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  1. #1
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    Default Eldritch Monk - It's my first build so I'd love some advice!

    Like the title says, this is my first build I've made by my self, I got the idea after playing a Qstaff monk until about lvl 8, and then seeing an eldritch monk player and looking at the tree and thinking it would be a fun char to play.. then put the two together. I searched the forums and found this build. I switched to the spalsh of rogue to get the 15% faster attack speed, opted for wraith form and monk capstone instead of perma tensers (which I can cast if I need to),switched race also since I will be in wraith form and won't be healing with reconstruct. Any advice would be great, I'm sure I missed things so thats why I'm putting it here so some more experienced players a builders could take a look at it, I'll try to answer any questions you have. Thanks!

    For a 32 pt build you could just start with 15 con
    Code:
    Character Plan by DDO Character Planner Version 04.20.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (6 Monk \ 2 Rogue \ 12 Wizard) 
    Hit Points: 292
    Spell Points: 650 
    BAB: 11\11\16\21
    Fortitude: 12
    Reflex: 13
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             18                    23
    Dexterity            13                    13
    Constitution         16                    17
    Intelligence         11                    11
    Wisdom                8                     8
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    11
    Bluff                -1                    -1
    Concentration         7                    26
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                 -1                    -1
    Hide                  1                     1
    Intimidate           -1                    -1
    Jump                  8                    13
    Listen               -1                    -1
    Move Silently         1                     1
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spellcraft            0                    23
    Spot                 -1                    -1
    Swim                  4                     6
    Tumble                5                     8
    Use Magic Device      1                    22
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+2)
    Feat: (Human Bonus) Cleave
    Feat: (Monk Bonus) Dodge
    Feat: (Past Life) Past Life: Druid
    Feat: (Selected) Power Attack
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) The Way of Air
    Feat: (Automatic) The Way of Fire
    Feat: (Automatic) The Way of Earth
    Feat: (Automatic) The Way of Water
    Feat: (Automatic) Unarmed Strike
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Mobility
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Deflect Arrows
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 4 (Wizard)
    Ability Raise: STR
    Skill: Spellcraft (+3)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Wizard Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    
    
    Level 5 (Wizard)
    Skill: Spellcraft (+3)
    
    
    Level 6 (Wizard)
    Skill: Concentration (+2)
    Skill: Spellcraft (+1)
    Feat: (Selected) Toughness
    
    
    Level 7 (Wizard)
    Skill: Concentration (+2)
    Skill: Spellcraft (+1)
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Automatic) Improved Heroic Durability
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Great Cleave
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 12 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spring Attack
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+2)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 17 (Monk)
    Skill: Concentration (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Purity of Body
    
    
    Level 18 (Monk)
    Skill: Concentration (+1)
    Skill: Spellcraft (+2)
    Feat: (Selected) Master of Forms
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Adept of Forms
    
