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GlassCannon
06-15-2009, 10:15 AM
Punchy of Argonessen(Ipunchbabies, modified)

Keep in mind that this build NEEDS a +2 DEX tome at build for his TWF feats.

**If you are a new player making this and have purchased the 32 point build, make this as described, and feed him a +2 DEX tome from the store at level 7. Then, go back and use a Dragonshard to give him ITWF(or just take ITWF at level 9, GTWF at 12, and Improved Critical at 15. This would move Spring Attack to the level 6 feat).

Pushing the STR up to 18 is critically damaging to the class itself. If you do 18 STR, Monk had best be a Splash class(That is, until a race that gets a Natural STR Bonus comes out, like Halflings get a DEX bonus for example).

(Mod 9): If you want Spring Attack earlier, take Power Attack later(I personally advise this due to a low to-hit in earlier levels as compared to opponent AC).


Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 Lawful Good Human Male
(16 Monk)
Base Hit Points: 277
Base Spell Points: 0
BAB: 21/21/26/31
Base Fortitude: 13
Base Reflex: 14
Base Will: 14
Improved Evasion
SR10+Monk level(SR26 at lvl 16, in an Antimagic Field)
Immunity to Poison and Disease
Damage Die: 2d8 at lvl 16(Adamantine, Lawful, Magic), Greater Two Weapon Fighting at Tempest rate of attack(Wind 3)
Power Attack

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16) Gear Modifiers
Strength 16 23 24(+3 tome) +6(30; 33 in Fire 3, 28 in Water 3)
Dexterity 15 17 17 +6(23; 26 in Wind 3, 21 in Mountain 3)
Constitution 14 16 16 +6(22; 20 in Wind 3, 25 in Mountain 3)
Intelligence 10 12 12 +6(18, Optional for INT runes, not a constant value)
Wisdom 14 16 18 +6(24; 27 in Water 3, 22 in Fire 3)
Charisma 8 8(10) 8(10) +6(16; Used mainly with Haggle 13 item, used for selling junk gear that is not worth mailing to the Bard, helps a tiny bit for saving against Wraith Constitution Drain)

Tomes Used
+2 Tome of Strength used at level 1(Original Build used a +1)
+2 Tome of Dexterity used at level 1(Necessary for GTWF line)
+2 Tome of Constitution used at level 1(Original Build used at level 2)
+2 Tome of Intelligence used at level 1(Necessary for Skill Points that come in handy later)
+2 Tome of Wisdom used at level 1
+3 Tome of Strength used at level 16(Original Build does not have this yet)
+2 Tome of Charisma used at 1750 Favor

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 3 22 22(Keeps you on the catwalks in Titan)
Bluff -1 -1 -1
Concentration 7 22 26(Ki Storage)
Diplomacy -1 -1 -1
Disable Device n/a n/a n/a
Haggle -1 -1 -1
Heal 3 4 4
Hide 3 3 3
Intimidate -1 -1 -1
Jump 9 21 21(This gets you places)
Listen 7 23 23(So you aren't caught blind in a fight)
Move Silently 3 3 3
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 1 1
Search 1 1 1
Spot 7 23 23(If they move silently, this helps you see them too)
Swim 8 26 26(This is very handy in situations like The Crucible)
Tumble n/a 4 4(If I had more INT, this would be higher, but the Slow Falling feat negates the need for this)
Use Magic Device n/a n/a n/a(Current maximum is 8, not important yet... at level 20-24 I might put points into this and max it out.)

Level 1 (Monk)
BAB 1
Skill: Concentration (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Spot (+4)
Skill: Swim (+4)
Feat: (Monk Bonus) Dodge
Feat: (Human Bonus) Toughness
Feat: (Selected) Power Attack(Mod 9: Two Weapon Fighting)
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) Ki Strike: Damage
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) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Unarmed Strike
Enhancement: Human Versatility I
Enhancement: Disciple of Breezes
Enhancement: Disciple of Candles


Level 2 (Monk)
BAB 2
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Monk Bonus) Stunning Fist
Feat: (Automatic) Evasion
Feat: (Automatic) Meditation
Enhancement: Human Improved Recovery I
Enhancement: Way of the Patient Tortiose I
Enhancement: Monk Wisdom I


Level 3 (Monk)
BAB 3
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Tumble (+1)
Feat: (Selected) Two Weapon Fighting(Mod 9: Power Attack)
Feat: (Monk Path) Path of Harmonious Light
Feat: (Automatic) Fast Movement
Feat: (Automatic) Still Mind
Enhancement: Monk Improved Recovery I
Enhancement: Racial Toughness I



Level 4 (Monk)
BAB 4
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Listen (+2)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Automatic) Ki Strike: Magic
Feat: (Automatic) Slow Fall
Enhancement: Disciple of Pebbles
Enhancement: Disciple of Puddles
Enhancement: Monk Concentration I


Level 5 (Monk)
BAB 5
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Automatic) AC Bonus
Feat: (Automatic) Purity of Body
Enhancement: Human Adaptability Strength I
Enhancement: Way of the Patient Tortiose II


Level 6 (Monk)
BAB 6
Skill: Balance (+3)
Skill: Concentration (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Feat: (Selected) Spring Attack(Mod 9: Improved Two Weapon Fighting)

Feat: (Monk Bonus) Mobility
Enhancement: Human Improved Recovery II
Enhancement: Adept of Wind
Enhancement: Fists of Light


Level 7 (Monk)
BAB 7
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+2)
Feat: (Automatic) Wholeness of Body
Enhancement: Monk Improved Recovery II


Level 8 (Monk)
BAB 8
Ability Raise: STR
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Enhancement: Racial Toughness II


Level 9 (Monk)
BAB 9
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Selected) Improved Critical: Bludgeon
Feat: (Automatic) Improved Evasion
Enhancement: Monk Wisdom II


Level 10 (Monk)
BAB 10
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Automatic) Ki Strike: Lawful
Enhancement: Way of the Patient Tortiose III


Level 11 (Monk)
BAB 11
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Automatic) Diamond Body
Enhancement: Human Improved Recovery III


Level 12 (Monk)
BAB 12
Ability Raise: STR
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Automatic) Abundant Step
Enhancement: Master of Thunder


Level 13 (Monk)
BAB 13
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Automatic) Diamond Soul


Level 14 (Monk)
BAB 14
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Enhancement: Monk Improved Recovery III
Enhancement: Adept of Flame


Level 15 (Monk)
BAB 15
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Selected) Spring Attack
Feat: (Automatic) Quivering Palm
Enhancement: Eagle Claw Attack
Enhancement: Master of Bonfires


