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Eilierie
01-19-2013, 10:32 AM
Posting this in New Player because well even though I've been around like 3 years, Monks and multiclassing are new to me :) also, didn't get much help down in the multiclass build section of the forum - http://forums.ddo.com/showthread.php?t=404470 - soooo.... anyhow, here is the build I came up with -


Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Murgod
Level 20 Lawful Good Half-Elf Male
(2 Fighter \ 6 Paladin \ 12 Monk)
Hit Points: 331
Spell Points: 155
BAB: 17\17\22\27\27
Fortitude: 22
Reflex: 19
Will: 20

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 12 15
Dexterity 15 19
Constitution 15 17
Intelligence 10 12
Wisdom 16 25
Charisma 10 13

Tomes Used
+2 Tome of Strength used at level 8
+2 Tome of Dexterity used at level 8
+2 Tome of Constitution used at level 8
+2 Tome of Intelligence used at level 8
+2 Tome of Wisdom used at level 8
+2 Tome of Charisma used at level 8

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 31
Bluff 0 1
Concentration 6 34
Diplomacy 0 1
Disable Device n/a n/a
Haggle 0 1
Heal 3 7
Hide 2 8
Intimidate 1 25
Jump 5 13
Listen 3 7
Move Silently 2 8
Open Lock n/a n/a
Perform n/a n/a
Repair 0 1
Search 0 1
Spot 4 11
Swim 1 2
Tumble 3 7
Use Magic Device n/a n/a

Level 1 (Monk)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Past Life) Past Life: Barbarian
Feat: (Monk Bonus) Stunning Fist
Feat: (Selected) Two Weapon Fighting
Enhancement: Improved Concentration I
Enhancement: Improved Jump I
Enhancement: Improved Spot I
Enhancement: Improved Tumble I


Level 2 (Fighter)
Feat: (Fighter Bonus) Weapon Finesse
Enhancement: Fighter Armor Class Boost I
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Human Versatility I


Level 3 (Fighter)
Feat: (Selected) Past Life: Berserker's Fury
Feat: (Fighter Bonus) Precision
Enhancement: Elven Dexterity I
Enhancement: Human Improved Recovery I


Level 4 (Monk)
Feat: (Monk Bonus) Dodge
Enhancement: Racial Toughness I
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I


Level 5 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Enhancement: Fighter Item Defense I
Enhancement: Way of the Patient Tortoise I
Enhancement: Monk Improved Recovery I


Level 6 (Monk)


Level 7 (Monk)
Enhancement: Improved Rogue Dilettante I
Enhancement: Human Improved Recovery II
Enhancement: Monk Wisdom I


Level 8 (Monk)
Feat: (Monk Bonus) Lightning Reflexes
Enhancement: Adept of Rock
Enhancement: Improved Jump II
Enhancement: Improved Tumble II


Level 9 (Paladin)
Feat: (Selected) Weapon Focus: Bludgeoning Weapons
Enhancement: Porous Soul


Level 10 (Paladin)
Enhancement: Fists of Iron
Enhancement: Monk Ninja Spy I


Level 11 (Paladin)
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Devotion I


Level 12 (Paladin)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Way of the Patient Tortoise II
Enhancement: Racial Toughness II


Level 13 (Paladin)
Enhancement: Half-Elf Rogue Dexterity I
Enhancement: Paladin Extra Turning I
Enhancement: Paladin Improved Turning I


Level 14 (Paladin)
Enhancement: Paladin Hunter of the Dead I


Level 15 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Improved Rogue Dilettante II


Level 16 (Monk)
Enhancement: Monk Wisdom II


Level 17 (Monk)
Enhancement: Improved Concentration II
Enhancement: Paladin Devotion II


Level 18 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Way of the Patient Tortoise III
Enhancement: Paladin Charisma I


Level 19 (Monk)
Enhancement: Void Strike I
Enhancement: Unbalancing Strike
Enhancement: Adept of Rain


Level 20 (Monk)
Enhancement: Monk Ninja Spy II




Main points are lack of gear due to using stone of xp and barbarian past life. I've read a few build threads that I really liked - the Emerald for one and Storm of Thousand Fists builds - however, as stated in the threads they are gear intensive. So bottom line I need something noob friendly :p

I thought of even going 12 pally 8 Monk just to do the Pally past life and then rolling this build. Also while thinking about epic levels is important I haven't even begun to think about epic levels yet.

Appreciate any feedback, thanks.

Jingwei
01-19-2013, 11:13 PM
Don't think paladin 6 is worth it. stick to paladin 2.

You delay monk levels too long. One of the whole points of dark monk is to rush to touch of death, to make leveling easier. If planning to be light monk, monk 3 is a good place to stop, but dark monks want to get to level 9 quickly.

The 2 points spent in intelligence and charisma are wasted. You don't have anything that relies on Cha (no UMD, no light monk abilities), and you don't have any skills you really care about beyond concentration and maybe intimidate, and you should have enough points to max them anyway.

