the looks of it, you "may" be hating level 10 because of not having improved two weapon fighting.. i do know the difference with and without it, and it does make a huge difference on to-hit. but now the to hit is easier to do so, Hmm. Which is why i said may..

    You can always try 6 pally - for self sufficiency easy accessed 12 monk for earth stance III 2 fighter-- and then you could possible add in arcane ranger if wanted or if could-- there is many ways to build, but generating is the simple process to go through

  3. #3
    Community Member voxson5's Avatar
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    Something I've seen others do (purely for pally pl) is go 9monk, 11 pally (or take a rogue or art level for traps).

    Plays like a monk, improved evasion, touch of death, wind 2 means you don't need a haster or alacrity item. Stun, slap around, move to next mob.

    Pally levels give you your pl, self sufficiency and some smity fun.

    No point in trying to incorporate stuff you may get at 20 into just a tr build. Make it easy for yourself. Monk 1-9, rest pally. Dark path for the DPS toys.

  4. #4
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by fognozzel View Post
    This time though I wanted to trying something a little different, so I came up with a 14 Paladin/ 6 Monk.

    So a couple things about it: I've never seen a split like this and I'm assuming there is a reason for it. The 14 Paly is mainly just for Zeal (21% double strike with GMoF), <snip>

    <snip> Speaking of, I don't expect to spend much time at 20+. This is mainly to get the past life under the belt (all 5% healing amp of it) and to try something different. Would probably TR again relatively soon after hitting 20 (which I know seems silly to wait that long for Zeal and then TR again soon after). <snip>
    You've answered all your own questions as to why most of us don't bother with something like a 14/6 splash for paladin past lives.

    There's no point factoring in cool stuff at 20, when we don't stay at 20.

    also shintao sucks for leveling, go dark monk for free invis / incorp.

    I've done the 3f, 3barb, 3monk, 3paladin lives thing. From my experience, what I'd recomend for a melee paladin life is this.

    1arti, 9monk, 10paladin, Warforged.

    reasoning, heal scrolls, tod, immunity to energydrain / hold person, shadow fade.

    monk first, arti, 8monk, 10paladin.

    fists of light sucks. Your arti sp will be enough to heal you through low levels (in between fights, whilst jump casting), csw pots will hit for positive values around 5+, and heal scrolls from level 10ish makes fol a waste of ki.

    puppy means you don't have to wait for someone to catch up doing delara 2, it can pull the force trap in elite von 3, it can pull the trapped levers in wiz king, for no xp penalties.

    throughout your whole tr, you'll have better dps / saves / self healing / ac.

    Like you seem to know, this is why alot of us don't build TR toons that come together at 20.

  5. #5
    Community Member t0r012's Avatar
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    I disagree with the above post that light path stinks for leveling.
    FoL + lesser vamp wraps + monk amp+human amp = killer self healing. If your going HotD just as good.
    I wouldn't bother getting shintaoI though. ShintaoI isn't worth the cost. Only thing that makes shintao1 worth the investment is to get shintaoII.

    ----
    Only recommendation I'd make is in your starting feat selection. Bump stunning fist till later levels and bring up twf to level 1.
    Reasoning: noting lives long enough to really bother stunning till level 8 or 10 that isn't red named ( which you can't stun anyway)
    Move along , Nothing to see here

  6. #6
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by t0r012 View Post
    I disagree with the above post that light path stinks for leveling.
    FoL + lesser vamp wraps + monk amp+human amp = killer self healing. If your going HotD just as good.
    I wouldn't bother getting shintaoI though. ShintaoI isn't worth the cost. Only thing that makes shintao1 worth the investment is to get shintaoII.

    ----
    Only recommendation I'd make is in your starting feat selection. Bump stunning fist till later levels and bring up twf to level 1.
    Reasoning: noting lives long enough to really bother stunning till level 8 or 10 that isn't red named ( which you can't stun anyway)
    least we agree that shintao one is a waste of a feat / ap.

    my reasoning behind saying fol sucks for leveling, any monk is awesome at surviving, personally though, i'd rather have significantly more dps and use consumables.

    lowest levels. 3-6
    not enough amp / mob hp too low, not worth while.

    mid levels 6-9
    this is the arguable point i guess.
    you'll still have less than 200% amp
    (monk 20%, human20% jidze tet fire 25% ship 10% = 198%) fol hit's for 1 or 3.

    personally, i find shadowfades invis / incorp, my ac, and 1d6 sneak more useful.

    9+
    you're approaching heal scroll level (if you took a splash for umd)
    fol has been nerfed with spell power changes.
    hitting a certain marut for 1500 damage = awesome.