Level 16 (Monk)
BAB 16
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Automatic) Ki Strike: Adamantine
Enhancement: Unbalancing Strike
Enhancement: Adept of Rain


Currently the build wears Dragontouched Vestements, Tharne's Goggles, Tumbleweed, Kardin's Eye/Striding 30% boots or Bloodstone/Boots of the Innocent, WIS 6 ring, Fleshmaker's Necklace, Levik's Bracers, a 6 CON belt and Shroud tier2 Earth HP gloves. 2d8 per swat base damage at lvl 16 is nice at GTWF... The feat at lvl 3 for Class bonus was Fist of Light prereq, he didn't actually have Toughness yet(Edit: I swapped the very handy Weapon Finesse for Toughness(level 1 feat), after reaching a level high enough to go solely on STR bonuses(Ray of Enfeeble hurts at low levels... a LOT.) He has Toughness now). With GFL, Minos Legens and a +6 CON item at lvl 16 he has 339 HP(Edit: 364 with a tier 2 shroud item... no scales for 3 months solid has kind of severely hampered me making ANYTHING, espeically a new tier 3 item) and can effectively heal himself in VOD if the Clerics are busy with other things(Without UMD or Silver Flame pots, hah!). This efficacy will increase to being able to duo Arraetrikos(Edit: Changed to Duo due to Gnolls healing Big A too fast... by the time you get them knocked down, Big A has regenerated 60-80% of the HP you just took down... making it a very tedious and painful fight, but doable solo for someone who has an entire day to waste) when he attains 400 Silver Flame favor and begins carrying the potions I have heard rumors about.

Incoming heals are amplified at 30%+30%(stacking) before items. Toss Hound bracers on the build, 30%+30%+20%. Fleshmaker necklace, multiply by another 10%. Dragontouched Armor with 30% amp, 30%+30%+30%+10%(bracers don't stack with DT, but Fleshmaker does) - Good luck with those blasted Sovereign Runes! I've gotten Sundering Ooze guard for the last 12 runes I used - . This means that with DT armor and Fleshmaker, a Heal that would cure you for 200 points would instead cure you for 483. At this point, Cure Serious potions become a serious aid instead of a joke that may just make a monster laugh for that one moment you need to survive. A CSW potion hits for up to 62 per swig (http://i233.photobucket.com/albums/ee307/sarin_elf/ScreenShot00017-1.jpg)(retested at 30+30+20+10, no screenshot, and 29-62 is a very large range and implies that the Amp is not working right. Devs need to look into this.). Clerics absolutely love to heal him.

Edit2: Had taken Weapon Finesse as a feat at lvl 3 to circumvent that accursed Ray of Enfeeblement. Now that it's no longer useful, Toughness takes its place and adds a mighty towering 8 hitpoints(at level 16. I think it's broken.). The Enhancements are worth it though, as they add a few more. I think a rework is in order, and I don't think the planner will cut it. 8 HP. Wonderful waste of a feat. I got 28 total with 3 AP spent into it. Current HP is sitting at 339 with GFL on my DT Vestements. He still needs a Shroud HP item but for some reason I haven't pulled a single Large Scale in over 2 and a half months. In short, it costs significantly less resources to keep this guy vertical, and boosting his HP is not too hard. Update: He has a tier2 Shroud HP item and GFL on his Dragonotuched robe, and sits at 364 HP currently. With a 30% heal amp on his DT robe, he gets double cure efficacy for his 384 HP(In Wind 3 stance at lvl 16), which isn't bad at all. +2 or better Greater Bane Handwraps for every monster in the game certainly help DPS.

Just like Ranger back in MOD 1-2, he was considered "gimp" and shunned in groups, so I got used to throwing massive stacks of CSW potions at him. The habit hasn't abated. He does chug a lot less of them now though.

On a side note, A State of Trance (http://www.arminvanbuuren.com/) is still GREAT (http://www.arminvanbuuren.com/asot/) background music for playing a high speed class. Pandora Radio (http://www.pandora.com/) seems to cause network latency that is critically harmful to your game, or I would recommend that instead.


Edit June 7, 2009 @ 7:38PM CST: Cure efficacy at "90%" yields a multiplicative effect... 30% + 30% + 20%(Levik's) +10%(Fleshmaker, equip Leviks then Fleshmaker) produced this on Unyielding Sovereignty: (Combat): You were healed by Lagia's unyielding sovereignty for 2,130 points.

Apparently the heal amp is in fact multiplicative and will get even higher with a 30% Dragontouched robe. Once again, this is only to decrease the currently excessive amount of healing required to keep any build vertical in top end content, and the HP on a Monk Pure isn't exactly stellar without completely sacrificing all the functionality of the build.

Side note: Ipunchbabies was built 14/16/14/12/16/8. This build is designed to fix that minor error. Yes, the additional INT does help significantly, but by level 7 is rendered irrelevant(due to a loss of skill points that exceeds a recoverable amount). If built with 12 INT and 14 STR(due to only +1 tomes being available), taking a Rogue level in late game can significantly help if 100% of the Skill Points from said level are applied to Use Magic Device(Note: Multiclassing removes tha Capstone, DR10/- and other nice things for a Monk, so it is a VERY bad idea).


Note Aug 8th: He got his SF pots! If they didn't cripple him with -10 to all stats, saves and abilities(these stack.) they would be a viable option. Currently they are a "Save-Your-Butt" emergency backup that has pulled him out of several pinches. The Lesser(100hp) give him 213 HP and the Greater give him 532. Of course, he only needs the lesser for now, but the greater top him off from 1hp(a lovely boon if he rolls a 1 on Harm). He needs a CHA and INT item on while drinking them or becomes Paralyzed from 0 CHA/INT. The Live build gets knocked down to 2 INT and 0 CHA, due to a +2 INT Tome, so only needs a CHA item. I have yet to improve his Heal Amp, as his Dragontouched Robe suffers from Random Rune symdrome. I don't have the inventory or bank space to sort them out. I use them as they come(On the Second set. The first set is Prot 5, GFL and Ooze Guard).

Update on SF pots Sept 28, '09: The added 50% Slow to the -10 stats -13 saves -13 skills renders these pots absoltely worthless. Don't bother grinding the 400 silver flame favor.

Vivanto
08-31-2009, 01:12 AM
As you can't take itwf at level 6, the dex tome issue is non-existant. You must wait till lvl 9 with it anyway, so do you need to wait for lvl 12 for improved crit and lvl 15 for gtwf.

GlassCannon
08-31-2009, 09:47 PM
As you can't take itwf at level 6, the dex tome issue is non-existant. You must wait till lvl 9 with it anyway, so do you need to wait for lvl 12 for improved crit and lvl 15 for gtwf.