Here's a sample build:


Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Half-Elf Male
(6 Fighter \ 2 Paladin \ 12 Monk)
Hit Points: 380
Spell Points: 0
BAB: 17\17\22\27\27
Fortitude: 20
Reflex: 14
Will: 19

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 16 18 18
Dexterity 15 17 17
Constitution 14 16 16
Intelligence 8 10 10
Wisdom 16 23 26
Charisma 8 10 10

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
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma 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 Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 6 16 20
Bluff -1 0 0
Concentration 6 21 23
Diplomacy -1 0 0
Disable Device n/a n/a n/a
Haggle -1 0 0
Heal 3 8 8
Hide 2 3 7
Intimidate 0.5 23 29
Jump 3 5 7
Listen 3 8 8
Move Silently 2 3 7
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 0 0
Search -1 0 0
Spot 3 8 8
Swim 3 4 4
Tumble 3 4 6
Use Magic Device n/a n/a n/a

Level 1 (Monk)
Skill: Balance (+4)
Skill: Concentration (+4)
Skill: Intimidate (+1.5)
Skill: Tumble (+1)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Past Life) Past Life: Barbarian
Feat: (Monk Bonus) Stunning Fist
Feat: (Selected) Two Weapon Fighting
Enhancement: Human Versatility I
Enhancement: Improved Jump I
Enhancement: Improved Tumble I


Level 2 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Monk Bonus) Dodge
Enhancement: Human Improved Recovery I


Level 3 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+0.5)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Feat: (Selected) Power Attack
Enhancement: Way of the Patient Tortoise I
Enhancement: Monk Improved Recovery I
Enhancement: Monk Wisdom I
Enhancement: Half-Elf Improved Trap Sense I


Level 4 (Monk)
Ability Raise: WIS
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+0.5)
Enhancement: Static Charge
Enhancement: Improved Jump II
Enhancement: Improved Tumble II


Level 5 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+0.5)
Enhancement: Improved Rogue Dilettante I
Enhancement: Porous Soul


Level 6 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+0.5)
Feat: (Selected) Past Life: Berserker's Fury
Feat: (Monk Bonus) Precision
Enhancement: Monk Ninja Spy I


Level 7 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+0.5)
Enhancement: All-Consuming Flame
Enhancement: Winter's Touch


Level 8 (Monk)
Ability Raise: WIS
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Intimidate (+0.5)
Enhancement: Adept of Rock
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II


Level 9 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+0.5)
Skill: Jump (+1)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Touch of Death


Level 10 (Paladin)
Skill: Intimidate (+2)
Enhancement: Monk Wisdom II


Level 11 (Paladin)
Skill: Intimidate (+2)
Enhancement: Monk Improved Recovery II


Level 12 (Monk)
Ability Raise: WIS
Skill: Concentration (+3)
Skill: Intimidate (+0.5)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Human Improved Recovery II


Level 13 (Monk)
Skill: Concentration (+1)
Skill: Intimidate (+1.5)
Enhancement: Way of the Patient Tortoise II


Level 14 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Monk Ninja Spy II
Enhancement: Master of Stone


Level 15 (Fighter)
Skill: Intimidate (+2)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Feat: (Selected) Toughness
Enhancement: Fighter Armor Class Boost I
Enhancement: Improved Intimidate I
Enhancement: Fighter Toughness I


Level 16 (Fighter)
Ability Raise: WIS
Skill: Intimidate (+2)
Feat: (Fighter Bonus) Mobility
Enhancement: Monk Wisdom III


Level 17 (Fighter)
Skill: Intimidate (+2)
Enhancement: Fighter Haste Boost I


Level 18 (Fighter)
Skill: Intimidate (+2)
Feat: (Fighter Bonus) Improved Sunder
Feat: (Selected) Toughness
Enhancement: Fighter Haste Boost II
Enhancement: Improved Rogue Dilettante II


Level 19 (Fighter)
Skill: Concentration (+0.5)
Skill: Intimidate (+1)
Enhancement: Improved Intimidate II
Enhancement: Fighter Toughness II


Level 20 (Fighter)
Ability Raise: WIS
Skill: Concentration (+0.5)
Skill: Intimidate (+1)
Feat: (Fighter Bonus) Spring Attack
Enhancement: Fighter Stalwart Defender I
Enhancement: Human Versatility II




No points left over for stat increasing enhancements beyond wisdom, you have the 2 human stat increases and up to fighter strength 2 available. You could drop the healing amplification, but personally would prefer the healing amp. The combination of 1.2 human * 1.2 monk * 1.3 PDK gloves * 1.1 ship buff gives you around 205% healing amp, which is very handy for standing in cleric auras, drinking silver flame potions, and similar.

Ryiah
01-20-2013, 07:15 AM
Don't think paladin 6 is worth it. stick to paladin 2.

Six levels of Fighter will only give a couple extra feats. Compared to six levels of Paladin which gives Divine Favor (+2 luck bonus to attack/damage), Divine Righteousness I (extra threat), and fear immunity. Also, at least to my knowledge, the Bard song Inspire Excellence won't stack with Stalwart Defender because they're both the same bonus type (competence) whereas Paladin is a different type (sacred).

Eilierie
01-20-2013, 10:00 AM
Thanks Jingwei and Ryiah - the 6 pally or 6 fighter is something I've been debating since deciding I wanted to make a dark monk tank.