    11-20
    vampiric wraps will keep any monk alive.
    (though i prefer my consortment of icy bursted wraps and heal scrolling as needed)

  7. #7
    Community Member scottmike0's Avatar
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    Quote Originally Posted by fTdOmen View Post
    You've answered all your own questions as to why most of us don't bother with something like a 14/6 splash for paladin past lives.

    There's no point factoring in cool stuff at 20, when we don't stay at 20.

    also shintao sucks for leveling, go dark monk for free invis / incorp.

    I've done the 3f, 3barb, 3monk, 3paladin lives thing. From my experience, what I'd recomend for a melee paladin life is this.

    1arti, 9monk, 10paladin, Warforged.

    reasoning, heal scrolls, tod, immunity to energydrain / hold person, shadow fade.

    monk first, arti, 8monk, 10paladin.

    fists of light sucks. Your arti sp will be enough to heal you through low levels (in between fights, whilst jump casting), csw pots will hit for positive values around 5+, and heal scrolls from level 10ish makes fol a waste of ki.

    puppy means you don't have to wait for someone to catch up doing delara 2, it can pull the force trap in elite von 3, it can pull the trapped levers in wiz king, for no xp penalties.

    throughout your whole tr, you'll have better dps / saves / self healing / ac.

    Like you seem to know, this is why alot of us don't build TR toons that come together at 20.
    look at bold statement..
    {Hater is going to hate} leveling up a light monk...
    i find light monks are the best to level at any time anywhere especially if you do not want to waste potions of healing......
    the 25% incorpreal i do not find a key to use, and because there is only one move to keep spamming off and on Touch of death light monk is best to use at any time anywhere...

  8. #8
    Community Member fognozzel's Avatar
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    Appreciate the reply's. The 9 Monk/11 Paly (or 9/10/1) idea makes sense to just knock the past life out of the way and TR again right at 20, but I did plan on spending some time on the raid train and MotUD content (length of time dependent on how much I liked the build at 20).

    As far as light vs dark, both my monk past lives have been dark monks, but they both leveled as light monks to 9 and ToD. I'm very familiar with both and honestly, they both work really well. I stuck with light monk on this build because flavor wise it seemed to fit with the whole Hunter of the Dead thing. I agree Shintao was pointless though, I think I put that in there just on autopilot.

    TWF was taken at 4 because of a starting 14 dex. The tome won't kick in till after I've actually leveled to 3 so had to wait for 4 - which is also why I didn't take the second Monk level till that point to use the bonus feat.

  9. #9
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    Quote Originally Posted by fognozzel View Post
    Appreciate the reply's. The 9 Monk/11 Paly (or 9/10/1) idea makes sense to just knock the past life out of the way and TR again right at 20, but I did plan on spending some time on the raid train and MotUD content (length of time dependent on how much I liked the build at 20).

    As far as light vs dark, both my monk past lives have been dark monks, but they both leveled as light monks to 9 and ToD. I'm very familiar with both and honestly, they both work really well. I stuck with light monk on this build because flavor wise it seemed to fit with the whole Hunter of the Dead thing. I agree Shintao was pointless though, I think I put that in there just on autopilot.

    TWF was taken at 4 because of a starting 14 dex. The tome won't kick in till after I've actually leveled to 3 so had to wait for 4 - which is also why I didn't take the second Monk level till that point to use the bonus feat.
    i feel you still may hate the fact you will not hit anything because of not having twf at level 8-9, i know before any of this exapansion, i had the same though process as you, and i realized that there is no way i can do this; no way i can carry on with having to be the weak person in the party... and so i made my monk have at least 15 if not 18 for being a dex sometimes str monk...

  10. #10
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by scottmike0 View Post
    look at bold statement..
    {Hater is going to hate} leveling up a light monk...
    I'm really not a hater, I used to be a massive proponent of light monks.

    Since those days though things have changed, I don't hate light monks, but I do feel they are weak, there's little they offer that you can't get via consumables / gear.

    DR bypassing = gear, self healing = consumables.

    Meanwhile, dark monks get extra dps, and damage avoidance that can't be gained elsewhere. I'll concede that align the heavens, and grasp can and are both powerful abilities. They're available at level 3 though, and the shintao abilities share a cooldown with fists of light, meaning you can't spam them to get a healing ki finisher faster.

    I'm eagerly looking forward to the day that light monks get boosted, because despite people posts here, they need it.