In MOD 9, you have a hidden BAB +1 for TWF feats.

You can take ITWF at level 6. Tested and confirmed on Lamannia.

GTWF at level 12 is rather nice.


I did attempt to respec out then back in to ITWF at level 6, and it was no good. There is a bug that forbids it, so the fix will have to make it in before anyone tries that. As for the "filler feat" for level 6, take Mobility. It really does help. In that case, ITWF at 9, GTWF at 12.

Edit 3:42 am 10/1/09(MM/DD/YY): Unless the tome is a +2 from MOD 8-, a dragonshard is needed to get this build's feats straight at lvl 7. That, or be patient. Pending testing(I don't have the time or money that some folks do). The Character Generator is missing some critical details on this class, so is undependable as yet(pending recalibration).

Xeraphim
02-11-2010, 09:08 PM
Immediate Music
TATW, ASOT, GDJB, various other artists and mixes.

GC is my old account.

I need to test the GS Triple Pos vs the DT Robe

Darkrok
02-16-2010, 05:21 PM
If your playing will include very little 'push the envelope' stuff and you're taking itwf/gtwf/icrit at 9/12/15 then you've got two feats to play with before then. Right now the build has the following pre-level 9 feats:

Feat: (Monk Bonus) Dodge
Feat: (Human Bonus) Toughness
Feat: Two Weapon Fighting
Feat: (Monk Bonus) Stunning Fist
Feat: Power Attack
Feat: (Selected) Spring Attack
Feat: (Monk Bonus) Mobility

Power attack at level 3 is of dubious value. Shifting that down to 6 is a fine decision. That would move Mobility up to level 3 and have Mobility and Spring Attack both as regular feats (ie not Monk Feats).

So if you're not doing stuff that's absolutely going to need the to-hit while moving from Spring Attack you've got a couple feats you can play with here. What I've taken certainly doesn't make for a more powerful character but it makes the character much more enjoyable - the Least and Lesser Dragonmarks of Passage. Starting at level 3 you'll have your level times 3 in expeditious retreat (ie 9 minutes at level 3, 12 at level 4, and 15 at level 5). Starting at level 6 you'll have your level times 4 (24 minutes at 6) in expeditious retreat as well as 2 dimension doors a day.

Again, having Spring Attack makes for a more 'powerful' character. But the benefits of Spring Attack are small enough that the Dragonmark's are worth a look.

NXPlasmid
02-16-2010, 05:46 PM
If your playing will include very little 'push the envelope' stuff and you're taking itwf/gtwf/icrit at 9/12/15 then you've got two feats to play with before then. Right now the build has the following pre-level 9 feats:

Feat: (Monk Bonus) Dodge
Feat: (Human Bonus) Toughness
Feat: Two Weapon Fighting
Feat: (Monk Bonus) Stunning Fist
Feat: Power Attack
Feat: (Selected) Spring Attack
Feat: (Monk Bonus) Mobility

Power attack at level 3 is of dubious value. Shifting that down to 6 is a fine decision. That would move Mobility up to level 3 and have Mobility and Spring Attack both as regular feats (ie not Monk Feats).

So if you're not doing stuff that's absolutely going to need the to-hit while moving from Spring Attack you've got a couple feats you can play with here. What I've taken certainly doesn't make for a more powerful character but it makes the character much more enjoyable - the Least and Lesser Dragonmarks of Passage. Starting at level 3 you'll have your level times 3 in expeditious retreat (ie 9 minutes at level 3, 12 at level 4, and 15 at level 5). Starting at level 6 you'll have your level times 4 (24 minutes at 6) in expeditious retreat as well as 2 dimension doors a day.

Again, having Spring Attack makes for a more 'powerful' character. But the benefits of Spring Attack are small enough that the Dragonmark's are worth a look.

Mobility? you are serious? it gives you an AC bonus when tumbling, there are so many other feats that would be at least somewhat useful. How many situations do you think you are going to tumble your way out of? the only class that takes mobility is ranger for the tempest line, you should pick something else, like another toughness, or great fortitude, iron will, or lightning reflexes which would give a +2 save bonus to their respective saves, if there isn't another feat you want

Darkrok
02-16-2010, 09:14 PM
Mobility? you are serious? it gives you an AC bonus when tumbling, there are so many other feats that would be at least somewhat useful. How many situations do you think you are going to tumble your way out of? the only class that takes mobility is ranger for the tempest line, you should pick something else, like another toughness, or great fortitude, iron will, or lightning reflexes which would give a +2 save bonus to their respective saves, if there isn't another feat you want

The mobility is for spring attack to get the +4 to attack while moving (which cancels out the -4 penalty for moving). That said, I'm the one agreeing with you - I'd rather take the dragonmarks to make the game quicker (and with less clicking of clickies to do it) than take mobility/spring attack on a non-tempest ranger.

All those other things you mentioned are also marginal. The saves would be nice and also make for a more powerful character. But honestly enough of the game is easy that being able to move around quicker, finish quests quicker, and ddoor to get out of quests at the end faster than finishing out...those thing outweigh the bit of power you could get with the other feats.

Xeraphim
02-27-2010, 01:09 PM
Since I am not very fond of the Dragonmark idea, and Punchy has a lot of trouble hitting things on the move without Spring Attack until VERY late game(with a bard no less), he took it again.

Build: 34 Point

16/15/14/8/16/8 - Live on Argonnessen now.

Feats:
1) TWF, Toughness, Dodge
3) Fist of Light, Past Life: Disciple of the Fist
Power Attack somewhere between level 1 and 6 -- This ability is always on, unless I need to disable it by pressing T in order to stop whiffing.
6) Mobility, Spring Attack
7) DDO Store DEX tome
9) ITWF
12) Improved Crit: Bludgeon
15) Greater Two Weapon Fighting
18) ???
20) Profit!

Enhancement lines: Wind 4, Monk and Human Heal Amp 30% each, Toughness, Way of the Tortoise, Human Adaptability Strength, some filler stuff for early levels... I don't think the rest matters too much. I'll fill in more later.

Again, dragonmarks are cool and all, but when you whiff 30%+ of the time, you aren't exactly a DPS class.

AMDarkwolf
02-28-2010, 06:18 AM
Lets ignore for a second that spring attack negates that -4 to hit.


When your moving around the battlefield, you get one measly swing. When you stand still you(at lv 20with full TWF) get 20ish swings.

Do the math. Spring attack is worthless at best.

Darkrok
03-01-2010, 04:51 PM
Lets ignore for a second that spring attack negates that -4 to hit.


When your moving around the battlefield, you get one measly swing. When you stand still you(at lv 20with full TWF) get 20ish swings.