    
    Level 19 (Rogue)
    Skill: Use Magic Device (+9)
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Spellcraft (+2)
    Skill: Use Magic Device (+4)
    Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Ki Bolt (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - All-Consuming Flame (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Way of the Patient Tortoise (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Porous Soul (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Quick Strike (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Quick Strike (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Quick Strike (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Fists of Iron (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Winter's Touch (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Lighting the Candle (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Lighting the Candle (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Lighting the Candle (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Static Charge (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Void Strike (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Staff Specialization (Rank 1)
    Enhancement: Pale Master (Wiz) - Dark Reaping (Rank 1)
    Enhancement: Pale Master (Wiz) - Shroud of the Zombie (Rank 1)
    Enhancement: Pale Master (Wiz) - Shroud of the Vampire (Rank 1)
    Enhancement: Pale Master (Wiz) - Shroud of the Wraith (Rank 1)
    Enhancement: Pale Master (Wiz) - Necrotic Touch (Rank 1)
    Enhancement: Pale Master (Wiz) - Necrotic Touch (Rank 2)
    Enhancement: Pale Master (Wiz) - Necrotic Touch (Rank 3)
    Enhancement: Pale Master (Wiz) - Deathless Vigor (Rank 1)
    Enhancement: Pale Master (Wiz) - Deathless Vigor (Rank 2)
    Enhancement: Pale Master (Wiz) - Deathless Vigor (Rank 3)
    Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 1)
    Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 2)
    Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 3)
    Enhancement: Pale Master (Wiz) - Bone Armor (Rank 1)
    Enhancement: Pale Master (Wiz) - Bone Armor (Rank 2)
    Enhancement: Pale Master (Wiz) - Bone Armor (Rank 3)
    Enhancement: Pale Master (Wiz) - Constitution (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Eldritch Strike (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Spellsword: Flame (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Spellsword: Acid (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Spellsword: Frost (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 2)
    Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 3)
    Enhancement: Eldritch Knight (Wiz) - Improved Shield (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Improved Shield (Rank 2)
    Enhancement: Eldritch Knight (Wiz) - Improved Shield (Rank 3)
    Enhancement: Eldritch Knight (Wiz) - Wand and Scroll Mastery (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Wand and Scroll Mastery (Rank 2)
    Enhancement: Eldritch Knight (Wiz) - Wand and Scroll Mastery (Rank 3)
    Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 2)
    Enhancement: Eldritch Knight (Wiz) - Arcane Barrier (Rank 3)
    Enhancement: Thief-Acrobat (Rog) - Staff Control (Rank 1)
    Enhancement: Thief-Acrobat (Rog) - Thief Acrobatics (Rank 1)
    Enhancement: Thief-Acrobat (Rog) - Thief Acrobatics (Rank 2)
    Enhancement: Thief-Acrobat (Rog) - Thief Acrobatics (Rank 3)
    Last edited by shenanigans920; 02-02-2014 at 02:12 PM.

  2. #2

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    Hmmmn strange build--you are taking a lot of feats for ranged but the IC is bludgeon? I assume that the advantage of 12 wiz is wraith form more than EK; EK is better for a splash. But then wraith form is kind of redundant with dark monk since the latter gets incorporeality. EK enhancement line benefits from shield use, which you cannot do as a monk (or Q staff user). So you do not get the benefit of taking all the AP there.
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  3. #3
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    I'm not a fan of min/maxing but in an mmo you have no choose. Your ability points are to spread out, HP is to low (even after gear) for a melee.

    It seems like you want to focus on using staffs

    If you take 3 rogue and get Stick Fighting drop strength to an 11 for 18 dexterity raising ac and reflex saves. You can use a +2 str tome to get power attack cleave/gcleave.

    I would also dump wisdom or Int, wisdom doesn't do much for the build 2-4 ac 2-4 will save. Int will be needed for spell points, skills and you need at least a 17 to cast level seven spells(unless this changed).

    Drop rapid shot, drop point blank shot and Zen Archery. pick up mobility, spring attack and whirlwind attack.

    I would have starting stats like

    Str 11
    Dex 18
    Con 16
    Int 11
    Wis 6
    Con 6

  4. #4
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    edit: NVM. I'm being an idiot.
    Last edited by dunklezhan; 01-31-2014 at 03:33 PM.
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  5. #5
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    Quote Originally Posted by Saekee View Post
    Hmmmn strange build--you are taking a lot of feats for ranged but the IC is bludgeon? I assume that the advantage of 12 wiz is wraith form more than EK; EK is better for a splash. But then wraith form is kind of redundant with dark monk since the latter gets incorporeality. EK enhancement line benefits from shield use, which you cannot do as a monk (or Q staff user). So you do not get the benefit of taking all the AP there.
    EK doesn't require a shield, you just skip Eldritch Shield, Shield Striking and Shield Training. He didnt take an pale master enhancements so no wrath.

