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  1. #1
    Community Member Cryohazard's Avatar
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    Default Palemaster Monk (U9 Vampire Style!)

    The word is out! Palemasters are getting 2 new STR-based undead forms, Zombie and Vampire. If you haven't read the Lam Release Notes yet (http://forums.ddo.com/showthread.php?t=206066), here's a little summary:

    Shroud of the Zombie

    Prerequisites: Wizard Level 6, Wizard Pale Master I
    Benefit: You shroud yourself with negative energy and assume many traits of a zombie. While in this form, you hunger for brains, and gain +2 Strength, +2 Constitution, -2 Intelligence, -4 Charisma, and Damage Reduction 5/Slashing. Your unarmed damage is increased by two die steps, but you attack 20% slower than normal. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 25 spell points to activate.

    Shroud of the Vampire

    Prerequisites: Wizard Level 12, Wizard Pale Master II, Toughness
    Benefit: You shroud yourself with negative energy and assume many traits of a vampire. While in this form, you gain +2 Strength, +2 Charisma, and using your dominating powers, generate 25% less threat from spells and attacks, and +2 to the DC's of your Enchantment spells. When making unarmed attacks, you deal 1d6 Constitution damage from blood drain on critical hits. Your unarmed and melee attacks heal you for 1 point of negative energy damage. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take quadruple damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate




    Yahoo! At long last, it looks like Turbine has officially made an attempt to have Palemaster and Monk multiclass work together. It was already there hiding in the Wraith/Lich shrouds, but there was a little something missing. And I think its coming in U9. Before I heard about U9 and the new PM forms, I had already built a PM Monk, took it to level 20, and it turned out better than I thought it would. So maybe now, with U9 staring us in the face, I'll take it to the next level.

    A little about my current and soon-to-be TRed PM Monk:

    Its a 28 pt build. Warforged, Wiz12/Monk6/Ftr2. Stats: 20/15/14/10/12/6. HP in the mid to high 400s. AC in the 40s, All 3 saves in the high 20s.

    Pros:
    Being a PM gets it some awesome undead immunties that make it a handful to shut down (I've Soloed the Vale quests several times without a hitch) It self heals through efficient use of Death Auras and Negative Energy burps. Insanely survivable and self-sufficient. Has access to a big arsenal of arcane buffage.

    Cons:
    BAB sucks, sometimes has trouble punching through high AC mobs/bosses. Won't outDPS a purebred level 20 Dark Monk. Sometimes can't heal fast enough when fighting Raid/Epic bosses. Its a STR-based build with horrific INT and WIS; Has no offensive casting capability, and has difficulty stunning a target.

    Summary:
    I like to classify this as a "Support Mele" or a "Jack of all trades toon". It can buff fellow party members, do some decent mele damage, help soften up targets for the casters, or kite stuff around without taking much damage.

    So, I'm about ready to TR into a 34-pt build. I plan to keep the same build concept (12 levels of Wiz for PM, and then throw some Monk to get the unarmed damage bonuses from the PM undead forms). Other than getting 6 new stat points to play with, I want to boost my damage output, get my stun DCs up to a reasonable level, get some more HP (can never have enough), and be able to wear the Shroud of the Abbot.



    So here is the Character Planner version of my build idea:

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Cryowraith TR #1
    Level 20 Lawful Good Half-Elf Male
    (8 Monk \ 12 Wizard) 
    Hit Points: 296
    Spell Points: 772 
    BAB: 12\12\17\22
    Fortitude: 14
    Reflex: 14
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            14                    18
    Constitution         16                    18
    Intelligence         10                    14
    Wisdom               14                    18
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    29
    Bluff                -1                    -1
    Concentration         7                    29
    Diplomacy            -1                     3
    Disable Device        n/a                   n/a
    Haggle                1                     3
    Heal                  2                     4
    Hide                  2                     6
    Intimidate           -1                    -1
    Jump                  3                    12.5
    Listen                2                     4
    Move Silently         2                     4
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     2
    Search                0                     2
    Spot                  2                     4.5
    Swim                  3                     6
    Tumble                6                    13.5
    Use Magic Device     n/a                   n/a
    
