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Thread: Finally...

  1. #1
    Community Member apekzz's Avatar
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    Default Finally...

    Hey folks..I'm finally done with my ftr and monk past lives and now its back to pure monk. Straight up no nonsense dark helf monk.

    Below is the build i roughly have planned.. Still unsure if i wanna go Earth IV or Water IV thou..
    Critics/Suggestions/Etc are greatly welcome.



    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 25 Lawful Good Half-Elf Female
    (20 Monk \ 5 Epic) 
    Hit Points: 412
    Spell Points: 125 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 16
    Will: 22
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 25)
    Strength             15                    19
    Dexterity            15                    19
    Constitution         16                    20
    Intelligence          8                    12
    Wisdom               16                    30
    Charisma              8                    12
    
    Tomes Used
    +1 Tome of Strength used at level 2
    +1 Tome of Dexterity used at level 2
    +1 Tome of Constitution used at level 2
    +1 Tome of Intelligence used at level 2
    +1 Tome of Wisdom used at level 2
    +1 Tome of Charisma used at level 2
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    +3 Tome of Strength used at level 10
    +3 Tome of Dexterity used at level 10
    +3 Tome of Constitution used at level 10
    +3 Tome of Intelligence used at level 10
    +3 Tome of Wisdom used at level 10
    +3 Tome of Charisma used at level 10
    +4 Tome of Strength used at level 14
    +4 Tome of Dexterity used at level 14
    +4 Tome of Constitution used at level 14
    +4 Tome of Intelligence used at level 14
    +4 Tome of Wisdom used at level 14
    +4 Tome of Charisma used at level 14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 25)
    Balance               6                    36
    Bluff                -1                     6
    Concentration         7                    47
    Diplomacy            -1                     6
    Disable Device       n/a                    n/a
    Haggle               -1                     6
    Heal                  3                    15
    Hide                  2                    13
    Intimidate           -1                     6
    Jump                  5                    21
    Listen                3                    15
    Move Silently         2                    13
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     6
    Search               -1                     6
    Spot                  3                    15
    Swim                  2                     9
    Tumble                3                    22
    Use Magic Device     n/a                   17
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    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: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 3 (Monk)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 4 (Monk)
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Power Attack
    
    
    Level 7 (Monk)
    
    
    Level 8 (Monk)
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Improved Sunder
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    
    
    Level 21 (Monk)
    
    
    Level 22 (Monk)
    
    
    Level 23 (Monk)
    
    
    Level 24 (Monk)
    
    
    Level 25 (Monk)
    Enhancement: Monk Serenity
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Human Improved Recovery I
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Void Strike III
    Enhancement: Void Strike IV
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Adept of Flame
    Enhancement: Master of Bonfires
    Enhancement: Adept of Rain
    Enhancement: Grandmaster of Oceans
    Enhancement: Master of the Sea
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II


    Ps: Epic Feats
    Level 21 - Improve Martial Arts
    Level 24 - Vorpal Strike



    Thanks for viewing and have a nice day everybody..

  2. #2

    Default

    That's quite a damage dealer. I don't see anything I'd change. And adding Void IV to go with Everything is Nothing later is just delicious overkill, which is what you need in Epic Elite anyway. Glad also to see more people giving Ocean Stance more love--the untouchable state of that stance is quite nice.
    Editor, The Book of Syncletica 2nd Edition: An unofficial DDO Monk Guide, and Stormreach Shadows: An unofficial DDO Stealth Guide
    (Stormreach Shadows updates are in indefinite hiatus.)
    The Order of Syncletica: A DDO-flavored blog on Monks and gameplay and more

  3. #3
    Community Member apekzz's Avatar
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    Default +1

    +1 to you sir.
    Coming from someone who's guide i've read and adapted thru my past lives..

    =)

  4. #4
    Community Member mrtweakin's Avatar
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    Default

    It's a solid build.

    I'd consider going 16/15/15/16 instead for a dash more damage. This may depend upon your gearing though- which you did not mention.