  6. #6
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    Quote Originally Posted by Saekee View Post
    Hmmmn strange build--you are taking a lot of feats for ranged but the IC is bludgeon? I assume that the advantage of 12 wiz is wraith form more than EK; EK is better for a splash. But then wraith form is kind of redundant with dark monk since the latter gets incorporeality. EK enhancement line benefits from shield use, which you cannot do as a monk (or Q staff user). So you do not get the benefit of taking all the AP there.
    The ranged feats were so I have some kind of ranged damage when it comes to it, I'll see what else I can do about that, I have 10k stars so I could probably drop manyshot without too big of a difference, not counting on long term ranged fights anyways.

    IC:bludgeon is because I was planning on using staves.

    Advantage of wiz 12 was more for the reconstruct spell available at lvl 11, I'll look into the wraith for though..

    I went dark because I put a point into Touch of Despair finisher that give me 25 ki and 25 temp hp if they die within 30 sec of hitting with the finisher, would light work better?

    EK benefits from shields but only if you put the enhancement points into it, I didn't.

    Sorry if this sounds curt or rude, got to leave soon for an ultrasound, finding out if I'm having a boy or girl today! *crossesfingersforaboy*

    I'll respond to some other posts when I get back :]

  7. #7
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    Quote Originally Posted by Darkvx View Post
    I'm not a fan of min/maxing that's an an mmo you have no choose. Your ability points are to spread out, HP is to low (even after gear) for a melee.

    It seems like you want to focus on using staffs

    If you take 3 rogue and get Stick Fighting drop strength to an 11 for 18 dexterity raising ac and reflex saves. You can use a +2 str tome to get power attack cleave/gcleave.

    I would also dump wisdom or Int, wisdom doesn't do much for the build 2-4 ac 2-4 will save. Int will be needed for spell points, skills and you need at least a 17 to cast level seven spells(unless this changed).

    Drop rapid shot, drop point blank shot and Zen Archery. pick up mobility, spring attack and whirlwind attack.

    I would have starting stats like

    Str 11
    Dex 18
    Con 16
    Int 11
    Wis 6
    Con 6
    ITS A BOY!!!!!! YAY!!!!!

    But in other news, I love the stick fighting idea thats just the kind of tip I was looking for, I think I can drop a level of wiz to make up for it and not lose anything important. My stats were originally going to be str and con heavy, but I had to change them too much to have the feats I wanted available, but dropping zen archery I won't need wis any more, or need a +5 dex tome to get anything, +2 str is a lot more reasonable. Does spring attack effect glancing blows? The happens while attacking and moving right? And the wiki says whirlwind attack is bugged and doesn't work on melee weapons, just unarmed, do you know if that's fixed or not? Not familiar with some of the mechanics of the game still, my highest level guy is only 10 lol. I'm hoping the extra con will help with the low health, I'm also not sure what buffed and geared stats will be since I'm not sure about optimal end gear and buffs I'll have.

    I'm on mobile right now, I'll update the build when I get home.
    Last edited by shenanigans920; 01-31-2014 at 07:55 PM.

  8. #8
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    Hey,
    I sure like the concept, especially for the fact that you are, in fact, playing what you feel like playing and trying out things instead of just copying the flavor of the month build.
    A few points you might want to consider:


    1. Leveling is a lot easier, faster and more fun if you get that 13 starting strength for Power Attack and Cleave at lvl 1.

    2. While you can go for a dex build and profit from the reflex and ac, most players would probably agree that not going for strength and including Overwhelming Critical when you get to lvl 21 severely hurts your damage output. Also, strength tends to be easier to buff than dexterity.

    3. That being said, it's a choice between defense and offense, basically, and might also be a question of what feels right for you. Both should work fine outside of Epic Elite content.

    4. Speaking of defense, when you have 11 levels of wizard, you might want to consider a 12th one. This would allow you to run around in Wraith Form, granting you 25% miss chance due to Incorporeality and 100% Fortification as well as constitution drain on crititcal hits.
    Being undead also allows you to self-heal with Negative Energy Burst and Aura of Death (which, incidentally, are both lvl 4 spells, meaning that if you mostly frontload your non-caster levels, they come around just when the difficulty of the quests you're running tends to curve upwards).

