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  1. #1
    Community Member
    Join Date
    May 2006
    Posts
    19

    Default Need a some advice - 12 monk/7 cleric/1 rogue

    The question isn't too much on the split (this is mostly a fun build I just wanted to try out, not too worried about end-game stuff or epic). I also didn't add any gear or stat boosting items (just +2 tomes at lvl 7) so the numbers may seem low to people.

    See build below:

    Code:
    Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=31807
    
    Monk 12 / Cleric 7 / Rogue 1
    Male Human - Lawful Neutral
    ________________________________________________________________
    
    LEVEL 1:
    Race Selected: Male Human
    Alignment Selected: Lawful Neutral
    Class Selected: Rogue (Rogue 1)
    Abilities Raised: STR: 15, DEX: 15, CON: 14, 
    INT: 10, WIS: 14, CHA: 10
    Skills Ranks Raised: Balance +4 (4), Concentration +2 (2), 
    Disable Device +4 (4), Hide +3 (3), Jump +4 (4), Move Silently +4 (4), 
    Open Lock +4 (4), Search +4 (4), Spot +4 (4), Tumble +1 (1)
    Feats Selected: Two Weapon Fighting, Stunning Blow
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Cleric (Cleric 1 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (3), Search +1 (5)
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Monk (Cleric 1 / Monk 1 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (4), Disable Device +1 (5), 
    Search +1 (6)
    Feats Selected: Power Attack, Toughness
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Cleric (Cleric 2 / Monk 1 / Rogue 1)
    Abilities Raised: STR: 16
    Skills Ranks Raised: Concentration +1 (5), Search +1 (7)
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Cleric (Cleric 3 / Monk 1 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (6), Search +1 (8)
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Cleric (Cleric 4 / Monk 1 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (7), Search +1 (9)
    Feats Selected: Empower Healing Spell
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Cleric (Cleric 5 / Monk 1 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (8), Disable Device +1 (6)
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2, 
    WIS: +2, CHA: +2
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Cleric (Cleric 6 / Monk 1 / Rogue 1)
    Abilities Raised: STR: 19
    Skills Ranks Raised: Concentration +2 (10), 
    Disable Device +1 (7)
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Monk (Cleric 6 / Monk 2 / Rogue 1)
    Skills Ranks Raised: Concentration +2 (12), 
    Disable Device +1 (8), Search +1 (10)
    Feats Selected: Improved Two Weapon Fighting, Dodge
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Monk (Cleric 6 / Monk 3 / Rogue 1)
    Skills Ranks Raised: Disable Device +1 (9), Search +2 (12)
    Feats Selected: Path of Inevitable Dominion
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Cleric (Cleric 7 / Monk 3 / Rogue 1)
    Skills Ranks Raised: Disable Device +1 (10), Search +1 (13)
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Monk (Cleric 7 / Monk 4 / Rogue 1)
    Abilities Raised: STR: 20
    Skills Ranks Raised: Concentration +2 (14), 
    Disable Device +1 (11), Search +1 (14)
    Feats Selected: Improved Critical (Bludgeoning)
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Monk (Cleric 7 / Monk 5 / Rogue 1)
    Skills Ranks Raised: Concentration +2 (16), 
    Disable Device +1 (12), Search +1 (15)
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Monk (Cleric 7 / Monk 6 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (17), 
    Disable Device +0.5 (12.5), Search +2 (17)
    Feats Selected: Improved Sunder
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Monk (Cleric 7 / Monk 7 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (18), 
    Disable Device +1.5 (14), Search +1 (18)
    Feats Selected: Greater Two Weapon Fighting
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Monk (Monk 8 / Cleric 7 / Rogue 1)
    Abilities Raised: STR: 21
    Skills Ranks Raised: Concentration +1 (19), 
    Disable Device +1.5 (15.5), Search +1 (19)
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Monk (Monk 9 / Cleric 7 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (20), 
    Disable Device +1.5 (17), Search +1 (20)
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Monk (Monk 10 / Cleric 7 / Rogue 1)
    Skills Ranks Raised: Open Lock +3 (7)
    Feats Selected: Precision
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Monk (Monk 11 / Cleric 7 / Rogue 1)
    Skills Ranks Raised: Concentration +2 (22), 
    Disable Device +1 (18), Search +1 (21)
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Monk (Monk 12 / Cleric 7 / Rogue 1)
    Abilities Raised: STR: 22
    Skills Ranks Raised: Disable Device +2 (20), Search +1 (22)
    Enhancements Selected: Improved Tumble I, Improved Heal I, 
    Improved Jump I, Human Improved Recovery I, Way of the Patient Tortoise I, 
    Monk Improved Recovery I, Racial Toughness I, Cleric Life Magic I, 
    Cleric Prayer of Life I, Cleric Wand and Scroll Mastery I, 
    Cleric Energy of the Zealot I, Improved Heal II, Improved Jump II, 
    Improved Tumble II, Human Adaptability Strength I, 
    Way of the Patient Tortoise II, Racial Toughness II, 
    Cleric Improved Turning I, Cleric Divine Light I, Cleric Prayer of Incredible Life I, 
    Cleric Energy of the Zealot II, Cleric Life Magic II, 
    Cleric Life Magic III, Cleric Radiant Servant I, Monk Wisdom I, 
    Cleric Extra Turning I, Cleric Extra Turning II, Cleric Extra Turning III, 
    Human Greater Adaptability Wisdom I, Way of the Patient Tortoise III, 
    Void Strike I, Adept of Wind, Porous Soul, Monk Ninja Spy I, 
    Monk Ninja Spy II, Master of Thunder, Cleric Wand and Scroll Mastery II, 
    Ten Thousand Stars, Human Versatility I, Human Versatility II, 
    Human Versatility III, Human Versatility IV, Rogue Haste Boost I, 
    Rogue Damage Boost I
    Stats at End of Level 20:
    HP:295 SP:409 AC:18 FORT:16 REFL:15 WILL:17 BAB:+15/+15/+20/+25
    STR:23(+6) DEX:17(+3) CON:16(+3) INT:12(+1) WIS:18(+4) CHA:12(+1)
    Balance:11, Bluff:1, Concentration:28, Diplomacy:1, 
    Disable Device:21, Haggle:1, Heal:6, Hide:10, Intimidate:1, 
    Jump:12, Listen:4, Move Silently:11, Open Lock:10, 
    Perform: n/a, Repair:1, Search:23, Spot:8, Swim:6, Tumble:6, UMD: n/a
    This is just a quick run through on the idea. I'm sure there is some tweaking that can be done with it.

