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  1. #1
    Community Member Olds-cool's Avatar
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    Feb 2010
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    Default Need monk life - in a static group.

    So I'm onto what I've decided will be my monk life on my long term completionist toon but I've landed in a fast moving TR group within my guild. I have ranger and artificer past lives and already have consumed a +3 supreme tome.

    My goal is to be as high dps as possible with some healing amp but I also need to be the evasion trapper of the group. My first inclination was to go with the 12/6/2 ranger/rogue build but I found myself spread a little too thin as far as getting full trap skills and having the APs I'd like to have to spread around.

    I was thinking along the lines of 12 monk and 8 rogue or even 7 rogue and 1 fighter for the extra feat and to open some tactics DCS and toughness I for more HPs. That got me thinking that Helf with the fighter dilly would be ideal. Sure it takes away a feat (gained back by the one fighter level) but it allows me access to a STR boost and 2 levels of Stunning DC.

    I can easily be talked out of this, but can you all help tell me this build is pretty good given my situation, or talk me into something better... I've left the level 18 feat out as I have some options. It could be another toughness if I'm finding that I'm too squishy. If UMD is a problem the skill focus is viable there as well as a few other options. If the Stun/ToD DCs aren't high enough I could also swap dillys over to Barb to beef up the HPs a good bit at the cost of some strength and completely redo the APs to eek out situationally supreme DPS as well as more healing amp.

    Code:
    Level 20 Lawful Neutral Half-Elf Male
    (1 Fighter \ 12 Monk \ 7 Rogue) 
    Hit Points: 310
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 18
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             15                    20
    Dexterity            15                    20
    Constitution         15                    18
    Intelligence         11                    14
    Wisdom               15                    26
    Charisma              9                    12
    
    Tomes Used
    +1 Supreme Tome used at level 3
    +2 Supreme Tome used at level 7
    +3 Supreme Tome used at level 11
    
    
    Skills
    Balance Almost Max
    Concentration MAX
    Disable Device MAX
    Jump Some
    Open Lock Some
    Search MAX
    Spot Some
    Swim perhaps some
    Tumble a few
    Use Magic Device MAX
    
    Level 1 (Rogue)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 3 (Fighter)
    Feat: (Selected) Stunning Fist
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 5 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 6 (Monk)
    Feat: (Selected) Stunning Blow
    
    
    Level 7-8 (Monk)
    Feat: (Monk Bonus) Dodge
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10-12 (Rogue)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13-15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    
    
    Level 17-18 (Rogue)
    Feat: UNDECIDED
    
    Level 19-20 (Rogue)
    
    Enhancements
    Rogue Haste Boost III
    Half-Elf Strategy (Stunning Blow) II
    Human Adaptability Dexterity I
    Human Greater Adaptability Strength I
    Human Improved Recovery I
    Human Versatility II
    Static Charge
    Way of the Patient Tortoise II
    Touch of Death
    Porous Soul
    All-Consuming Flame
    Monk Improved Recovery I
    Monk Ninja Spy II
    Void Strike II
    Winter's Touch
    Adept of Wind
    Master of Thunder
    Adept of Rock
    Racial Toughness II
    Rogue Sneak Attack Accuracy I
    Rogue Sneak Attack Training I
    Improved Jump II
    Improved Tumble II
    Rogue Dexterity I
    Half-Elf Fighter Strength I
    Monk Wisdom III
    Fighter Toughness I
    Rogue Wand and Scroll Mastery I

    Worth noting - I have my GS HP item, a CHA/Raise Dead clickie, a decent stack of situational wraps including the stonedust vampiric ones (no mabar on this toon), and of course a set of tools for each of the major levels to maximize my rogue skills.
    Olds, Proud Member of The Silver Legion on Cannith
    http://www.guildmedieval.com/

  2. #2
    Community Member Olds-cool's Avatar
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    Default

    So this is pretty much the best build in existence?

    Okay let me ask some monk n00b questions then...

    Is Stunning Fist DC still based on character levels or is it tied to monk levels? If it is tied to character levels again then with this build assuming +6 item and ship buffs and hopefully +10 wraps, will I be landing stuns like it's my job? If so, could I forgo the fighter Dilly and stunning blow feat (-2 total to stun DC) and still stun most of the time?

    If so would I be best served staying Helf and perhaps taking barb to boost HPs with toughnesses and +1 CON/Human Adapt CON? Or maybe switch to human for a net gain of 2 feats and squeeze in Zen archery type stuff for some ranged versatility?

    Thanks for looking... consider commenting

    -Olds
    Olds, Proud Member of The Silver Legion on Cannith
    http://www.guildmedieval.com/

  3. #3
    Community Member
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    Jan 2012
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    1,784

    Default

    I am also fairly new to monk but i find my Stuns working (at lvl16 elite quests) with

    10 base
    +8 stun weapon
    +8 _16 base wisdom
    +3 _6 wis
    +1 _2 tome
    +1 _2 enhance from druid
    +1 _2 ship
    ---
    gives 32dc at lvl16 and works fine
    * found it ^^

    it is +1/2 charlevel not monklevel, so splashing works fine

    i would not take weapon focus if its not prequ. for something
    Last edited by Daemoneyes; 12-28-2012 at 04:13 PM.
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  4. #4
    Community Member Mercureal's Avatar
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    Default

    Drop WF-Bludgeon, and think about Precision to help with your Rogue SA, or Improved Sunder (which will also help your stuns by lowering the enemy's save); Imp. Sunder would require rejigging your feat progression since PA is a prerequisite. Don't bother with Zen archery - you need to commit more build resources to make ranged worthwhile, ZA itself won't do it and will just be a throwaway feat.

    Also, try to work Unbalancing Strike into your enhancements, since successfully landing it will give you SA even when you have aggro, and even works against Red Names.

    Your Stunning Fist DC should be (at level 20, assuming a +6 Wis item and +2 Ship buff for total 34 Wisdom)

    10 - base
    10 - stunning wraps
    10 - Char level
    12 - Wis
    2 - Enhancements
    -------------
    44


    That will be good for most quests up to 20, and almost no fail if you focus on low-Fort save enemies. Fighter types, giants, etc. will save more often, but still fail a fair amount. You'll be able to boost that well above 50 if you have Epic Destinies, and that'll be good for most things up to Epic Hard levels. Stunning Blow will be quite a bit lower since you don't get the Char level bonus, but might still work against casters and other spindly types - and is worth keeping to open up the Helf strategy enhancements, which you'll want.

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