Do the math. Spring attack is worthless at best.

Yeah, I don't really have any problem settling into a spot where I don't have to move. You lose dps by moving period so you've got to find that sweet spot to sit down if you're going to maximize your dps.

That said, I'm not advocating the dragonmarks for the 'strongest' character...I just think it takes a small enough amount away from your power that it's a viable use of the feats to make the class more fun. Only problem I'm starting to see as I creep higher in level is that I am NOT the tank with this build but I have the capability of outrunning the tank by a lot. I've mitigated this (and taken full advantage of the 100% expeditious retreat uptime versus the spotty haste from most casters) by letting the tank go in first and then jumping over him to get to the casters. He's already body-pulled them so he has a bit of agro which lets me go nuts for a few seconds with impunity. Of course if I do take damage still I'm easy to heal - that's the beauty of this build.

Darkrok
03-04-2010, 02:29 PM
This build is actually really nice when going Dark as well. Replace tortoise with crane and stunning fist with discipline (at least in the mid-levels), and possibly take out dodge for SF: UMD or Conc. You still bump the healing amp way up and focus on str (possibly staying in fire stance more often) and use weighted handwraps on crit'able enemies due to the synergy between stuns and crits. It plays the same only you'll rely on pots/UMD (later) for healing.

lizardo666
03-04-2010, 02:39 PM
Mobility kills your multiple attacks too, if you have 13 int and going for Whirlwind then cool ...

Otherwise nab Cleave / Great Cleave lol. Helps generate ki :D least it adds some AoE to your single target dps build.

Xeraphim
03-04-2010, 02:50 PM
Lets ignore for a second that spring attack negates that -4 to hit.


When your moving around the battlefield, you get one measly swing. When you stand still you(at lv 20with full TWF) get 20ish swings.

Do the math. Spring attack is worthless at best.

You tend to run and stop a lot, mainly avoiding attacks by moving out of the enemy hitbox. I also like to hold the left mouse button and spin the view as I literally encircle and opponent and hit it from all sides from time to time.

I've been looking into refiguring without SA for a while, but my playstyle demands that I use it(and yes, I actually take down those monsters that the Ranger is kiting).

TR2+ the build is 18/15/14/8/14/8 and still uses Wind for the faster attack rate(which outweighs the DPS gained by Fire stance). I've refigured the AP to include Greater Adaptability: Constitution and the 3rd Racial Toughness with the 4th Way of the Tortoise by dropping the other stances down to first tier(fire, mountain). This nets more HP to absorb for that obscene Heal Amp. He lost Stunning Fist for Past Life: Disciple of the Fist, and the main reason I still took Spring Attack is the fact that I use Power Attack literally full time after level 2. I have considered trying a Dark Path variant of Punchy, but haven't bothered with it yet.

If you want to keep Stunning Fist and drop Spring Attack, you have 3 feats to play with. In the case of a higher AC, I'd go with the higher INT base(12), pulling the points out of WIS, eat a +1 tome at level 3(Turbine Store FTW!), and take CE at level 6. That still leaves 2 other feats, however, which could easily net you Weapon Focus: Bludgeon and Cleave. If you are a stickler about AC and don't mind wasting a feat on a tiny little +1, take Dodge in those first levels.

Side note: My Halfling build from MOD 7, Babypuncher, took Deflect Arrows as a feat and regrets it. I'll be TRing him to fix the oversights I made back then.

Xeraphim
03-04-2010, 03:00 PM
...I am NOT the tank with this build but I have the capability of outrunning the tank by a lot. I've mitigated this (and taken full advantage of the 100% expeditious retreat uptime versus the spotty haste from most casters) by letting the tank go in first and then jumping over him to get to the casters. He's already body-pulled them so he has a bit of agro which lets me go nuts for a few seconds with impunity. Of course if I do take damage still I'm easy to heal - that's the beauty of this build.

I prefer to be a Kiting Tank if I have to be the tank, but if I can let someone run 3 steps ahead of me so I can mash things from within the cluster(casters, dogs), I do that as my first preference. I also tend to carry over 200 CSW pots on me at all times, and am due to gear mostly self sufficient. Punchy is not built to take a facial assault from Suulomades, he is made for taking down the devils and orthons and everything else instead. I have on occasion tanked Sally and Harry(near wiped shroud) with him successfully, however. In this case, Clerics LOVE to heal him, as their SP goes a lot farther.

Xeraphim
03-06-2010, 07:52 PM
I used to use this page as my own reference due to my inordinantly busy lifestyle. Now I use sticky notes on my desk's frontmost edge.

This is the page you want to refer to for ideas on the character you build for those extremely high fortification raid bosses you want to melee. 250% fort and no way to get it lower than 100%, rendering rogues ineffective and many other melee types wasted party slots? No problem! Monks get most of their DPS on non-crit melee and on 100% fort things often hit just as hard as barbarians. Here's the clincher though: Wind 4 Monks hit MUCH faster than Barbs, meaning they hit a hell of a lot HARDER.

It really makes you think twice about what class to roll for beating on Titans.

Xeraphim
04-02-2010, 05:44 AM
Completionist, Rogue and Monk past life feats, GTWF, PA and some Toughness. TR2 build specs apply at 18/15/14/8/14/8, and extra HP is gained by items/gear. Progression is a total of Sor/Bard/FvS/Cleric/Barbx3/Palx3/Monkx3/Rogx3/Ftrx3/Rgr/Wiz, final class Monk.

Side note: Completionist's total passive past life feats significantly aid casters moreso than melees and rangers, and helps the very least on a 2 handed fighting build.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Punchy The Powergamer
Level 20 Lawful Good Human Male
(20 Monk)
Hit Points: 394
Spell Points: 40
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 17
Will: 17

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 18 30
Dexterity 15 21
Constitution 14 20
Intelligence 8 10
Wisdom 14 22
Charisma 8 10

Tomes Used
+1 Tome of Dexterity used at level 17
+4 Tome of Strength used at level 20
+4 Tome of Dexterity used at level 20
+3 Tome of Constitution used at level 20
+4 Tome of Wisdom used at level 20