I am now about 10000 XP from 20 and will need to collect my 20 tokens - so the time is approaching quickly :D

I will study your build Jingwei, thanks ! great point of getting to 9 Monk quickly, these are the little ins/outs I'm clueless on :o

To note on why I added CHA in my build, I was going to try to get UMD to usable level - which I aborted.... ( which I'm not sure exactly what that is - if I remember right no-fail is like 38? ) and also I thought I needed 10 CHA for one of the Epic destinies - GMoF ? ( with +6 item, etc, etc )

Charononus
01-20-2013, 10:04 AM
What's your prr and end ac going to be? I haven't seen an effective monk tank since u14, didn't think it was possible to do anymore.

Eilierie
01-20-2013, 10:12 AM
Not sure at all on PRR was definitely counting on evasion/incorp/dodge/etc for damage mitigation, and I guess off-tank would be more accurate.

Jingwei
01-20-2013, 11:29 AM
Well, dodge 20% seems 'easily' possible:

6 monk base dodge
3 dodge feat
2 mobility feat
2 spring attack feat
4 deal of house dun'robar
3 epic bracers of the wind
=
20

Then, for miss chance, assuming a source of ghostly, like treads of falling shadow:
.9 ghostly
.6 AC (assumption: bad AC, only 40% miss chance)
.8 blur
.8 dodge
=
~.3456 hit chance

if running shadow fade all the time, against a boss (which will probably have TS), then hit chance is around 36%.

and PRR
10 T1 defensive prestige
12 master of stone stance
9 adam cloak of the bear
=
31
for around .17% damage reduction, or around 12.89% with just PRR 22.
Looks like the new augment system will provide much easier to slot PRR bonuses, so don't run out to craft an adam cloak of the bear yet.

Eilierie
01-23-2013, 12:21 PM
Ok, getting closer now only 13 more tokens to TR.

So I've looked over Jingwei's build.

Hunter of Dead not worth the healing amp, incorp miss chance and mitigation of neg energy is what I'm gathering and just going over the feat differences -

Mobility for 2% Dodge
Improved Sunder
Spring attack - 2% Dodge - +4 moving
Power attack
and two Toughness = speaks for self


So I guess only thing left in my mind is Pow Attack and Imp Sunder vs WF Bludgeon for +1 and Lightning Reflexes and I also chose Weapon Finesse so I can drop that for one of them.... decisions decisions - any thoughts ?

So what is a min reflex score I have 19 to your 14 ? Is it like jump where you don't need more than 10 ?

Ryiah
01-23-2013, 02:56 PM
So I guess only thing left in my mind is Pow Attack and Imp Sunder vs WF Bludgeon for +1 and Lightning Reflexes and I also chose Weapon Finesse so I can drop that for one of them.... decisions decisions - any thoughts ?

The +1 attack bonus from Weapon Focus is simply too little at end game to make any meaningful difference. Lightning Reflexes is also a complete waste of a feat. Personally I went with Power Attack and Improved Sunder. I figure at the very least Improved Sunder's reduction to fortitude saves will aid in landing Touch of Death.

Meat-Head
01-23-2013, 03:16 PM
Well, dodge 20% seems 'easily' possible:


if running shadow fade all the time, against a boss (which will probably have TS), then hit chance is around 36%.

and PRR
10 T1 defensive prestige
12 master of stone stance
9 adam cloak of the bear
=
31
for around .17% damage reduction, or around 12.89% with just PRR 22.
Looks like the new augment system will provide much easier to slot PRR bonuses, so don't run out to craft an adam cloak of the bear yet.


31 is pretty poor for a "tank".


My 18/2 Pally Tank has 152 in unbreakable stance with basic gear.

I did a write up for a 12/6/2 monk tank that had 104 PRR. Should be able to get higher with newer gear/augments in U17.

Jingwei
01-24-2013, 01:56 AM
Raising base INT to 11 to allow for combat expertise is certainly worth considering.

A relatively easy 3 destiny grind (sentinel, grand master, legendary) gets you enough points for a T2 and a T1 twist.

If running in sentinel, you can twist improved combat expertise (+20 PRR, T2, dreadnought) and get:

10 T1 prestige stance
12 master of mountains
9 adam cloak of the bear
30 sentinel, heed no pain (requires unbreakable stance)
20 improved combat expertise (requires combat expertise)

for 81 PRR. With T1 twist being either dance of flowers or legendary tactics.

Getting 15 PRR from twisting standing with stone (T4 garndmaster) would require considerably more destiny grinding.

Jingwei
01-24-2013, 02:11 AM
Some back of the napkin calculations imply you'll take around twice to half again the damage that a heavy armor tank will take from trash. But you'll have roughly the same damage mitigation against bosses. as long as you can keep shadow fade running

Pajama tanks will have the additional disadvantage of having slightly more swinging incoming damage. On the other hand, you'll have improved evasion. Of course, whether you can grind out enough reflex save to matter may be up to question.

As a monk + paladin, you certainly have a very good head start, but grinding over to magister to get unearthly reactions would be irritating.