    
    Notable Equipment
    Shroud of the Abbot 
    Minos Legens 
    Oremi's Necklace 
    Eerie Belt 
    Oremi's Ring 
    Sanura's Band
    Madstone Boots 
    Bloodstone 
    Green Steel Earthgrab Weave Cloak  
    Gloves of Titan's Grip 
    Sandstorm Goggles 
    Circle of Hatred 
    Jidz-Tet'ka 
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Past Life) Past Life: Wizard
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Diehard
    
    
    Level 3 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Spell Focus: Necromancy
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Toughness
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Fists of Iron
    Enhancement: All-Consuming Flame
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Half-Elf Improved Trap Sense I
    Enhancement: Half-Elf Improved Trap Sense II
    Enhancement: Shroud of the Lich(U9--->Shroud of the Vampire)
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith
    I crunched the numbers earlier, and with all the items and buffs I had, I came up with a pretty tasty 503 HP. Not bad for a build with 12 levels of squishy wizard in it.

    Alright, you may be wondering whats the big deal with Shroud of the Abbot? Well, its the only item in the game (outside of the Mabar Robe/Docent) that has Boon of Undeath. BoU casts inflict light wounds on the wearer whenever he is struck in battle. Its like DR in a way. This would be a great little bonus to a PM Monk. Unfortunately, I didn't realize how fun PMs were until after Mabar was long gone, so I don't have a Epic Docent of Shadow with the BoU, and I can't be sure that Mabar will be coming back. So, at least for the moment, the Shroud of the Abbot is my only option, forcing me to go to a fleshling race to be able to use it.

    Going Half-Elf obviously gets you fleshling status. It also gets you the Dilettante stuff. So, I'm planning on getting the Rog Dilly for the 3d6 sneak attack damage (4d6 total if you count Ninja Spy 1). It also forces the build to be slightly rogueish in its fighting style. (i.e. let the true battle tank get aggro, then come in and backstab the mobs.

    Now for the Update 9 stuff. With Vampires and Zombies looming on the radar, It looks like I'm going to get some mele help from those new undead forms. The Zombie form looks like its only going to be good for the low level stuff (when I'm a monk2/wiz6), but once I get to Vampire at level 12, I'll probably be fighting in that the most often.

    Wraith is a good for damage avoidance/sneaking around. The incorp is nice, but you can get that in 1 min burps from Ninja Spy 1 for just a little Ki. The con damage on crit hits appears to be going over to the Vampire shroud as well. Plus, Vampires get +2 STR, and they will be "unhealed" 1 hp every time they sucessfully hit something. Thats another little boost to self sufficiency. They also get -25% hate from their mele attacks, which I think will be good for keeping aggro on the main tanks. I think the Vampire is the way to go here.

    Well, I've run out of ideas. What do you guys think? +5 Constructive criticism is always welcome.
    Last edited by Cryohazard; 03-27-2011 at 11:33 AM.
    Thelanis:
    Retired Leader of The Ministry of Destruction
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  2. #2
    Community Member oberon131313's Avatar
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    Mar 2006
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    Quote Originally Posted by Cryohazard View Post
    The word is out! Palemasters are getting 2 new STR-based undead forms, Zombie and Vampire. If you haven't read the Lam Release Notes yet, here's a little summary:

    Shroud of the Zombie

    Prerequisites: Wizard Level 6, Wizard Pale Master I
    Benefit: You shroud yourself with negative energy and assume many traits of a zombie. While in this form, you hunger for brains, and gain +2 Strength, +2 Constitution, -2 Intelligence, -4 Charisma, and Damage Reduction 5/Slashing. Your unarmed damage is increased by two die steps, but you attack 20% slower than normal. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 25 spell points to activate.