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 16
Bluff -1 3
Concentration 6 31
Diplomacy -1 3
Disable Device n/a n/a
Haggle -1 3
Heal 2 8
Hide 2 8
Intimidate -1 3
Jump 8 21
Listen 2 8
Move Silently 2 8
Open Lock n/a n/a
Perform n/a n/a
Repair -1 3
Search -1 3
Spot 6 18
Swim 4 13
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Monk)
Skill: Balance (+4)
Skill: Concentration (+4)
Skill: Jump (+4)
Skill: Spot (+4)
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Bard
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Favored Soul
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
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Sorcerer
Feat: (Past Life) Past Life: Wizard
Feat: (Selected) Power Attack
Feat: (Human Bonus) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Feat: (Automatic) Attack
Feat: (Automatic) Disciple of Breezes
Feat: (Automatic) Disciple of Candles
Feat: (Automatic) Disciple of Pebbles
Feat: (Automatic) Disciple of Puddles
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) Unarmed Strike
Enhancement: Human Versatility I
Enhancement: Monk Concentration I
Enhancement: Monk Spot I


Level 2 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Monk Bonus) Stunning Fist
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Evasion
Feat: (Automatic) Meditation
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Enhancement: Human Improved Recovery I
Enhancement: Way of the Patient Tortiose I
Enhancement: Monk Wisdom I


Level 3 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Completionist
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
Enhancement: Monk Improved Recovery I
Enhancement: Racial Toughness I


Level 4 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) Ki Strike: Magic
Feat: (Automatic) Slow Fall
Enhancement: Static Charge


Level 5 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) AC Bonus
Feat: (Automatic) Ki Strike: Damage
Feat: (Automatic) Purity of Body
Enhancement: Human Adaptability Strength I
Enhancement: Way of the Patient Tortiose II
Enhancement: Porous Soul


Level 6 (Monk)
Feat: (Selected) Past Life: Disciple of the Fist
Feat: (Monk Bonus) Toughness
Enhancement: Human Improved Recovery II


Level 7 (Monk)
Feat: (Automatic) Wholeness of Body
Enhancement: Monk Improved Recovery II


Level 8 (Monk)
Ability Raise: STR
Enhancement: All-Consuming Flame
Enhancement: Adept of Wind


Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Automatic) Improved Evasion
Enhancement: Ten Thousand Stars
Enhancement: Winter's Touch
Enhancement: Racial Toughness II


Level 10 (Monk)
Feat: (Automatic) Ki Strike: Lawful


Level 11 (Monk)
Feat: (Automatic) Diamond Body
Enhancement: Human Improved Recovery III


Level 12 (Monk)
Ability Raise: STR
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Feat: (Automatic) Abundant Step
Enhancement: Monk Improved Recovery III


Level 13 (Monk)
Feat: (Automatic) Diamond Soul
Enhancement: Touch of Death


Level 14 (Monk)
Enhancement: Human Greater Adaptability Constitution I


Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Automatic) Quivering Palm
Enhancement: Master of Thunder


Level 16 (Monk)
Ability Raise: STR
Feat: (Automatic) Ki Strike: Adamantine
Enhancement: Racial Toughness III


Level 17 (Monk)
Feat: (Automatic) Timeless Body
Enhancement: Unbalancing Strike
Enhancement: Adept of Rain
Enhancement: Master of Sea


Level 18 (Monk)
Feat: (Selected) Past Life: Sneak of Shadows
Enhancement: Grandmaster of Storms


Level 19 (Monk)
Feat: (Automatic) Empty Body
Enhancement: Monk Wisdom II


Level 20 (Monk)
Ability Raise: STR
Feat: (Automatic) Perfect Self
Feat: (Automatic) Shining Star
Enhancement: Monk Serenity
Enhancement: Grandmaster of Oceans
Enhancement: Monk Wisdom III
Enhancement: Human Versatility II

Gear:

Epic Spectral Gloves, Minos, Heal Amp Dragontouched Vestements(10%, 20% and 30%; or 10% and 30% with Levik's Bracers and whatever Tempest Rune you like, as a 20% ToD Ring will nerf potential DPS), Shintao set with other switchable rings, all other slots negotiable per taste(as with Wretched Twilight for Inspired Quarter). Heal amp at 335% total(This makes a CSW pot a literal pocket healer). Recalc with the new Pirate quest bracers in Fire Stance Heal Mode is 419%, which would really astonish a healer throwing a spell critical mass heal with the full amp and Xachosian active. Of course, the 3 Barbarian TRs are solely to soak up a little more of the benefit of the outrageous heal amplification that comes at such a high price.

AC set is as usual, 8 armor bracers, Icy Raiments, +3 INT tome eaten and the second Toughness dropped for Combat Sexpertease, etc etc etc


The Warforged Version has 2 more CON and 2 less WIS and CHA(base stat allocation unchanged), and sits at 168% Heal Amp(Healer's Friend 1), which is subpar for a Monk. WF removes Water stance for his PA line and loses situational saves stance. Warforged is therefore not only not recommended for a Monk, but is a signal that the player does not respect the Divine Healer caring for it.


Gear line:
Dragontouched Vestements(Heal Amp 10% 20% and 30%)/Icy raiments with Ritual
Levik's Bracers/Armor 8 bracers
Epic Spectral Gloves(SR Raid Gloves for Healer TRs)
Encrusted Ring(Acid Burst)/Encrusted Ring(Shocking Burst)/Chattering Ring
Kyosho's Ring(Holy Burst)/Kyosho's Ring(Shocking Burst)/Kyoshos's Ring(Icy Burst)
Gyroscopic Boots/Kundarak Delving Boots/Madstone Boots
Wretched Twilight/Prot 5 Cloak/Greensteel Smoke cloak(or Epic Zephyr)
Litany of the Dead/Kardin's Eye
Frenzied Berserker belt

Lightning II Khopesh x2, Mineral II Greataxe, Radiance Khopesh, Monk wraps(36 total), Green Blade/Potency scepter. -- weapons for TRs(Greataxe is for Caster TRs as a WF MuttClass, as is the Green Blade)

In progress...

AC set gets retired at lvl 20 and CE gets dropped for HP and Epics become the norm. If you like AC, get some.

Barbarian TRs may get dropped to just 1 if it hurts enough to get to cap. Same with Rogue, but I doubt it will be hard to level an Assassin.

Edit: With the new Monk PrEs coming out, it looks like Punchy's final TR may be a Ninja Spy. In this case the stats will get a small rework to support Path of Dominion better.

We'll see about his final gear line at final level 20 once more Epic content comes out. Byt the time he hits his final TR, we may have Epic Amrath, Vale, Vault of Night, Twilight Forge, Gianthold, Dolurrh, Necropolis, etc.


Edit due to Update 5 Release Notes regarding Ninja Spy: This build may go Light Path. Swap Sneak of Shadows with Way of the Fist and use Unbalancing Strike. The build is currently tenuous.

Edit over a YEAR later: May want to drop some WIS into HP, as Epic and Elite raid bosses now hit harder than ever and have ****** hit points. Epic gear list revised for the Warforged build, Human max heal amp 421% has not been gear calculated since MOD 9 (DDO: Stormreach, not DDO:EU).