Eilierie
02-05-2013, 06:07 PM
Ill have to follow up on the Epic stuff later, still don't understand all this twisting and stufff.... anyhow.... I've gathered up my 20 tokens and am fixing to TR.

I was going to go with Jingwei's build, tweak it maybe a litte - some research show reflex saves in the mid 30's to be bare minimum acceptable. I defintely need to learn some more about PRR, still haven't caught up with the changes and that was how long ago ! :eek:

So as of now I'm just looking for some gear recommendations for leveling and for end game.

So far I've gathered up -

Icy Raiments
Tharak wraps
Garments of Equilibrium
Jidz Tetka

I think that rounds out the named items, bunch of other random +3 and +5 stuff for leveling.

I've been working on but I'm about to give up and just go ahead and TR -

Scorching wraps - ransacked Scorchtusk
Stonedust wraps - i got staff of shadow and mark, just no luck with wraps
Devout wraps - havent even flagged Shadow Crypt yet... probably skip these
Planar shards - wanted to get a Large Collectible bag but.... probably skip this also
Ninja Spy set - no luck with ToD Boot of Anchoring ingredients.... probably skip this as well


So, like I said any gear recommendations for the 12 Dark Monk / 6 Fighter / 2 Pally build I should gather up before I TR I'd appreciate any help, thanks ! :)

EDIT - Doh ! almost forgot most important ( potentially... ) thing - what kind of Greensteel you usually use on your Monk builds. I was thinking positive energy for the raise clicky but.... I think I'll have enough heal amp already ?

bruener
02-05-2013, 06:44 PM
i wouldnt worry too much about the raise dead clicky. you could always take cleric dili for the heal and raise dead scrolls and switch to rogue later for the extra SA. which was my my intent even tho at lvl 24 i still havent switched to rogue. i just like self sufficiency too much.

a couple wraps to consider are the eternal wraps from catacombs and devotion wraps from deleras. before the scorching wraps came out i would say fernian wraps but running threnal just isnt worth the off chance u may see them in the end reward when u will be lvl 4 in no time anyway. all 3 of these wraps are no ml.

edit: i like the gs smoke items for the constant blur, extra hp and the displacement clickys

Eilierie
02-05-2013, 06:47 PM
Cool, yea trying to be as self sufficient as possible. I suffered through a few 28 point lifes already relying on crappy PUGs, just don't seem to be on same time as my guildies anymore.... dont want to spend forever farming **** either but if its worth grabbing then !

Real quick run through the planner -
Green Steel Goggles, Greater Fire Resistance , Inherent Electrical Resistance 5 (Exceptional Bonus), +20 HP, +3 Dexterity Skills (Exceptional Bonus)
Displacement (2/day)
20% permanent Blur

Eilierie
03-12-2013, 10:13 AM
Just wanted to put some feedback up about this build.

I rolled with pretty much what Jingwei put up, I put some more points into Int though for skill points, trying to get some usable UMD.
Starting stats -15,15,14,10,18,8

As of now I'm holding 9 and banking 10 so I'm about to take the Paladin levels.

So standing at without ship buffs -

at lvl 9 - 20,23,19,25,10 (in Air Stance)

Unbuffed HP 183 In Air Stance though I mostly run in Fire.

AC 34 Dodge 11% Dodge 52$ Defense chance at level.

12 Fort 14 Reflex and 15 Will saves, BAB +6/+9.

I think that covers the major points. Thoughts on build so far - I have a first life Light Monk I thought I would enjoy for the survivability, this Dark Monk though with a past life is very survivable. I usually drag a hire so if I did this build again I would probably take a Pally level early to get the Lay on Hands. I understand the race to Touch of Death but running lvl 7 quests on Elite they aren't worth it using Touch on or I can't build ki fast enough to make it worth while to have in other words. So I think delaying Touch would not be build breaking at all where the Lay on Hand may be situationally useful especially if your stupid hire gets surround by a mob....

So yea open to any more opinions on build and gear advice - I'm about to be able to use my Stonedust, Equilibrium and GS Smoke Goggles sooo I can't wait for that :D

Will give more feedback after Pally levels. Also I think maybe just maybe that a early Fighter level for the Haste boost would not be so bad either ?

Tobril
03-12-2013, 10:46 AM
What are you trying to tank?

(for that matter, what does "tank" mean to you?)


I've found that the various 12/6/2 monk/ranger/fighter
builds can tank all the classic raids (VoD, ToD, Hound, Chrono, etc)
and have much bettter DPS during regular questing.

The ranger split can also handle many EE mini-bosses
and is a much more versatile assest in the new gianthold
raid.

Eilierie
03-12-2013, 11:42 AM
What are you trying to tank?

(for that matter, what does "tank" mean to you?)


I've found that the various 12/6/2 monk/ranger/fighter
builds can tank all the classic raids (VoD, ToD, Hound, Chrono, etc)
and have much bettter DPS during regular questing.

The ranger split can also handle many EE mini-bosses
and is a much more versatile assest in the new gianthold
raid.

Nothing in particular but I've watched my guild leader's monk solo tank Lord of Blades while my sorc pew pewed the pillars, also further along in the thread I stated "off tank" would probably be more appropriate.