    You could probably drop a level of monk in this case, since you would not profit from Shadow Veil any longer.

    5. Eldritch Knight enhancements indeed seem to intended mainly for armor-wearing S&B users, neither of which work with being centered. So you might want to invest only a few points into the Eldritch Knight tree.


    All in all, taking Wraith form into account, you'd be looking at a very solid defense: displacement, incorporeality, 100% free fortification and the ability to buff resistances, haste and greater heroism to boot, all that with very decent self-healing. Sure sounds nice to me.

    Hopefully this is helpful and doesn't feel like badgering.


    Edit: Congratulations!
    Last edited by Fhtagn; 02-01-2014 at 07:50 AM. Reason: Emphasis

  9. #9

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    Quote Originally Posted by Darkvx View Post
    I'm not a fan of min/maxing but in an mmo you have no choose. Your ability points are to spread out, HP is to low (even after gear) for a melee.

    It seems like you want to focus on using staffs

    If you take 3 rogue and get Stick Fighting drop strength to an 11 for 18 dexterity raising ac and reflex saves. You can use a +2 str tome to get power attack cleave/gcleave.

    I would also dump wisdom or Int, wisdom doesn't do much for the build 2-4 ac 2-4 will save. Int will be needed for spell points, skills and you need at least a 17 to cast level seven spells(unless this changed).

    Drop rapid shot, drop point blank shot and Zen Archery. pick up mobility, spring attack and whirlwind attack.

    I would have starting stats like

    Str 11
    Dex 18
    Con 16
    Int 11
    Wis 6
    Con 6
    I second this and CONGRATULATIONS on the boy!
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  10. #10
    Community Member Munkenmo's Avatar
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    If you changed from your 11/6/3 to a 12/4/4

    Youll qualify for the auto granted uncanny dodge feat granted at rogue level 4 (its worth 6dodge at level 20)
    Youll still get 6% dodge from you monk levels
    You could pick up wraith form form for incorp and healing.

    Youll lose the free stance feat granted at 6th monk & 5% movement speed.
    It makes warforged a bit of a weaker choice, id probably go human.
    Last edited by fTdOmen; 02-01-2014 at 01:59 PM.

  11. #11
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    Quote Originally Posted by Fhtagn View Post
    Hey,
    I sure like the concept, especially for the fact that you are, in fact, playing what you feel like playing and trying out things instead of just copying the flavor of the month build.
    A few points you might want to consider:


    1. Leveling is a lot easier, faster and more fun if you get that 13 starting strength for Power Attack and Cleave at lvl 1.

    2. While you can go for a dex build and profit from the reflex and ac, most players would probably agree that not going for strength and including Overwhelming Critical when you get to lvl 21 severely hurts your damage output. Also, strength tends to be easier to buff than dexterity.

    3. That being said, it's a choice between defense and offense, basically, and might also be a question of what feels right for you. Both should work fine outside of Epic Elite content.

    4. Speaking of defense, when you have 11 levels of wizard, you might want to consider a 12th one. This would allow you to run around in Wraith Form, granting you 25% miss chance due to Incorporeality and 100% Fortification as well as constitution drain on crititcal hits.
    Being undead also allows you to self-heal with Negative Energy Burst and Aura of Death (which, incidentally, are both lvl 4 spells, meaning that if you mostly frontload your non-caster levels, they come around just when the difficulty of the quests you're running tends to curve upwards).

    You could probably drop a level of monk in this case, since you would not profit from Shadow Veil any longer.

    5. Eldritch Knight enhancements indeed seem to intended mainly for armor-wearing S&B users, neither of which work with being centered. So you might want to invest only a few points into the Eldritch Knight tree.


    All in all, taking Wraith form into account, you'd be looking at a very solid defense: displacement, incorporeality, 100% free fortification and the ability to buff resistances, haste and greater heroism to boot, all that with very decent self-healing. Sure sounds nice to me.

    Hopefully this is helpful and doesn't feel like badgering.


    Edit: Congratulations!