Xeraphim
05-02-2010, 02:43 PM
Update for F2Pers who can't drop a tome willy nilly

This really screws the build all to hell so expect some frustration.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Punchy The Cheap Bastard
Level 20 Lawful Good Human Male
(20 Monk)
Hit Points: 336
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 14
Reflex: 16
Will: 15

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 20
Dexterity 16 18
Constitution 14 15
Intelligence 8 8
Wisdom 14 16
Charisma 8 8

NO, a 28 point build will not work well enough, unless you want to pull all those points out of Wisdom and royally gimp any and all ability to use monk strikes like Quivering Palm and Unbalancing Strike.

Starting
Base Skills
Skills (Level 1)
Balance 26
Bluff -1
Concentration 25
Diplomacy -1
Disable Device n/a
Haggle -1
Heal 2
Hide 3
Intimidate -1
Jump 24
Listen 2
Move Silently 3
Open Lock n/a
Perform n/a
Repair -1
Search -1
Spot 25
Swim 3
Tumble 4
Use Magic Device n/a

Level 1 (Monk)
Feat: (Human Bonus) Power Attack
Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting
Feat: (Automatic) Attack
Feat: (Automatic) Disciple of Breezes
Feat: (Automatic) Disciple of Candles
Feat: (Automatic) Disciple of Pebbles
Feat: (Automatic) Disciple of Puddles
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) Unarmed Strike


Level 2 (Monk)
Feat: (Monk Bonus) Deflect Arrows
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Evasion
Feat: (Automatic) Meditation
Feat: (Automatic) Sunder
Feat: (Automatic) Trip


Level 3 (Monk)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Feat: (Selected) Weapon Focus: Bludgeoning Weapons
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 (Monk)
Ability Raise: DEX
Feat: (Automatic) Ki Strike: Magic
Feat: (Automatic) Slow Fall


Level 5 (Monk)
Feat: (Automatic) AC Bonus
Feat: (Automatic) Ki Strike: Damage
Feat: (Automatic) Purity of Body


Level 6 (Monk)
Feat: (Selected) Stunning Fist
Feat: (Monk Bonus) Toughness


Level 7 (Monk)
Feat: (Automatic) Wholeness of Body


Level 8 (Monk)
Ability Raise: DEX


Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Automatic) Improved Evasion


Level 10 (Monk)
Feat: (Automatic) Ki Strike: Lawful


Level 11 (Monk)
Feat: (Automatic) Diamond Body


Level 12 (Monk)
Ability Raise: STR
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Feat: (Automatic) Abundant Step


Level 13 (Monk)
Feat: (Automatic) Diamond Soul


Level 14 (Monk)


Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Automatic) Quivering Palm


Level 16 (Monk)
Ability Raise: STR
Feat: (Automatic) Ki Strike: Adamantine


Level 17 (Monk)
Feat: (Automatic) Timeless Body


Level 18 (Monk)
Feat: (Selected) Toughness


Level 19 (Monk)
Feat: (Automatic) Empty Body


Level 20 (Monk)
Ability Raise: STR
Feat: (Automatic) Perfect Self
Feat: (Automatic) Shining Star
Enhancement: Monk Serenity
Enhancement: Human Adaptability Strength I
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Ten Thousand Stars
Enhancement: Way of the Patient Tortiose I
Enhancement: Way of the Patient Tortiose II
Enhancement: Way of the Patient Tortiose III
Enhancement: Way of the Patient Tortiose IV
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Improved Recovery III
Enhancement: Void Strike
Enhancement: Unbalancing Strike
Enhancement: Adept of Wind
Enhancement: Grandmaster of Storms
Enhancement: Master of Thunder
Enhancement: Adept of Rain
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Monk Concentration I
Enhancement: Monk Concentration II
Enhancement: Monk Spot I
Enhancement: Monk Spot II
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II


As you can see the STR is lower by a fair amount, and the WIS got dropped(decreasing the total bonus for the situational Water Stance - for dancing through traps and such) to balance things out, but in the end the basic principles of Punchy were carried through, with a bit more HP to counter the lack of gear.

Spot and Concentration were filler for 2 reasons: 1) So you can see what you are attacking, and 2) Ki Retention is based on Concentration.

When you level up your skills should be Balance, Concentration, Jump and Spot. Pull 2 points out of Jump and Balance for pushing Tumble into a value so you *CAN* tumble later, then put the point back into Balance the next level, or just do it at level 1 and skip 2 Jump.

Push to 1750 favor for a +2 DEX tome if you want to put all your level points into STR to preserve DPS. In this case you will need a +1 DEX tome before level 9 so you can take Improved Two Weapon Fighting at the appropriate time.

Xeraphim
05-26-2010, 12:22 PM
For the umpteenth time, I will post my original Halfling DEX/WIS build as has become standard.

This time, in Punchy's thread in variations.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Babypuncher Skittle Kneader of Module 7
Level 20 Lawful Good Halfling Male
(20 Monk)
Hit Points: 304
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 18
Reflex: 21
Will: 22

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 12 14 14 +6 item (20)
Dexterity 18 22 24 +6 item (30)
Constitution 14 16 16 +6 item (22)
Intelligence 8 8 8
Wisdom 16 23 26 +6 item (32)
Charisma 8 8 8

Tomes Used
+1 Tome of Wisdom used at level 3
+1 Tome of Dexterity used at level 9
+2 Tome of Wisdom used at level 16
+2 Tome of Strength used at level 20 after Raids(reward)
+3 Tome of Dexterity used at level 20 after Raids(reward)
+2 Tome of Constitution used at level 20 after Raids(reward)
+3 Tome of Wisdom used at level 20 after Raids(reward)

Starting Ending
Base Skills Base Skills
Skills (Level 1) (Level 20)
Balance 8 12
Bluff -1 -1
Concentration 6 26
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 3 8
Hide 4 7
Intimidate -1 -1
Jump 1 19
Listen 3 8
Move Silently 4 7
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 7 31
Swim 1 2
Tumble n/a 8
Use Magic Device n/a n/a

Level 1 (Monk)
Skill: Balance (+4)
Skill: Concentration (+4)
Skill: Spot (+4)
Feat: (Selected) Dodge
Feat: (Monk Bonus) Two Weapon Fighting
Feat: (Automatic) Attack
Feat: (Automatic) Disciple of Breezes
Feat: (Automatic) Disciple of Candles
Feat: (Automatic) Disciple of Pebbles
Feat: (Automatic) Disciple of Puddles
Feat: (Automatic) Exotic Weapon Proficiency: Kama
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Finishing Moves
Feat: (Automatic) Flurry of Blows
Feat: (Automatic) Halfling Agility
Feat: (Automatic) Halfling Bravery
Feat: (Automatic) Halfling Keen Ears
Feat: (Automatic) Halfling Luck
Feat: (Automatic) Halfling Size Bonus
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) Unarmed Strike