Not going to change this build now but maybe I'll look into the ranger splash for my other monk, right now I'm on this one though thanks.

After playing a sorc first lifer to cap and dying many thousands of times even while trying to mangage aggro properly and standing at range and taken a first life barbarian to cap with bascially no self healing other than crippling SF pots, I was just looking for versatile self healing can stand toe to toe with Harry kind of build, mostly I was just looking for a fun to play melee after totally hating my Barb at higher levels.

rimble
03-12-2013, 11:57 AM
Raising base INT to 11 to allow for combat expertise is certainly worth considering.

A relatively easy 3 destiny grind (sentinel, grand master, legendary) gets you enough points for a T2 and a T1 twist.

If running in sentinel, you can twist improved combat expertise (+20 PRR, T2, dreadnought) and get:

10 T1 prestige stance
12 master of mountains
9 adam cloak of the bear
30 sentinel, heed no pain (requires unbreakable stance)
20 improved combat expertise (requires combat expertise)

for 81 PRR. With T1 twist being either dance of flowers or legendary tactics.

Getting 15 PRR from twisting standing with stone (T4 garndmaster) would require considerably more destiny grinding.

This is what I came up with when thinking about this for a pure Monk...really just -3 for being only 12 Monk in this case...does the Tier 1 DoS require a shield? It says it does, so I never counted it.

PRR Breakdown
15 Earth IV
20 Improved Combat Expertise
30 Level 4 Innate Unyielding Sentinel
15 Standing with Stone, Tier 4 Twist from GMoF
14 Slot Blue Augment
15 Planar Conflux
----
109

Tobril
03-12-2013, 05:57 PM
Nothing in particular but I've watched my guild leader's monk solo tank Lord of Blades while my sorc pew pewed the pillars, also further along in the thread I stated "off tank" would probably be more appropriate.

Not going to change this build now but maybe I'll look into the ranger splash for my other monk, right now I'm on this one though thanks.

After playing a sorc first lifer to cap and dying many thousands of times even while trying to mangage aggro properly and standing at range and taken a first life barbarian to cap with bascially no self healing other than crippling SF pots, I was just looking for versatile self healing can stand toe to toe with Harry kind of build, mostly I was just looking for a fun to play melee after totally hating my Barb at higher levels.

Ah OK.

Without a defined purpose I don't have much in the
way of specifics to say.

I will say that for me monks are lot easier to keep up and
running than my barb, though there are skilled and geared
barbs that can perform at a high level as well.

It sounds like you're still trying to "discover" what you
really like and I hope you find something that really
sings for you.

Eilierie
03-13-2013, 08:48 AM
Ah OK.

Without a defined purpose I don't have much in the
way of specifics to say.

I will say that for me monks are lot easier to keep up and
running than my barb, though there are skilled and geared
barbs that can perform at a high level as well.

It sounds like you're still trying to "discover" what you
really like and I hope you find something that really
sings for you.

Well I love playing a Sorceror, haven't played it since the wail bug... probably should go ahead and TR... but yea I've trouble with finding a melee that fits me. I thought my halfling light monk would do the trick but I'm liking the Dark Monk better. :)

CoasterHops
03-18-2013, 03:39 AM
I have just TR'd my 12monk/7fighter/1 rogue WF Melee Tank build that was also built as a double stun tactics build.

It was an awful lot of fun and as a Warforged Melee it was surprising how hard it was to kill.

Going some sort of monk split Pyjama Tank still has some advantages over the Stock Standard Sword and Board Builds, these typically being: Shadow Fade, (this is awesome) Stunning Fist, (Fantastic Mob CC) in most cases DPS, superior Heal Amp and Improved Evasion.

If I was building as a tank, I'm thinking 6 Fighter is superior to 6 Pally as your Pre from the Fighter/Pally should definately be either Stalwart or Defender. So best split is 12monk/6fighter/2pally. Two extra feats is just too hard to pass up.

Eilierie
03-28-2013, 10:27 AM
I wanted to leave some more feedback on this build.

I'm about to take take level 13. When I hit 12 I was able to put on Garments of Equilibrium and upgrade to Vampiric Stonedust Wraps.

I LOVE IT ! At level 12 I was able to guide a lvl 17 guildy through the Subterrane. I thought I would get wiped out ! so other than some spot healing from my guildy from when I took a big hit I was able to make it through the SubT.

I then later guided a guildy through the Vale of Twilight - never made it to the Orthon/Devil area - but no issues at all running through the other areas of the Vale with a LEVEL 12 !!!

I remember my first life 28 pt barbarian and first life 28 pt Sorc builds, that was a painful experience - I don't totally outright own the content with this Monk build but I can hang in there in over level content and I have an Elite BB streak of 60 or so while soloing content on Elite; did I say: I LOVE IT !!!

