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  1. #1
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    Default AA ninja 9monk 8ranger 3Cleric

    Just came up with this build a week ago. I decided to TR it and see how it works. You lose the capstone on pure ranger for AA and some healing possibly but gain a lot of other stuff. You get the incorporeal of ninja monk with Touch of Death and Slaying arrows at level 20. They are kind of exclusive but slaying arrow certainly has its advantages with improved precise shot and multi. It makes you wait a lot longer for all the goodies but if you can play it to level 20 I suspect it's not to bad. You also barely fit in bark skin and of course have the improved AC of being monk as well.

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
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    Level 20 Lawful Good Elf Male
    (9 Monk \ 8 Ranger \ 3 Cleric) 
    Hit Points: 220
    Spell Points: 438 
    BAB: 16\16\21\26\26
    Fortitude: 17
    Reflex: 19
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    18
    Dexterity            16                    22
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom               14                    14
    Charisma              8                     8
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Attack
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    
    
    Level 2 (Cleric)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    
    
    Level 3 (Ranger)
    Feat: (Selected) Mental Toughness
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Feat: (Monk Bonus) Dodge
    Feat: (Automatic) AC Bonus
    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) Unarmed Strike
    
    
    Level 5 (Monk)
    Feat: (Monk Bonus) Weapon Finesse
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 6 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Precise Shot
    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 7 (Monk)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    
    
    Level 9 (Monk)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Feat: (Monk Bonus) Zen Archery
    
    
    Level 10 (Monk)
    Feat: (Automatic) Wholeness of Body
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Ability Raise: DEX
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Automatic) Improved Evasion
    Enhancement: Ranger Sprint Boost I
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Dexterity I
    Enhancement: Elven Ranged Damage I
    Enhancement: Elven Ranged Damage II
    Enhancement: Ranger Swamp Lore I
    Enhancement: Ranger Tundra Lore I
    Enhancement: Ranger Desert Lore I
    Enhancement: Follower of the Silver Flame
    Enhancement: Static Charge
    Enhancement: Way of the Elegant Crane I
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Elven Arcane Archer I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Ranger Devotion I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Ranger Dexterity I
    
    
    Level 13 (Ranger)
    Feat: (Automatic) Diehard
    
    
    Level 14 (Ranger)
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 15 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Improved Wild Empathy
    
    
    Level 19 (Ranger)
    Spell (2): Barkskin
    Spell (2): Bear's Endurance
    Spell (2): Cat's Grace
    Spell (2): Hold Animal
    Spell (2): Mass Camouflage
    Spell (2): Owl's Wisdom
    Spell (2): Protection From Energy
    Spell (2): Snare
    Spell (2): Spike Growth
    Spell (2): Summon Nature's Ally II
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Ranger Item Defense I
    Enhancement: Way of the Elegant Crane II
    Enhancement: Monk Improved Recovery II
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Ranger Devotion II
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Spell (2): Aid
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Remove Paralysis
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    Enhancement: Ranger Sprint Boost II
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Dexterity II
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Cleric Prayer of Life I
    Enhancement: Ranger Devotion III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Last edited by DustTheWind; 03-12-2011 at 02:12 AM.

  2. #2
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    Default Build

    You might want to look at Dark-Star's build "Special Forces"

    http://forums.ddo.com/showthread.php?t=243394

  3. #3
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    I guess one thing is to point out that its main focus is an archer with hand back up. It might be better to take 6 ranger asap to get multishot up early if that is your focus. I might just use normal weapons not sure yet. Wraps might be nice though got a nice set stashed away. A nice advantage I thought was important for an archer was fast movement. This type of character should move fast. Hopefully the monk move with stack with other movement enhancement magic items.
    Last edited by DustTheWind; 03-12-2011 at 01:47 AM.

  4. #4
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    A nice element to this build is self healing and ends up with about 450 spell points base. All stats here are base so it is quite a bit different from the special forces build. I focused a bit on sustaining health. I just hope the heals will ammount to something. I should figure out mathematically what it will come to.
    Last edited by DustTheWind; 03-12-2011 at 01:47 AM.