    I was thinking that maybe Helf might be a way to go. I'd have to bump up INT to 12 and drop maybe strength by 1 (or CON or WIS) to cover the 1 skill point lost from switching from Human. I was wondering if it would be worth getting a wiz dilly (bump up INT to 13) to get access to arcane wands since I don't have UMD, a FTR dilly (the +1 str and stunning DC's) or a Barb dilly (+1 con and HP). I could also change my level splits to 12 monk/ 7 cleric/ 1 arti and take a rogue dilly to get the 3d6 SA (or just leave the rogue level and take a rogue dilly....).

    I'm not sure if any of those are worthwhile over going human and getting the extra feat (i'd probably drop precision or power attack....not sure which one) and extra skill point per level (therefore freeing up a few points for STR/CON/WIS).

    I tend to solo mostly and group every once in a while with PUGS. I don't want to be a healer as well (hence the 7 cleric vs going 12 cleric, also 7 cleric gives me access to lvl 4 spells) and didn't want to always tell people i'm not a healer.

  2. #2
    Community Member wax_on_wax_off's Avatar
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    Feb 2010
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    6,512

    Default

    Why cleric at all? A pure light monk with cleric dilettante (until UMD gets high) can get all it's own healing already. Throw in a defensive focus (combat expertise, wisdom based) and you'll solo through most of the game, maybe a little slow in some places due to lower strength but faster than this unnecessarily diluted unarmed character.

    Trap skills are overrated for a soloer, just bump up reflex saves (easy on a light monk) and go dance in them while you watch the trash grinded to cat food. My experience soloing is that disabling usually loses xp compared to ignoring hem and completing the quest faster to start the next quest. Trap skills are great for groups of course.

    Always take UMD. Being able to throw an invis scroll is as good as 20 ranks in hide in 99% of quests (maybe slightly less with MotU drow quests admittedly) and you don't even have to be in stealth mode - just run to end of quest for easy completion. UMD is hands down the best skill in the game especially now with more alignment choice with new epic items and abilities.
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  3. #3
    Community Member
    Join Date
    May 2006
    Posts
    19

    Default

    Thanks for weighing in Wowo.

    My thoughts on the split - I like to be able to deal a decent amount of DPS, hence going with dark monk (I see in the build I didn't go with ToD, but i'd work that in - like I said, it was just a fast, initial build). I also like having above average saves, as doing mostly solo stuff, this helps out alot as often a failed save or two results in me dying (hence the rogue aspect as well....I also enjoy being able to disable traps or to open those locked doors/chests. I'm not too much for zerging, but will from time to time).

    I've played around with paladin and don't really like them or the feel of them (i've played them up to lvl 12, pure, and didn't enjoy it).

    So I figured monk was the way to go and since I wanted trap abilities i'd have to have a level of rogue. I threw in the 7 levels of cleric for the radiant ability mostly (non-interuptable I hear) and some empowered heals (some decent buffs too). I figured that would help keep my alive alot more then going just dark monk with helf and cleric dilly who can only wand heal (I have an 11 dark monk with cleric dilly already and it's a blast, but wanted something a bit different).

    So, those are my thoughts on why i went with this split.

    I dont' really like the light monk too much as it's dps, imo, would be less and the healing abilities depend on ki and button mashing, whereas the cleric, though diluted gives me uninteruptable radiant bursts (which benefit others as well) as well as much of the same, and more, healing capabilites of the light monk (except the raise dead thing).

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