So anyhow other major "twink" gear would be Cinder's Dance which I found at the Pawn broker for cheap :D; GS goggles of smoke: +5 Reflex, +20 hp, 20% conceal ( still not sure if that stacks with Shadow Fade? ) +2 Exc Dex; unsuppressed Pale Lavender; Jidz Tetka and Charged Gauntlets round out what I'm using other than your standard +6 Wise +6 CHA

So no stance and no buffs I stand at - 22/17/22/13/28/16. Fort/Reflex/Will are 22/19/22 can run through most Elite traps no problem. 287 HP unbuffed, highest I've hit so far was like 364 or something in Earth stance.

Stunning Fist lands 80% of the time.

So yea.... did I say I LOVE IT !!! :D

Jingwei
03-31-2013, 12:16 AM
( still not sure if that stacks with Shadow Fade? )

Shadow fade provides miss chance due to being incorporeal. Other things that provide incorporeal miss chance: wraith form (Pale master) and ghostly items (cloak of night, cloak of invisibility, ring of the stalker, ring of shadows, etc).

This stacks with things that provide miss chance based on concealment (blur, displacement, smoke/ GS, cloud spell effects, etc).

So, for example, if you are using both displacement and shadow fade you'd have a 'hit' chance of .75 (shadow fade, incorporeal) * .50 (displacement, concealment) = .375 (or, if you prefer, a miss chance of 62.5%).

Note that true seeing, which all raid bosses have, will bypass (illusion & concealment) miss chance, like blur and displacement. Though it won't bypass cloud based concealment, which is why you usually saw Harry with a couldkill on him.

A few other monsters also cast true seeing, I can think of the hobgoblins in gianthold, some of the wildmen in attack on stormreach?, and maybe some of the tieflings in shavarath.

Therigar
03-31-2013, 09:19 AM
.... also I thought I needed 10 CHA for one of the Epic destinies - GMoF ? ( with +6 item, etc, etc )

AFAIK there are no stat requirements for any ED. There are stat requirements for some epic feats and there are heroic feat/enhancement requirements for some epic enhancements within trees (for example, Confront Any Foe in Unyielding Sentinal requires the ability to turn undead -- a class granted feat). However, AFAIK, there is nothing that will impact monks per se.

However, if there were it is unlikely that items will stack to qualify the requirement. This is a fairly standard thing in DDO -- only base stats count (starting value + stat increases at level up + tome). Augmented stats via gear do not count. It is the pre-gear stat value that is measured.

Eilierie
04-01-2013, 12:04 AM
Thank you Jingwei and Therigar for clearing those items up.

I try to learn a little bit each day, even though I've been playing for almost 4 years I still feel like a total newb sometimes. Especially when they change stuff up and still have incorrect in game descriptions or some of the good old threads like threads about AC no longer apply.

Eilierie
09-13-2013, 10:47 AM
I meant to update this more pre-19 but I basically haven't played in 6 months due to work. So this is little help now but this build rocked all the way to Lvl 22. Tharak wraps and Grave wraps were cleaning up the place. Could solo most elite content.

Sooo.... bringing this back from the dead, I logged today for first time in 6 months - I was just getting used to the new PRR and AC system and now a new Enhancement system is here.

After playing around a bit I see I lost my Greater Mountain Stance, lost a good bit of HP, etc, etc.

I played with new enhancements some - did Half Elf Rogue Dilly, Kensai mostly, Sacred Defenders was nice for the extra lay on hands without much investment, and went with Henshin to get animal stance.

Long story short, still trying to wrap my head around all the new enhancements - with what I quickly fleshed out already the build is a shell of its former self. If anyone can recommend new enhancements to get the same effects as I used to have that would be great. I didn't go for the new shadow fade because I don't want/need short swords with the new Ninja Spy - am I stuck taking that crud to get the Shadow Fade ( I know its not called Shadow Fade anymore but I'm not going to look it up ) ?

Shall I burn my free +20 ? and go with ? I liked the pajama tank as it were before u19 - I was last man standing against Harry on a couple of occasions though my DPS was kinda weak ( lack of appropriate wraps for Harry ) so I wouldn't mind a build in the same vein as this - or maybe I'll just go ahead and TR now for the monk past life ( though I would like to grind a little more Epic Destiny.... )

Thanks for any help ! it is appreciated

*edit - guess it was more like 5 months.....

Therigar
09-13-2013, 11:18 AM
I logged today for first time in 6 months - I was just getting used to the new PRR and AC system and now a new Enhancement system is here.

After playing around a bit I see I lost my Greater Mountain Stance, lost a good bit of HP, etc, etc.

Some things are not gone, just credited to the character differently.

In the case of stances monks now get the starting stances at level 1 and then automatically get upgrades at levels 6, 12 and 18. To use the stance find the feat for earth, wind, water or fire and open the list box. Now pull the stance out to your hotbar. It will automatically activate the highest stance type that you have -- basic, adept, master or grandmaster -- depending on how many monk levels you have and which of the mastery feats you were auto granted.

If you have a multiclass character with at least 1 level of monk you can choose adept, master and grandmaster forms as feat selections at levels 6, 12 and 18 respectively. Thus it is possible since U19 to have a level 1 monk and to also have grandmaster forms. Each form is a prerequisite to the next in the line, so you would have to select adept for master and master for grandmaster.

One of the big advantages of the new enhancement system is that you can select characteristics from any of the prestige paths. It is very common to mix Ninja Spy and Shintao. Obviously other combinations are available depending on what a player wants from the character.