  5. #5
    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Why the cleric? at 3 levels... you aren't getting that much out of it.

    10/10, half elf with cleric dil would mean you get very high scroll capablity without UMD, higher saves, a bit mroe slow fall, and another favored enemy.

    If you did 9/11 you get IPS as well as 30 pt resist energy.

    You took zen archery... I think I'd concentrate more on str and con, letting wis and dex be 3rd and 4th important.

    I'd lose Deflect Arrows also. It is not worth it. Doesn't work right. I've never saw it ever deflect any arrow on a lvl 20 monk. I'd be taking toughness instead.

    I also saw you mention IPS, but that build doesn't look like it has it.
    Last edited by Missing_Minds; 03-12-2011 at 01:19 AM.

  6. #6
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    average heal at level 20 should be about 50 on self 60 max I am guessing from (2*1d6+4+level(10)max)(1.2)(1.3)(1.5) which isn't as good as pure ranger was. That's with a shield of superior healing.

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    Interesting thanks for the warning about deflect arrow I guess if that doesn't really work then. The cleric was for healing and spell points. I was also considering dropping zenn archery as a possibility. I kinda doubt it matters much in the long run so I might just do that. I don't have half elf so I didn't build a half elf. I do have IPS or I should have it in the build.

  8. #8
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    Yeah thanks it was missing a few feat or 2. I took out deflect arrow and zenn archery and instead added in Power attack, Greater 2 weapon fighting, Weapon Finesse (contemplated stunning attack but don't know how it works).
    Last edited by DustTheWind; 03-12-2011 at 01:42 AM.

  9. #9
    Community Member Myrddinman's Avatar
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    I'd go 11/9 (Ranger/Monk).

    If you are going to go with a good deal of ranged, you'll want the 11 levels of Ranger, especially for PS/IPS, which you will get for free. Oh yeah, you'll also score the entire TWF chain for free as well with 11 levels in Ranger, which will work well with unarmed. Toughness is also a must for the most part, and I agree with MM regarding Deflect Arrows...you won't benefit from it.

    I'm not sure why the 3 levels in Cleric. Also, I assume you're going with Elf over Helf for the Ranged racial bonuses, but as MM mentioned you could go Helf and pickup the Cleric Dilly.
    Quote Originally Posted by 404error View Post
    there will always be bugs in DDO it will never be bug free at any point in its lifetime.

  10. #10
    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Quote Originally Posted by DustTheWind View Post
    Interesting thanks for the warning about deflect arrow I guess if that doesn't really work then. The cleric was for healing and spell points. I was also considering dropping zenn archery as a possibility. I kinda doubt it matters much in the long run so I might just do that. I don't have half elf so I didn't build a half elf. I do have IPS or I should have it in the build.
    Negative. You have Precise Shot but no IPS listed.

    3 cleric only grants cure mod, as does 11 ranger. honestly, of the 3rd lvl spells rangers get, cure mod is about the only I'd bother slotting.

    If you drop zen archery, you will lose all built up ki when you pull out a bow. Given your desire for touch of death, I figured you'd want to keep the ki you'd have.

    As for what 3 lvls of cleric would give you... I'd make up a spell point concordant opposition item and call it good myself.

    last note, 10 ranger grants ranger devotion 4. You seemed to be going up the ranger devotion line for healing augmentation.

    Quote Originally Posted by Myrddinman View Post
    I'm not sure why the 3 levels in Cleric. Also, I assume you're going with Elf over Helf for the Ranged racial bonuses, but as MM mentioned you could go Helf and pickup the Cleric Dilly.
    He didn't have access to half elf when he TRed. So the choice makes sense.


    edit: Oh yeah, Dust. One last thing. It is your character, so do what you are going to have the most fun with.
    Last edited by Missing_Minds; 03-12-2011 at 01:41 AM.

  11. #11
    Community Member Myrddinman's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    He didn't have access to half elf when he TRed. So the choice makes sense.
    Yeppers, I'm on the same page now
    Quote Originally Posted by 404error View Post
    there will always be bugs in DDO it will never be bug free at any point in its lifetime.