    Alright, so first off thanks for being nice and criticizing at the same time and not being rude about it, it definitely made me consider your suggestions a lot more lol.

    1. I started 12 str and 12 int so I could get an extra skill point every level because it was a little starved of points, but I switched the build to 34 pt because I'll probably just tr the guy I'm playing now into this. So I'll probably fix that in the dex build.

    2. After I cut out some ranged and zen archery feats (my original build was str based but I spread around my stat points too much to accommodate for zen archery [13 wis] and some ranged feats including manyshot [base 13 dex with a +4 tome later on]) I didn't even try to rework the str build because the dex looked promising. I'm going to work on a str build again with your advice but keep the dex build because its also do-able like you said, choice between offence and defense. I'm also going to go human and see what I can do with 4/4 monk and rogue thanks to some advice from fTdOmen.

    4. (I skipped 3, answered that in the last one) I was planning on using permanent Tenser's from the EK capstone, any idea if I can use that and wraith form? If I can, then like fTdOmen said I might as well switch to human (considering Horc as I'm writing this but we'll see when I get to the char builder) because I'm not getting anything self healing from reconstruct any more.

    5. If you look through the tree and see which enhancements I took, none of them are s&b or armor using but they are all still useful, and its just a preference too really, the idea of the build is to be a spell-enhanced melee fighter.

    Working on the build now and will post when I get it finished! Thanks again :]

  12. #12
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    Quote Originally Posted by shenanigans920 View Post
    4. (I skipped 3, answered that in the last one) I was planning on using permanent Tenser's from the EK capstone, any idea if I can use that and wraith form? If I can, then like fTdOmen said I might as well switch to human (considering Horc as I'm writing this but we'll see when I get to the char builder) because I'm not getting anything self healing from reconstruct any more.
    You can have the ek tensors and wraith form active at the same time.

    I was considering horc when suggesting you changed race too, I think youll find you hqve very few enhancements to spend in a racial tree though, so humans free feat and skill point bonuses are a nicer option in my eyes.

  13. #13
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    Quote Originally Posted by fTdOmen View Post
    You can have the ek tensors and wraith form active at the same time.

    I was considering horc when suggesting you changed race too, I think youll find you hqve very few enhancements to spend in a racial tree though...
    I don't have enough enhancement points as is lol

    awesome about the tensers and wraith, glad I have confirmation on that

    And after building and looking over the difference of each race, I'm thinking I'll prefer human, only got the first enhancement of each racial tree and I'll rather have the 20% damage buff from humans than +2 str when under 80% health from horcs
    Last edited by shenanigans920; 02-01-2014 at 09:41 PM.

  14. #14
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    Hey again.
    Considering you'll have 12 wizard levels, you could probably stick with just casting Tenser's Transformation and take Tier 5 abilities from some other tree - I would suggest at least checking them out (a 12/5/3 spread might be preferable depending on that).

    fTdOmen's advice is very sound, however. If you stick with Tier 5 Eldritch Knight, you're probably best served with a 4/4 split on the other two classes.

    As for races, the main advantage of the Half-Orc are the racial enhancements (Power Attack and Two-handed fighting) - for which you could have points to spare if you don't go deep into eldritch knight territory.
    That being said, Human is pretty much always a solid choice.

    I'm really curious as to how the build will turn out and especially play out in the end. Keep us posted!

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    I would strongly reconsider the 4-4 split and make it 6rog-2mnk. Sure you will lose eldritch strike, but the passive staff enhancements are just to good to pass and also gives you one less thing to click, i can safely assume that this build will be a quiet busy one as it is....

    Tensers toggle on a 12+ wizard is a bit superfluos don't you think?

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    Quote Originally Posted by LavidDynch View Post
    I would strongly reconsider the 4-4 split and make it 6rog-2mnk. Sure you will lose eldritch strike, but the passive staff enhancements are just to good to pass

    Tensers toggle on a 12+ wizard is a bit superfluos don't you think?
    Id been reconsidering the split I advised earlier too. However I dont thing 12/6/2 is the way to go.