As to using the +20 LR, that isn't necessary in all likelihood. If your class splits are what you want and your stats are solid then you should not waste the LR. Instead just make the adjustments in your enhancements. With U19 comes the ability to change enhancements on the fly by using CTRL R. This brings up the enhancement trees and, for a price, you can reset the enhancements. AFAIK this only applies in common areas, I don't think you can do this inside of quests. I could be wrong about that, I just have a vague memory of trying it during quests on Lamannia and it not working inside the quest.

A bit of feedback on your current L22 build might help us to give better advice.

Raoull
09-13-2013, 02:27 PM
Your build will largely do fine as is, you'll just need to redo enhancements in the new era.

One important note on something that is confusing. You still have Tier 3 stances.... but they aren't separate abilities. Just go into Earthstance and if you check your stats you'll find you are automatically using the Tier 3 stance.

Big gains:
-stunning DC. You can now pick up +3 DC from kensai even with just a 2 fighter splash, and unlike before you don't need to take Stunning blow
-DR breaking. You can, and probably should take Henshin up to the lvl 12 core ability. DR breaking and Hamp.
-Shadow fade without being a dark monk. I've swapped my feat to light for the Healing curse ability to make everything Vampiric. very nice....
-Some nice stuff from the Knight of the Chalice tree. You can get +1d6 to all evil monsters, and depending on your Cha, Divine Might is often much better now.
-More PRR.... +15 PRR for guys who use earth stance

Big losses:
-HPs in defender stance. Defender stance seems to always get the shaft... I've stopped using it on the monk build I have that can. If I were to regear specifically to tank something I may go back to it... but maybe not. I can get +10 PRR and 3% HPs from a Tier 5 Shintao Enh... which is exclusive with Defender Stance (yet doesn't block rage).
-Halfelves.... have taken a huge dive. They can still do what they used to, but it takes putting many points into your racial tree that you could better spend elsewhere. As I got to the point where most of my toons were Helf... I can't say I blame them. I don't think it is underpowered now necessarily, just not nearly as good as it was.



Don't worry too much about taking crud enhancements to open up key things. While you can get out of hand, Ninja Fade is pretty easy to open up with all good abilities, if you ignore the true "core" abilities. So you need to waste 2 points, but then you need to spend 8 more to unlock Fade. You can put all those 8 points into Sneak damage, Dodge bonus and Reflex bonus, all of which are quite worthwhile. Honestly, you'll blow more points in the 4 points in KotC in wasted abilities (probably turns or smites) to unlock the +1d6 holy damage / Divine Might (and possibly Hamp and other higher things) than the 2 points "wasted" in Ninja.

Eilierie
09-13-2013, 03:11 PM
Therigar - sorry for the ramble but after browsing through the enhancements, that is how jumbled my brain is lol, will follow on more later as wrap head around changes, thank you.

Raoull - that was a good summary and helped me follow the "big picture", I only opened up the Helf branches for the healing amp.... may rethink that though... thank you.

Eilierie
11-21-2013, 03:46 PM
I'm getting ready to TR this into my 3rd life. I figured the new enhancements out... *kinda*... and the build has been good for most content, even ran some EE content with it. Legendary Dreadnought made the build pretty fun to *off-tank* with. Overall I still love the build, and though it is very survivable the DPS is a little anemic. I'm sure I can improve a lot of areas as far as DPS goes. Hardest thing to overcome is just learning all the new changes because I'm such a casual player (only a couple hours a week) ! This is the first time I ever spent any time leveling out destinies so I *kinda* got my head wrapped around how that works now too, though I am far, far, far from knowing what synergizes best. I am working on GMoF right now after grinding over from Fury of the Wild.

Anyhow, I wish I was good enough to make these builds and *pick all the right feats, enhancements and destinies* but with my work load combined with school work load I just don't have enough time to really get my hands dirty and still have time to play.

So I will have a barbarian past life and now a monk past life, next I want to do a pally past life - so if anyone can help me flesh out a path for my next life I would really appreciate it.

I was looking at 12pally 6 monk 2 fighter ? Handwrap pajama tank build. Originally before all the changes to enhancements I was leaning towards Hunter of the Dead with all the immunities it used to give. I see that the immunities are still there but it seems like you have to go up a lot higher in the Tiers to get them now.

Thanks !

Jingwei
11-22-2013, 01:17 AM
For paladin/monk, hunter of the dead was about the extra healing amp, not about the immunities. If you are human, you can manage something like 300% healing amp. That means that if you are running both fists of light and vapiric stonedust wraps, you are getting about 6 or more hit points every time you hit something.

Eilierie
11-23-2013, 11:58 AM
Took a few minutes of game time and tried to put something together. Not liking what I came up with, was going for Dex based damage to keep my reflex skills high... sigh... thoughts ? (as I said I'm not really good at this) basic objective - Pally past life, tanky DPSer self healing...