Level 2 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Monk Bonus) Weapon Finesse
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Evasion
Feat: (Automatic) Meditation
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Enhancement: Halfling Cunning I
Enhancement: Way of the Faithful Hound I
Enhancement: Monk Concentration I
Enhancement: Monk Spot I
Enhancement: Monk Wisdom I


Level 3 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Feat: (Selected) Stunning Fist
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 (Monk)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Spot (+1)
Skill: Tumble (+1)
Feat: (Automatic) Ki Strike: Magic
Feat: (Automatic) Slow Fall
Enhancement: Halfling Dexterity I
Enhancement: Halfling Guile I
Enhancement: Halfling Luck (Fortitude) I
Enhancement: Halfling Luck (Reflex) I
Enhancement: Halfling Luck (Will) I
Enhancement: Monk Improved Recovery I


Level 5 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Spot (+1)
Feat: (Automatic) AC Bonus
Feat: (Automatic) Ki Strike: Damage
Feat: (Automatic) Purity of Body
Enhancement: Halfling Luck (Fortitude) II
Enhancement: Way of the Faithful Hound II


Level 6 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Weapon Focus: Bludgeoning Weapons
Enhancement: Unbalancing Strike
Enhancement: Adept of Wind
Enhancement: Adept of Rain
Enhancement: Racial Toughness I


Level 7 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) Wholeness of Body
Enhancement: Halfling Cunning II
Enhancement: Racial Toughness II


Level 8 (Monk)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Enhancement: Monk Wisdom II


Level 9 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Automatic) Improved Evasion
Enhancement: Halfling Dexterity II


Level 10 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) Ki Strike: Lawful


Level 11 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) Diamond Body
Enhancement: Halfling Guile II
Enhancement: Monk Wisdom III


Level 12 (Monk)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Feat: (Automatic) Abundant Step
Enhancement: Master of Thunder


Level 13 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) Diamond Soul
Enhancement: Halfling Cunning III


Level 14 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Enhancement: Halfling Cunning IV


Level 15 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Automatic) Quivering Palm
Enhancement: Halfling Guile III
Enhancement: Way of the Faithful Hound III


Level 16 (Monk)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) Ki Strike: Adamantine
Enhancement: Halfling Guile IV


Level 17 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) Timeless Body
Enhancement: Way of the Faithful Hound IV


Level 18 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Selected) Toughness
Enhancement: Grandmaster of Storms


Level 19 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) Empty Body
Enhancement: Monk Improved Recovery II


Level 20 (Monk)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Feat: (Automatic) Perfect Self
Feat: (Automatic) Shining Star
Enhancement: Monk Serenity
Enhancement: Monk Improved Recovery III

[Reservation: Tr0 DEX/WIS Sneak Maniac Ninja Spy II(Awaiting Patch)]

[Reservation: Tr1 DEX/WIS Guile/Cunning]

[Reservation: Completionist Dark halfling Ninja Spy]

Xeraphim
10-22-2011, 09:53 PM
Level cap 16 is when it started, back when I had C-PTSD and some serious social anxiety. Man, what a journey life is.

Anyway, I was asked for my "OMG *** How so much HP!?" WF Wind 4 Horoth Tank Monk 20, so will post it shortly.

Non TR Base Build, +2 DEX tome for Wind 4 (Supreme TWF/Permanent Haste) is obtainable at 1750 favor.
Skills not listed: Concentration, Spot, Balance/Jump (alternate points). Don't like spreading the skill points? Chow a 2 INT tome.

Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Whyyoudothis ToMe
Level 20 Lawful Good or Neutral Warforged Male
(20 Monk)
Hit Points: 406
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 16
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 18 26
Dexterity 16 18
Constitution 16 21
Intelligence 8 8
Wisdom 6 6
Charisma 6 6

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Constitution used at level 3
+2 Tome of Strength used at level 7
+1 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Dexterity used at level 17
+3 Tome of Strength used at level 20
+3 Tome of Constitution used at level 20
\par Level 1 (Monk)
[COLOR=lightblue]Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Enhancement: Warforged Healer's Friend I


Level 2 (Monk)
Feat: (Monk Bonus) Power Attack
Enhancement: Way of the Patient Tortoise I
Enhancement: Improved Concentration I
Enhancement: Warforged Brute Fighting I


Level 3 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Enhancement: Monk Improved Recovery I
Enhancement: Racial Toughness I
Enhancement: Improved Spot I
Enhancement: Warforged Constitution I


Level 4 (Monk)
Enhancement: Void Strike I
Enhancement: Warforged Construct Thinking I
Enhancement: Warforged Power Attack I


Level 5 (Monk)
Enhancement: Way of the Patient Tortoise II


Level 6 (Monk)
Feat: (Selected) Stunning Fist
Feat: (Monk Bonus) Toughness
Enhancement: Shintao Monk I
Enhancement: Adept of Wind
Enhancement: Racial Toughness II


Level 7 (Monk)
Enhancement: Monk Improved Recovery II


Level 8 (Monk)
Enhancement: Warforged Brute Fighting II


Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Warforged Constitution II
Enhancement: Warforged Power Attack II


Level 10 (Monk)
Enhancement: Racial Toughness III


Level 11 (Monk)


Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Monk Improved Recovery III
Enhancement: Shintao Monk II


Level 13 (Monk)
Enhancement: Master of Thunder


Level 14 (Monk)
Enhancement: Racial Toughness IV


Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Way of the Patient Tortoise III
Enhancement: Warforged Power Attack III


Level 16 (Monk)
Enhancement: Way of the Patient Tortoise IV


Level 17 (Monk)
Enhancement: Warforged Brute Fighting III


Level 18 (Monk)
Feat: (Selected) Toughness
Enhancement: Grandmaster of Storms


Level 19 (Monk)
Enhancement: Shintao Monk III


Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Ten Thousand Stars
Enhancement: Warforged Brute Fighting IV


This is TR1, or the common Hero build, which I first began tanking with

Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Whyyoudothis ToMe
Level 20 Lawful Neutral Warforged Male
(20 Monk)
Hit Points: 424
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 19
Reflex: 16
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 18 26
Dexterity 15 18
Constitution 18 24
Intelligence 8 8
Wisdom 6 8
Charisma 6 6

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
+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 Wisdom 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
+4 Tome of Constitution used at level 20 if you don't want to TR him