    Shroud of the Vampire

    Prerequisites: Wizard Level 12, Wizard Pale Master II, Toughness
    Benefit: You shroud yourself with negative energy and assume many traits of a vampire. While in this form, you gain +2 Strength, +2 Charisma, and using your dominating powers, generate 25% less threat from spells and attacks, and +2 to the DC's of your Enchantment spells. When making unarmed attacks, you deal 1d6 Constitution damage from blood drain on critical hits. Your unarmed and melee attacks heal you for 1 point of negative energy damage. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take quadruple damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate




    Yahoo! At long last, it looks like Turbine has officially made an attempt to have Palemaster and Monk multiclass work together. It was already there hiding in the Wraith/Lich shrouds, but there was a little something missing. And I think its coming in U9. Before I heard about U9 and the new PM forms, I had already built a PM Monk, took it to level 20, and it turned out better than I thought it would. So maybe now, with U9 staring us in the face, I'll take it to the next level.

    A little about my current and soon-to-be TRed PM Monk:

    Its a 28 pt build. Warforged, Wiz12/Monk6/Ftr2. Stats: 20/15/14/10/12/6. HP in the mid to high 400s. AC in the 40s, All 3 saves in the high 20s.

    Pros:
    Being a PM gets it some awesome undead immunties that make it a handful to shut down (I've Soloed the Vale quests several times without a hitch) It self heals through efficient use of Death Auras and Negative Energy burps. Insanely survivable and self-sufficient. Has access to a big arsenal of arcane buffage.

    Cons:
    BAB sucks, sometimes has trouble punching through high AC mobs/bosses. Won't outDPS a purebred level 20 Dark Monk. Sometimes can't heal fast enough when fighting Raid/Epic bosses. Its a STR-based build with horrific INT and WIS; Has no offensive casting capability, and has difficulty stunning a target.

    I like classify this as a "Support Mele" or a "Jack of all trades toon". It can buff fellow party members, do some decent mele damage, help soften up targets for the casters, or kite stuff around without taking much damage.

    So, I'm about ready to TR into a 34-pt build. I plan to keep the same build concept (12 levels of Wiz for PM, and then throw some Monk to get the unarmed damage bonuses from the PM undead forms). Other than getting 6 new stat points to play with, I want to boost my damage output, get my stun DCs up to a reasonable level, get some more HP (can never have enough), and be able to wear the Shroud of the Abbot.



    So here is the Crafting Planner version of my build idea:

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Cryowraith TR #1
    Level 20 Lawful Good Half-Elf Male
    (8 Monk \ 12 Wizard) 
    Hit Points: 296
    Spell Points: 772 
    BAB: 12\12\17\22
    Fortitude: 14
    Reflex: 14
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            14                    18
    Constitution         16                    18
    Intelligence         10                    14
    Wisdom               14                    18
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    29
    Bluff                -1                    -1
    Concentration         7                    29
    Diplomacy            -1                     3
    Disable Device        n/a                   n/a
    Haggle                1                     3
    Heal                  2                     4
    Hide                  2                     6
    Intimidate           -1                    -1
    Jump                  3                    12.5
    Listen                2                     4
    Move Silently         2                     4
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     2
    Search                0                     2
    Spot                  2                     4.5
    Swim                  3                     6
    Tumble                6                    13.5
    Use Magic Device     n/a                   n/a
    
    
    Notable Equipment
    Shroud of the Abbot 
    Minos Legens 
    Oremi's Necklace 
    Eerie Belt 
    Oremi's Ring 
    Sanura's Band
    Madstone Boots 
    Bloodstone 
    Green Steel Earthgrab Weave Cloak  
    Gloves of Titan's Grip 
    Sandstorm Goggles 
    Circle of Hatred 
    Jidz-Tet'ka 
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Past Life) Past Life: Wizard
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Diehard
    
    
    Level 3 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Spell Focus: Necromancy
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 7 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Toughness
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Fists of Iron
    Enhancement: All-Consuming Flame
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Half-Elf Improved Trap Sense I
    Enhancement: Half-Elf Improved Trap Sense II
    Enhancement: Shroud of the Lich(U9--->Shroud of the Vampire)
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith
    I crunched the numbers earlier, and with all the items and buffs I had, I came up with a pretty tasty 503 HP. Not bad for a build with 12 levels of squishy wizard in it.