Character Plan by DDO Character Planner Version 04.19.03
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Murgod
Level 20 Lawful Good Human Male
(2 Fighter \ 12 Paladin \ 6 Monk)
Hit Points: 320
Spell Points: 224
BAB: 18\18\23\28\28
Fortitude: 21
Reflex: 15
Will: 15

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 10 10
Dexterity 16 19
Constitution 16 16
Intelligence 8 8
Wisdom 16 18
Charisma 12 12

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 16
Bluff 1 1
Concentration 3 5
Diplomacy 1 1
Disable Device n/a n/a
Haggle 1 1
Heal 4 27
Hide 3 4
Intimidate 1 1
Jump 4 12
Listen 3 4
Move Silently 3 4
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spellcraft 0 2.5
Spot 3 4
Swim 0 0
Tumble 4 5
Use Magic Device 2.5 3

Level 1 (Monk)
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Power Attack
Feat: (Monk Bonus) Stunning Fist
Feat: (Human Bonus) Two Weapon Fighting


Level 2 (Fighter)
Feat: (Fighter Bonus) Weapon Finesse


Level 3 (Paladin)
Feat: (Deity) Follower of the Sovereign Host
Feat: (Selected) Past Life: Disciple of the Fist


Level 4 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons


Level 5 (Monk)
Feat: (Monk Bonus) Dodge


Level 6 (Monk)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Feat: (Selected) Power Critical


Level 7 (Monk)


Level 8 (Monk)


Level 9 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Mobility


Level 10 (Paladin)


Level 11 (Paladin)


Level 12 (Paladin)
Feat: (Selected) Toughness


Level 13 (Paladin)


Level 14 (Paladin)


Level 15 (Paladin)
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 16 (Paladin)


Level 17 (Paladin)


Level 18 (Paladin)
Feat: (Selected) Improved Two Weapon Fighting


Level 19 (Paladin)


Level 20 (Paladin)

unbongwah
11-23-2013, 12:33 PM
How badly do you need/want Defensive stance? I was thinking WIS-based monk 16 / pal 2 / ftr 2 would be a pretty nice hate-tank with good Stunning Fist & Quivering Palm DCs and high saves from Divine Grace (twist in Bane of Undeath if you want Div Might too). The main drawback would be losing the threat amp from Sacred D.

Eilierie
11-23-2013, 03:33 PM
How badly do you need/want Defensive stance? I was thinking WIS-based monk 16 / pal 2 / ftr 2 would be a pretty nice hate-tank with good Stunning Fist & Quivering Palm DCs and high saves from Divine Grace (twist in Bane of Undeath if you want Div Might too). The main drawback would be losing the threat amp from Sacred D.

that is basically what I have now

I'm asking about next life where I want to knock out the pally past life

guess i should have just made a new thread

Jingwei
11-23-2013, 11:36 PM
What tomes have you eaten?

Also, do you mean to just TR when you hit 20, or do you intent to play 'for a while' before TRing again?

But, I'd go something like:
Human

S 14
D 15 (needs at least +2 tome for gtwf)
C 14
I 8
W 16 (level ups here)
C 14

Feat list, something like:
mark of passage
power attack
twf
itwf
gtwf
ic: blunt
stunning fist
master of forms
gm of forms
past life: monk
dodge
cleave
great cleave (unless female, then mobility; unarmed great cleave animations for human and helf females is gimpy)

Early level gear
jidz-teka (fire stance)
acid handwraps of bleeding
robe of invulnerability

Mid-levels
Frozen tunic
vampiric stonedust handwraps
deception item (ring of lies, backstabber's gloves, etc)

Lvl 14
Lvl 16 frozen tunic with masterful craftsmanship
(if switching to earth stance here, change to ML 15 masterful bracers of the wind)

enhancements: rush up the human and shintao trees for 200% healing amp, so that you start getting 2 hp back from fists of light and lesser vampirism. Next objective is shadow fade.

Being in fire stance with the jidz-teka lets you keep all your elemental attacks and stunning fist on constant cooldown. You should be throwing your elemental fist attacks constantly, and relying on fire stance to keep you in enough ki to do that. If in a group, then you might not be getting enough hits in, especially once you stun the target and they go down right away. If so, then just keep stunning fist on cooldown.

You can think about switching to earth stance at level 14, if you can get 200% healing amp with paladin enhancements. Otherwise, you'll be in fire stance until you can equip the PDK gloves at 20.

The mark of passage is useful for not needing to equip a striding item, plus the ddoor ability is always useful. In addition, it gives you something to spend in the human tree that you'll find useful.

Eilierie
11-24-2013, 09:26 AM
Yes for pally life I will run to 20 and TR.

I logged to check I have eaten -

STR +2
DEX +4
CON +2
INT +3
WIS +4
CHA +2

I got most everything gear wise you talked about, got most named gear that a Monk would want.... still trying to get the right rune for Dragontouched heal amp.... ( if build works well, which is why im bothering to try and plan it out, I will pally x 3 )

I see I selected Power Critical and Mobility vs GTWF and Great Cleave and I think I get that but...

I took Weapon Finesse where you didn't ? I was thinking of putting build points into dex, wis or int instead of str I guess ( but i think that locked me out of GTWF ? ) because for build points into DEX instead of str I could get reflex and dps ?

Thanks for the feedback :D