Level 1 (Monk)
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Enhancement: Warforged Healer's Friend I


Level 2 (Monk)
Feat: (Monk Bonus) Power Attack
Enhancement: Way of the Patient Tortoise I
Enhancement: Improved Concentration I
Enhancement: Warforged Brute Fighting I


Level 3 (Monk)
Feat: (Selected) Past Life: Disciple of the Fist
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Enhancement: Monk Improved Recovery I
Enhancement: Racial Toughness I
Enhancement: Improved Spot I
Enhancement: Warforged Constitution I


Level 4 (Monk)
Enhancement: Void Strike I
Enhancement: Warforged Construct Thinking I
Enhancement: Warforged Power Attack I


Level 5 (Monk)
Enhancement: Way of the Patient Tortoise II


Level 6 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Stunning Fist
Enhancement: Shintao Monk I
Enhancement: Adept of Wind
Enhancement: Racial Toughness II


Level 7 (Monk)
Enhancement: Monk Improved Recovery II


Level 8 (Monk)
Enhancement: Warforged Brute Fighting II


Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Warforged Constitution II
Enhancement: Warforged Power Attack II


Level 10 (Monk)
Enhancement: Racial Toughness III


Level 11 (Monk)


Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Monk Improved Recovery III
Enhancement: Shintao Monk II


Level 13 (Monk)
Enhancement: Master of Thunder


Level 14 (Monk)
Enhancement: Racial Toughness IV


Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Way of the Patient Tortoise III
Enhancement: Warforged Power Attack III


Level 16 (Monk)
Enhancement: Way of the Patient Tortoise IV


Level 17 (Monk)
Enhancement: Warforged Brute Fighting III


Level 18 (Monk)
Feat: (Selected) Toughness
Enhancement: Grandmaster of Storms


Level 19 (Monk)
Enhancement: Shintao Monk III


Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Ten Thousand Stars
Enhancement: Warforged Brute Fighting IV


And his Live target.

Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Punchys Other Other Monk
Level 20 Lawful Neutral Warforged Male
(20 Monk)
Hit Points: 424
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 19
Reflex: 16
Will: 12

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 18 27 (level points all go here)
Dexterity 15 18
Constitution 18 24
Intelligence 8 8
Wisdom 8 10
Charisma 6 6

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
+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 Wisdom 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
+4 Tome of Strength used at level 15
+4 Tome of Constitution used at level 15

Level 1 (Monk)
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
Enhancement: Warforged Healer's Friend I


Level 2 (Monk)
Feat: (Monk Bonus) Power Attack
Enhancement: Way of the Patient Tortoise I
Enhancement: Improved Concentration I
Enhancement: Warforged Brute Fighting I


Level 3 (Monk)
Feat: (Selected) Past Life: Disciple of the Fist
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Enhancement: Monk Improved Recovery I
Enhancement: Racial Toughness I
Enhancement: Improved Spot I
Enhancement: Warforged Constitution I


Level 4 (Monk)
Enhancement: Void Strike I
Enhancement: Warforged Construct Thinking I
Enhancement: Warforged Power Attack I


Level 5 (Monk)
Enhancement: Way of the Patient Tortoise II


Level 6 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Stunning Fist
Enhancement: Shintao Monk I
Enhancement: Adept of Wind
Enhancement: Racial Toughness II


Level 7 (Monk)
Enhancement: Monk Improved Recovery II


Level 8 (Monk)
Enhancement: Warforged Brute Fighting II


Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Warforged Constitution II
Enhancement: Warforged Power Attack II


Level 10 (Monk)
Enhancement: Racial Toughness III


Level 11 (Monk)


Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Monk Improved Recovery III
Enhancement: Shintao Monk II


Level 13 (Monk)
Enhancement: Master of Thunder


Level 14 (Monk)
Enhancement: Racial Toughness IV


Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Way of the Patient Tortoise III
Enhancement: Warforged Power Attack III


Level 16 (Monk)
Enhancement: Way of the Patient Tortoise IV


Level 17 (Monk)
Enhancement: Warforged Brute Fighting III


Level 18 (Monk)
Feat: (Selected) Toughness
Enhancement: Grandmaster of Storms


Level 19 (Monk)
Enhancement: Shintao Monk III


Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Ten Thousand Stars
Enhancement: Warforged Brute Fighting IV


I am told the "GodHand" Fighter8/Monk12 build has a higher sustainable DPS over the period of a half hour Epic Boss fight, but haven't looked at those numbers and wonder why losing DR10, STWF, PermaHaste and half the damage die per hit is so attractive.

HP Additions
Naked: 424
Superior False Life: 40
Toughness (Item): 20
Shroud HP: 10, 15, 20 for 45
Exceptional CON from items: +3 CON, +20 HP and 1/2 toward 20 more
CON from Item: +7 (cloak) to complete the other 1/2 and total +10 for +100 HP from CON
Rage spell (bring a stack of your own pots, these are cheap): +20
Draconic Vitality: +10 HP
Yugoloth pots (not cheap, but pretty nice to have, especially with an epic boss or elite horoth smashing your face in): +20/+20/+2 STR
Turbine Store Pots (Ok, this is getting pretty extreme, but could mean the difference between success and failure when lag hits): +20
Madstone Rage: Right. Like you can get Madstone with Horoth right there beating on you. Sure. Otherwise, +4 CON; +40 HP.
If you can find any other ways to boost Max HP (usually more CON in sets of 2), do it. If you have to lower DPS, do not even think about it. The order of imperative operation is: DPS (Hate), Heal Amplification, Hit Points.

Numbers:
434; 474; 494; 539; 559; 639; 659; 699(Yugo); ...? This is too low at this point, it should be over 740 before Madstone or Turbine pots...

I seriously missed something. I had him up at 727 HP tanking Horoth and popped a Store pot for 747 while a Non-TR. I then theorized some other Max HP boosting things that put him at 927 fully maxed out.



Update 12: WAIT A MINUTE.

Changes: Earth Stance now grants increased damage reduction and 70% Hate Generation. Wind Stance Doublestrike has been nerfed by a factor of 10.

***. Why do they take the LOWEST dps stance and make it a tanking position? Whatever. Time for a rebuild.
It seems Turbine is hell bent on making us suffer all the way to cap, where we finally shine. The game paradigm is encroaching on my enjoyment all the more. I'm already down to favoring only 4 classes instead of playing them all periodically. Now, I am down to 2 due to Epic Gear requirements in the older gaming community (the 'elites' that have dumped loads of time into the game and had the chance to build their character as the game got harder instead of jumping into psychopathic difficulties initially and trying to keep pace, like DDO is built for now)

Time to respec.