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Smexxy
01-22-2011, 10:46 PM
Been talking to my guildies and with some of their help I came up with an idea for a monk AA here is my build. Note that it is a double TR.


Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Half-Elf Female
(12 Monk \ 2 Rogue \ 6 Ranger)
Hit Points: 340
Spell Points: 270
BAB: 16\16\21\26\26
Fortitude: 17
Reflex: 15
Will: 18

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 16 18
Dexterity 8 8
Constitution 16 19
Intelligence 14 16
Wisdom 16 26
Charisma 8 8

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 0 1
Bluff -1 -1
Concentration 7 30
Diplomacy -1 -1
Disable Device n/a 26
Haggle 1 7
Heal 3 10
Hide -1 -1
Intimidate -1 -1
Jump 7 14
Listen 7 23
Move Silently -1 0
Open Lock n/a 2
Perform n/a n/a
Repair 2 3
Search 6 26
Spot 7 31
Swim 3 4
Tumble 0 0
Use Magic Device 1 7

Level 1 (Ranger)
Skill: Balance (+1)
Skill: Concentration (+4)
Skill: Haggle (+2)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
Feat: (Past Life) Past Life: Monk
Feat: (Past Life) Past Life: Paladin
Feat: (Selected) Zen Archery


Level 2 (Ranger)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)


Level 3 (Ranger)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Point Blank Shot


Level 4 (Monk)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Monk Bonus) Toughness


Level 5 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Monk Bonus) Stunning Fist


Level 6 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Past Life: Disciple of the Fist
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light


Level 7 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Search (+1)
Skill: Spot (+1)


Level 8 (Monk)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Listen (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 9 (Monk)
Skill: Concentration (+1)
Skill: Listen (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Weapon Focus: Ranged Weapons


Level 10 (Ranger)
Skill: Concentration (+1)
Skill: Haggle (+1)
Skill: Listen (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1.5)


Level 11 (Ranger)
Skill: Concentration (+1)
Skill: Haggle (+2)
Skill: Listen (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 12 (Ranger)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Haggle (+1.5)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Mental Toughness


Level 13 (Rogue)
Skill: Disable Device (+11)


Level 14 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+2)


Level 15 (Monk)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Past Life: Soldier of the Faith


Level 16 (Monk)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)


Level 17 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)


Level 18 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Haggle (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Critical: Ranged Weapons


Level 19 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)


Level 20 (Rogue)
Ability Raise: WIS
Skill: Disable Device (+6)
Skill: Open Lock (+2)
Skill: Search (+2)
Skill: Spot (+1)
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Haste Boost I
Enhancement: Ranger Sprint Boost I
Enhancement: Ranger Sprint Boost II
Enhancement: Elven Arcane Archer: Imbue Acid Arrows
Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
Enhancement: Elven Arcane Archer: Imbue Terror Arrows
Enhancement: Improved Cleric Dilettante I
Enhancement: Improved Cleric Dilettante II
Enhancement: Improved Cleric Dilettante III
Enhancement: Human Adaptability Wisdom I
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Way of the Patient Tortoise I
Enhancement: Way of the Patient Tortoise II
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Improved Recovery III
Enhancement: Shintao Monk I
Enhancement: Shintao Monk II
Enhancement: Adept of Rock
Enhancement: Master of Stone
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Enhancement: Elven Arcane Archer: Conjure +3 Arrows
Enhancement: Elven Arcane Archer: Conjure +4 Arrows
Enhancement: Elven Arcane Archer: Conjure +5 Arrows
Enhancement: Elven Arcane Archer I
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II

rezo
01-22-2011, 11:31 PM
Over all, looks like a fun build. In game I can't really say but, the important thing is.... do you have fun with this build??? Also, I don't think you can take Past Life: Monk and
Past Life: Paladin at lvl 1???
:D :D

Smexxy
01-22-2011, 11:35 PM
Those are passive past life feats from being a double TR.

Steveohio
01-23-2011, 08:31 AM
As a former rogue AA, who is currently leveling up basically one of these.

and per my input on the other monk AA posts.

I would highly recommend that you take the rogue dilantee and go dark path, this effectively gives you 6d6 +3 sneak attack as opposed to the 1d6+3 you have already. With manyshot, and also fists, this is a huge increase in dps, like 40%. Ask any ranger out there if he could add 20-30 damage onto each arrow when

If you like the light path for survivability, I cant fault ya, but I personally like the DPS better.

I think you are wasting that cleric dilanttee for scrolls/wands, as ranger gets you wands for low-mid leveling up, and your rogue levels and UMD will get you scroll access.

Also, you absolutely need to have precise shot and improved precise shot if you are looking at dps'ing with bows at all when manyshot if off cooldown. Try and find a way to fit them in, 2 toughnesses is overkill, so you'd only need to find 1 more feat to swap.

This is of course assuming you want to play as an archer, not a melee who uses manyshot when its off timer.

MoreIdiotThanSavant
01-23-2011, 08:52 AM
EDIT: NINJAD! Dammit. @Steve: Agreed.

This is a fun build, and one that is all over the forums it seems. Thus some of this advice may or may not be clear-cut repeats from other threads.

Though I too started out liking 2 rogue levels, these builds are really feat starved, and I came around thinking otherwise.