    Alright, you may be wondering whats the big deal with Shroud of the Abbot? Well, its the only item in the game (outside of the Mabar Robe/Docent) that has Boon of Undeath. BoU casts inflict light wounds on the wearer whenever he is struck in battle. Its like DR in a way. This would be a great little bonus to a PM Monk. Unfortunately, I didn't realize how fun PMs were until after Mabar was long gone, so I don't have a Epic Docent of Shadow with the BoU, and I can't be sure that Mabar will be coming back. So, at least for the moment, the Shroud of the Abbot is my only option, forcing me to go to a fleshling race to be able to use it.

    Going Half-Elf obviously gets you fleshling status. It also gets you the Dilettante stuff. So, I'm planning on getting the Rog Dilly for the 3d6 sneak attack damage (4d6 total if you count Ninja Spy 1). It also forces the build to be slightly rogueish in its fighting style. (i.e. let the true battle tank get aggro, then come in and backstab the mobs.

    Now for the Update 9 stuff. With Vampires and Zombies looming on the radar, It looks like I'm going to get some mele help from those new undead forms. The Zombie form looks like its only going to be good for the low level stuff (when I'm a monk2/wiz6), but once I get to Vampire at level 12, I'll probably be fighting in that the most often.

    Wraith is a good for damage avoidance/sneaking around. The incorp is nice, but you can get that in 1 min burps from Ninja Spy 1 for just a little Ki. The con damage on crit hits appears to be going over to the Vampire shroud as well. Plus, Vampires get +2 STR, and they will be "unhealed" 1 hp every time they sucessfully hit something. Thats another little boost to self sufficiency. They also get -25% hate from their mele attacks, which I think will be good for keeping aggro on the main tanks. I think the Vampire is the way to go here.

    Well, I've run out of ideas. What do you guys think? +5 Constructive criticism is always welcome.
    Once my Llama updates, I'll be testing zombie form to see if the +2 unarmed damage die bump stacks with stuff like the garments. (no past life monk yet, so can't test that).

    If it does stack with all of that, it may make zombie form worth taking.

    The loss of Lich form hurts me, though.
    Epic Destiny Planner - http://ddodestiny.info
    Adumbrate, Sienn, Selket, Synaxis, Ognwe-, Halpin, Sivva, Bigstick, Jemus, Colichemarde
    Quote Originally Posted by Gunga
    His pant muscles aren't as big as ours...

  3. #3
    Community Member Cryohazard's Avatar
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    Default

    Quote Originally Posted by oberon131313 View Post
    Once my Llama updates, I'll be testing zombie form to see if the +2 unarmed damage die bump stacks with stuff like the garments. (no past life monk yet, so can't test that).

    If it does stack with all of that, it may make zombie form worth taking.

    The loss of Lich form hurts me, though.
    The -20% attack speed with the zombies has me cringing. But then again, Zombies have always been rather oaf-ish.

    And yeah, I'm going to miss the Lich's negative energy damage per strike, and the +2 CON. Harry, Suulo, and Horoth, and other mobs across Eberon will be thanking the Devs
    Last edited by Cryohazard; 03-27-2011 at 02:50 AM.
    Thelanis:
    Retired Leader of The Ministry of Destruction
    Retired Player of DDO
    Quote Originally Posted by Tuffmann View Post
    Let me concede and bow to your far superior social graces.....

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