  12. #12
    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Quote Originally Posted by DustTheWind View Post
    Yeah thanks it was missing a few feat or 2. I took out deflect arrow and zenn archery and instead added in Power attack, Greater 2 weapon fighting, Weapon Finesse (contemplated stunning attack but don't know how it works).
    With the hit you are taking.. wait. duh, str 6 item, so 24 str.. well.. power attack will be good for the portal beating, but... I'd not bother with it on that build. I think you'll end up missing more times than hitting at end game hard/elite, let alone epic.

    I don't think I'd go stunning either with this build. use of stunning wraps, sure. But I don't know how well the monk ability will help you. With those scores I'm not certain how often you'd land at near end game.

    What stance/s will you be running in most often?

    edit: if the answer is Wind Stance... drop two points from dex you put into it, and put that into con, and... While I am NO fan of finesse builds, I'd actually say pick up weapon finesse as it would compliment well with this structure.

    Oddly... I'd actually say, run water stance most of the time for the higher wisdom, keep Zen archery, and pump points into con, wis, and dex. The water stance will help give you higher DCs IF I recall correctly for your ToD, but then if you are doing heavy melee switch to wind.
    Last edited by Missing_Minds; 03-12-2011 at 01:52 AM.

  13. #13
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    Thanks I dropped the power attack for zenn archery. I have had IPS it is located at level 15. Bit of a delay for it but its there.

    I guess now that think about it is that I was thinking of combining weapons finesse with power attack. But maybe the saved concentration for slaying fist would help. I would imagine missing with that would be a bad thing.
    Last edited by DustTheWind; 03-12-2011 at 02:24 AM.

  14. #14
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    I have been playing this and I found that there are some disadvantages to it. If you mostly use your bow you should take ranger early but if you want more spell points I think you want 1 level of Clerc early on. However not taking ranger to level 11 makes you spend extra feates on getting Improved precise shot. So this is a dissadvantage.

    I guess I would do it this way likely as Ranger to level 11 then monk 9. That way I think you end up with less spell points but a almost equivilant heal ability. You lose the Clerc heal crit bonus but I think you might gain a ranger heal bonus 1.4 possibly. Ill have to check that. don't have time atm.

    That or I like the idea of the special forces build using Use Magic Device for healing scrolls and wands but of course that could cost a lot more and I am not sure how they get a good spell base point for that build. Maybe it had one level of wizard early on or I might be wrong about that. Ill have to check later. That and the sneak attack early on helps I bet for close combat if you got good bluff even better.

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    Well turns out my character has evolved from 3 cleric 9 monk 8 ranger to I am thinking I am going to go down the route of 1 cleric 13 monk 6 ranger route.

    Reason being all the benefits I get from going further down the monk chain and less items needed allow me to better tweak other resist items.

    1 cleric allows me to use heal wands and monk heal helps with wands so that seems to be enough healing. Not to mention monk self healing.

    Smoke bracers combined with monk shadow walk certainly helps reduce damage but ranged helps even more if I keep my distance when many shot is up or if I feel like kiting I have better speed with monk 13.

    Improved AC a bit going down monk path further and permanent than I get from temporary bark skin.

    Element resist wands can help with element damage resist or ship buffs take place of the limited ranger resists I would get from ranger 8.

    Improved 2 weapon fighting with ranger 6 is enough to stop at 6

    Improved attack speed with better wind focus and some better elemental resists path of monkey and ranger resist elements.

    Natural Spell resists at level 13 monk of 23. Also get ninja II at level 12 (better crit range for short swords and extras ninja II and extra sneak attack die ect.) And resistance to poison that I don't get with monk 9.

    And abundant step.

    Just seemed the benefits out wieghed the 3 cleric but that one is still tempting cause I would use my SP to heal myself better but most heal buff items are armor or shields and un-center me (except helmets). Wands do not.

    Improved 2 weapon fighting with monk 6 is enough to stop at level 6.
    Last edited by DustTheWind; 04-16-2011 at 12:54 PM.

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