    Quote Originally Posted by fognozzel View Post
    Appreciate the reply's. The 9 Monk/11 Paly (or 9/10/1) idea makes sense to just knock the past life out of the way and TR again right at 20, but I did plan on spending some time on the raid train and MotUD content (length of time dependent on how much I liked the build at 20).
    Um, i'm not sure how to break this to you lightly, so I'll be blunt. A 14/6 paladin / monk is a weak build, a 9m/11p or a 1/9/10 will do more dps, avoid damage, scroll heal better, and has skill points for open locks.

    The iconic paladin abilities (smite / divine sacrifice) require crits to really shine, and you're using the worst crit profile weapon, without many of the monks unarmed die step increases.

    3 more monk levels nets you: .5(w) tod, improved evasion, wholeness of body.

    4 less paladin levels loses you: zeal, level 3 spells, tier 2 pre, (you don't lose any of the good enhancements).

    healing amp = the same, you lose 10% hotd 2, gain 10% @monk 7,
    zeal is a wash, you gain touch of death / .5w lose 10% double strike.
    energy drain immunity would be nice, but like i said earlier, i'd do this build as a w/f, so for me, no loss there.

    I'm coming across as a ******, but I've made your mistake, I saw how the synergies with unarmed paladins turned out to be very front loaded, and as such take as few pally levels possible for the past life.

    The change I'd make to this build if intending to play a past life pally, above 20 for a while 1rogue/9monk/10paladin. (haste boost)

  11. #11
    Community Member Munkenmo's Avatar
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    and since i'm being so pushy, i figure the least i can do is give you my old build.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    munk pallylife
    Level 20 Lawful Good Warforged Male
    (10 Paladin \ 9 Monk \ 1 Artificer) 
    Hit Points: 410
    Spell Points: 327 
    BAB: 16\16\21\26\26
    Fortitude: 22
    Reflex: 17
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             16                    25
    Dexterity            14                    18
    Constitution         16                    21
    Intelligence         12                    16
    Wisdom               12                    16
    Charisma             10                    13
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +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
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    19
    Bluff                 0                     1
    Concentration         7                    32
    Diplomacy             0                     1
    Disable Device        n/a                   n/a
    Haggle                4                     5
    Heal                  1                     5
    Hide                  2                     6
    Intimidate            0                    16
    Jump                  3                     9
    Listen                1                     3
    Move Silently         2                     6
    Open Lock             6                    11
    Perform               n/a                   n/a
    Repair                1                     3
    Search                1                     3
    Spot                  5                     7
    Swim                  3                     8
    Tumble                n/a                   7
    Use Magic Device      4                    24
    
    Level 1 (Artificer)
    Feat: (Selected) Extend Spell
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Paladin
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Past Life: Soldier of the Faith
    
    
    Level 4 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 8 (Monk)
    
    
    Level 9 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    
    
    Level 10 (Monk)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Paladin)
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Enhancement: Artificer Damage Boost I
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Ninja Spy I
    Enhancement: Void Strike I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Extra Smite Evil III
    Enhancement: Paladin Hunter of the Dead I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Improved Turning I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Enhancement: Warforged Healer's Friend III
    Enhancement: Warforged Tactics I

  12. #12
    Hero Arlathen's Avatar
    Join Date
    Dec 2009
    Posts
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    For a TR, all the advice given so far is sound - 14/6 isn't worth the hassle of a TR life if your just gonna TR again at the end of it.

    That said, I can say that if you have very specific goals in mind a Paladin 14 / Monk 6 isn't the whole gimped mess it sounds like it should be.

    I built one purely for flavour reasons - a Half-Elf DoS2/NS1 build that utilises Quarterstaffs, with the express desire to go for Exalted Angel as a Destiny and to get his grubby little mitts on the Sireth Quarterstaff from the CitW raid. With the right twists, I'd have a THF weapon with a regular 42% Lightning Mace buffed/27% base Doublestrike rate and a weapon that crits on 15-20 for Paladin abilities. Cleave and Great Cleave provide some decent AoE DPS and double Bluffs with 4D6+13 Sneak damage help up the single target damage.

    I have however encountered some rather critical system bugs that don't help my build:

    1. Improved feint doesn't work properly at the moment, so I can't get AoE Bluffs for Cleave + Sneak Damage combos.
    2. Cleaves dont proc Glancing Blows when using a Quarterstaff (they should).
    3. Cleaves dont proc Doublestrikes when using a Quarterstaff (they should).

    So, no, I don't have Stuns and no ToD. From any kind of power-gaming viewpoint its Gimp. Its purely a flavour build that is supposed to embody an Archangel wielding the Spear of Heaven, prancing around with Leap of Faith wings and having some Big Number smite fun with Sireth and watching the numbers fly with Cleaves...
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

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