    If the op starts casting extended tensors transformation, a 12wiz, 5rogue, 3monk would probably be the best split.

    It retains the monk 5% movement speed boost + light or dark path, and opens up access to the theif acrobat tier 5 abilities.

    I dont see a lot of point in a 6th rogue level.

    Also @ op rather than pickig up tougness as a monk bonus feat, id recommend deflect arrows.

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    Quote Originally Posted by fTdOmen View Post
    Id been reconsidering the split I advised earlier too. However I dont thing 12/6/2 is the way to go.

    If the op starts casting extended tensors transformation, a 12wiz, 5rogue, 3monk would probably be the best split.

    It retains the monk 5% movement speed boost + light or dark path, and opens up access to the theif acrobat tier 5 abilities.

    I dont see a lot of point in a 6th rogue level.

    Also @ op rather than pickig up tougness as a monk bonus feat, id recommend deflect arrows.
    Your right, was thinking that 6 levels was required for tier 5 for some reason. I probably would go one extra level into wizzy, not that lvl7 spells rocks on a build like this but just extending your buffs by approx 12 seconds is somewhat a perk. Will be a too slow moving toon for my taste buds no matter what...

    Which destiny btw? I think shiradi would be pretty sweet on build like this.

  18. #18
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    Quote Originally Posted by LavidDynch View Post
    Your right, was thinking that 6 levels was required for tier 5 for some reason. I probably would go one extra level into wizzy, not that lvl7 spells rocks on a build like this but just extending your buffs by approx 12 seconds is somewhat a perk. Will be a too slow moving toon for my taste buds no matter what...

    Which destiny btw? I think shiradi would be pretty sweet on build like this.
    I dont think shiradi would be that good, id be spamming cleaves, ek cleave, whirlwind, so I think going ld will have a lot of synergy with my playstyle, and provide a nice raw damage boost.

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    A lot to respond to here but I'll do my best,I'm glad this thread is getting enough activity for me to reply so much, thanks a lot guys for giving me a lot of positive criticism on this build especially since its my first :]

    Looking into it more, I can see the 12/5/3 build working out well. I started this out thinking that the tenser's will be a game changing stance, since its a capstone, and it would be necessary all the time, but spending all those points in EK for something I could cast anyways just makes em weaker all around and that doesn't make sense.. I'm just a little worried about mana consumption casting that often, on top of other buffs, I don't feel like doing the math right now but I thought the perma Tenser's would help with that. But on the other hand if I go down henshin and TA trees more then Tenser's wont be as necessary and an EK heavy build, just in tough fights. I'll rework it again (seems like I'm spending more time on here and the character generator than I am playing the actual game since I started this thread) for a 12/5/3 build and update that later tonight or tomorrow morning.

    As far as destinies go, I have no clue, like I said farther up in this thread (I think?) my highest level character so far is lvl 11 so I haven't even been far enough to have any experience with that.

    Thanks a lot guys, I'll keep you updated with the build when I get finished with it :]


    (wasn't as much to respond to as I thought, you guys talked and figured most of it out lol)


    Edit: after messing around with the character enhancements at level 20, I think I'm going to go 12W/6M/2R, netting me an extra monk feat, better monk stances and access to t5 monk trees (I like henshin t5 more than TA). And only losing the 1% dodge bonus from uncanny dodge (I think its only worth 6 dodge at lvl 20 if I take 20 levels of rogue?)

    I'll edit the build up top when I'm done with it, any thoughts?

    Thanks :]
    Last edited by shenanigans920; 02-02-2014 at 01:11 PM.

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    If you are going for 6 levels in any of either class, I agree on chosing the monk - you just lose too much by going Rogue 6 in my opinion.
    Rogue 5, however, offers Vault, which is quite useful, and 2 sneak attack dice compared to Monk 6/Rogue 2. Still, you should be fine either way.

    As for epic destinies, don't stress yourself over those, yet. The build should work well with Legendary Dreadnought, but that can wait 'till you hit 20.

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