    Void4 is a heavy investment. In my personal experience, it is not worth it. You could get another wisdom point and more healing amp which are both likely to do you better in the long run.

    To completely flip things around- you are stacked with +4 tomes, have you considered OC and VS for epic feats?
    Captains Crew, Ghallanda
    Tweakfoo (Monk, 7th Life) | Tweakbot (Wizard, 8th Life) | Tweakit (Bladeforged Fighter Mutt, 16th Life, Completionist)

  5. #5
    Community Member SensaiRyu's Avatar
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    Default

    Quote Originally Posted by mrtweakin View Post
    [Snip]
    Void4 is a heavy investment. In my personal experience, it is not worth it. You could get another wisdom point and more healing amp which are both likely to do you better in the long run.
    [Snip]
    I agree with this - at lvl 20 when I got my destinies I removed Void IV (too much on my quickbar with twists already).

    I took GM Earth and GM Wind instead. But if you want to go earth/water, drop void IV and take both.

    With your +4 tome setup, you can easily take both OC and Vorp (I took OC at 21). OC is better than Imp Martial Arts (imo).

    Nice build.
    Stay Hasted My Friend.

  6. #6
    Community Member Spartywinz's Avatar
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    Void4 is worth the investment, and GM water is my preferred stance both fit nicely if you mostly run EE content.

    If you primarily run en/eh dropping void 4 and using wind or earth may be a better choice.

    OC is to much of an investment feat wise imo but not horrible if you can fit it in somehow

  7. #7
    Community Member SensaiRyu's Avatar
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    Quote Originally Posted by Spartywinz View Post
    Void4 is worth the investment, and GM water is my preferred stance both fit nicely if you mostly run EE content.

    If you primarily run en/eh dropping void 4 and using wind or earth may be a better choice.
    I run EH the most and EE for fav and EE loot.

    If I were a dark monk I'd have space on my quickbar for Void IV. I really liked it when I had it. I don't miss it (and didn't use it much) since I've completed my EDs and have other things to add to my quickbar.

    Quote Originally Posted by Spartywinz View Post
    OC is to much of an investment feat wise imo but not horrible if you can fit it in somehow
    True. But the investment is not without merit. For example, I mostly run in LD. So, to prime Blitz, I have four moves - IS, GC, C, and Trip. And once activated I can usually keep Blitz going for quite a while.
    Stay Hasted My Friend.

  8. #8
    Community Member Spartywinz's Avatar
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    Quote Originally Posted by SensaiRyu View Post


    True. But the investment is not without merit. For example, I mostly run in LD. So, to prime Blitz, I have four moves - IS, GC, C, and Trip. And once activated I can usually keep Blitz going for quite a while.
    Great point, running in LD I would make room for it for sure as you want GC and C for charging anyway.

    In GMoF, while OC is nice, I don't see it out weighing other less feat intensive options.

  9. #9
    Community Member Potta's Avatar
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    I had OC last life. Dropped it this life in favor of Imp Martial Arts. A quick breakdown:

    Lets imagine, Earth stance, so x3 crits. Dev crit in LD, so x4 crits. Difference between IMA and OC. Our test monk has 6.0[w]+50 and x4 base without either. Which feat brings the most DPS?

    Well, average damage is: 50 + (6 + (30/2)) = 71.

    x4 crit makes that 284
    x5 crit makes that 355

    A difference of 71 damage, which will only happen on an average of 1 in 10 hits, making the average increase per hit at ~7.1 damage. That's somewhat better than Imp Martial Arts, which is an average of 3.5 damage extra non crit, and with a x4 multiplier, 14 damage on a crit. Taking this into account, Imp Martial Arts increases your average swing by ~4.55.

    Importantly however, this is on a target with no fortification. As fortification increases, the worth of OC sharply diminishes. At ~35% fort, IMA and OC break even, with OC falling further and further behind as fort increases. Trash are not likely to have 35% fort except for Undead, but EE raid bosses will have a lot more than that. The question is, what content do you run, and if it's the hardest content, do you have enough fortification decreases in the raid to bring them below 35% fort? If not, IMA is the best choice.

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