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  1. #1
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    Default Punchy of Argonessen

    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).

    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    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(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 is still GREAT background music for playing a high speed class. Pandora Radio 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.
    Last edited by GlassCannon; 09-28-2009 at 03:26 PM. Reason: PENDING REBUILD - Working on what to include into levels 16-20... more or less same thing though.

  2. #2
    Community Member Vivanto's Avatar
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    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.
    Isc of Legion
    Vae Victis!

  3. #3
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    Quote Originally Posted by Vivanto View Post
    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).
    Last edited by GlassCannon; 10-01-2009 at 03:44 AM. Reason: BAB 6 for Feats at lvl 6, BAB 5 for attacks and feat respecs

  4. #4
    Community Member Xeraphim's Avatar
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    Default Music Preferences: Update

    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
    Last edited by Xeraphim; 02-11-2010 at 09:20 PM.

  5. #5
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    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.

  6. #6
    Community Member NXPlasmid's Avatar
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    Quote Originally Posted by Darkrok View Post
    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
    On Khyber: Tchpostick (Monk 20) Tablespoon (WF barb20), Pspoon (Eleven Cleric20), Tsirio (Halfling Bard18), Silvr (Human Rogue2/Wizard18), Ladle (Elven Cleric11), Forq (Human Bard14), Sporkk (Human Fighter lvl20), Tspatula (monk20)

  7. #7
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    Quote Originally Posted by NXPlasmid View Post
    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.

  8. #8
    Community Member Xeraphim's Avatar
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    Default Punchy TR1 Rebuild

    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.

  9. #9
    Community Member AMDarkwolf's Avatar
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    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.

  10. #10
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    Quote Originally Posted by AMDarkwolf View Post
    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.

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    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.

  12. #12
    Founder lizardo666's Avatar
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    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 least it adds some AoE to your single target dps build.

  13. #13
    Community Member Xeraphim's Avatar
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    Quote Originally Posted by AMDarkwolf View Post
    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.
    Last edited by Xeraphim; 03-04-2010 at 03:07 PM. Reason: You can buy tomes in the DDO Store

  14. #14
    Community Member Xeraphim's Avatar
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    Quote Originally Posted by Darkrok View Post
    ...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.

  15. #15
    Community Member Xeraphim's Avatar
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    Default Hooray for redundancy!

    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.
    Last edited by Xeraphim; 10-23-2011 at 08:25 PM. Reason: This is where the character planner failed me. Removing.

  16. #16
    Community Member Xeraphim's Avatar
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    Default Ultimate Frontline Healer-Lovin DPS Monk

    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.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    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 retard 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).
    Last edited by Xeraphim; 10-23-2011 at 08:27 PM. Reason: 36/32/26/10/28/10 at 20(Wind 4) in the only real DPS Stance for a Monk

  17. #17
    Community Member Xeraphim's Avatar
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    Default

    Update for F2Pers who can't drop a tome willy nilly

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

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    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.
    Last edited by Xeraphim; 05-11-2010 at 11:40 PM. Reason: Heal Amp at 169% naked, 203% with Levik's Bracers once you pull them in Hound of Xoriat.

  18. #18
    Community Member Xeraphim's Avatar
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    Default

    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.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    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]
    Last edited by Xeraphim; 05-26-2010 at 12:54 PM.

  19. #19
    Community Member Xeraphim's Avatar
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    Default This thread is OLD.

    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.
    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    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
    [COLOR=silver]+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)
    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
    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    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.
    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    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.
    Last edited by Xeraphim; 11-13-2011 at 08:23 PM. Reason: Killin' mah gaem. Srs doodz. Srs. Ur killin' mah funz.

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