I get the desire to have rogue skills, but if you can let go of that you should really consider 2 Fighter levels, instead, especially if you're taking past life feats (also about that: I'd take PL:Pally earlier, that Divine Favour is so nice). You can get rogue dilettante for sneak attack damage.

If you're sticking with rogue, it's really advisable to pick rogue as the level 1 class to maximize rogue skills.

But the main thing with the feats is Improved Precise Shot. You'll want this, I can almost guarantee you. Archery works without it if you treat Manyshot as a single-target nuke. You only use your bow as such, and the rest of the time you focus on being a strong melee. It can work out superbly, take a look at nick_robinsonchia's "Monster Hunter" (http://forums.ddo.com/showthread.php?t=296001). Your build, however, I feel would really benefit from Imp. Precise. Applying things like paralyzing (when they still are relevant) and stat damage effects on multiple mobs at once will both help you solo and help validate your spot in groups.

Shintao II won't really do much for you in comparison with Ninja II on a build like this. 3d6 extra sneak attack is a lot of damage, and access to touch of death will bump up your melee capabilities in a much-needed way.

Also, while I see the appeal of dumping dex (you need to cover a lot of stats on these types of builds!), it locks you out of both GTWF and Improved Precise Shot. I'd strongly reconsider this. Since you have several past lives (meaning 36pointer), making 17 DEX and affording a +2 tome to reach Improved Precise Shot pre-reqs should be no biggie for you.

Taking something else instead of the Monk Active Past life is probably more beneficial to you. You already have evasion and that extra level of fist damage will be rather meaningless in the end.

If you're dead set on rogue skills I'd lower STR CON and WIS and take 17 DEX. Dump the second toughness and PL:Monk and take Precise Shot and Improved Precise Shot. Stats something like this:

Strength 14
Dexterity 17
Constitution 13
Intelligence 14
Wisdom 14
Charisma 8

You could probably make do with even less INT if you got the tomes for it. Still, with the above feat setup, you're still missing:

GTWF (!)
Power Attack (!)
Extend (very nice for your PL:Paladin)

Personally I'd drop Improved Crit: Ranged for one of the above. YMMV

Smexxy
01-24-2011, 03:47 PM
*SNIP*


I realize that I am missing GTWF and PA, but I really don't feel that PA would benefit this build that well. With PA I will find hitting mobs much more difficult as a Monk, with my stat allocation lacks the high STR for to-hit.

If I go fighter instead of rogue, I couldn't get any form of UMD, so the Cleric H-Elf feat would have to stay. The way I have my classes worked out, I don't need UMD (The few points I put into it are going to be put elsewhere) and still have all of the rogue skills maxed. If I do go 2 Fighter instead of Rogue, I would dump all points I can into Intimidate. Possibly become an Intimi-tank when needed. I would have to crunch the numbers to see if that is possible. I just find the synergy between Ranger/Rogue/Monk amazing.

Also, I could go dark path for a bit more DPS, that would allow for some changes in enhancements. The issue with that is I am losing some nice benefits of Shintao II. WIS is my main stat and I get the most benefit from WIS with Shintao II along with some greater survivability.

I want to dump DEX for this build. Precise Shot and Imp. Precise Shot would be nice in some situations, but this build is though to nuke from afar with Manyshot, and as any agro moves closer in, switch to fists and pummel them into pulp. I don't mind which mob I pull and Imp. Precise Shot would cause me to pull to much agro if I forget to switch it out.

I plan in playing mostly in Mountain Stance but I can switch to Fire stance for some extra fist damage.

The rate the monks attack with their fists, even with missing GTWF I will still be hitting fast and often. A +7 STR item, +3 Exc. STR, +2-4 STR Tome, +2 Ram's Might, +2 Rage, give a huge boost to STR. I could include Yugo Pots, and +6 Psionic into the equation for temporary extra STR. With Jidz-Tet'ka bracers, and the PL:Monk feat, I still hit for a base of 2d10 fist damage once I get 12 levels of monk. If the new robe stacks that goes up to 2d12.

Breakdown of base damage for fists:
2d10
+x (from Wrap)
12 (34 STR min*)
2 (Ram's Might)
1d6 (SA situational)

This is not including ToD ring bursts, or bursts from the Wraps.

Breakdown of damage from Bow:
+X (Arrows)
+12 (34 STR min*)
+2 (Ram's Might)
1d6 (SA situational)

Then include AA enhancements, and bow bursts, even arrow bursts when they apply.

Bart_D
01-25-2011, 03:35 PM
Just a thought... How about monk9/ranger11? Ranger 11 gives improved precise shot and greater twf, monk 9 gives improved evasion and touch of death if dark path. I think this will give all dps-related twf and ranged feats without investing anything in dex so more points for str/wis/con?

Smexxy
01-26-2011, 03:15 PM
Just a thought... How about monk9/ranger11? Ranger 11 gives improved precise shot and greater twf, monk 9 gives improved evasion and touch of death if dark path. I think this will give all dps-related twf and ranged feats without investing anything in dex so more points for str/wis/con?

I already have no points into DEX. While 11 ranger would give me all those feats, I am missing out on fist damage, Shintao II, and 3rd tier Mountain Stance. If I was focused on pure DPS, 11/9 wouldn't be that awful of an idea. If I ever get a 7th character slot, I'd be tempted to try it out. If I was going for pure DPS, I would go dark path, with rogue dilettante feat.

My current build is meant to be very decent DPS with ranged and fists and survivable.