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  1. #1
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    Default Non-Shintao Void Light monk: Good idea?

    I'm going to Lesser Reincarnate my monk in a few days, and I'm trying to plan her out a bit better this time around. I didn't know locating secret doors could be done with gear, etc. and basically I wound up with a mess.

    I've been trying to plan out her future build, with which I was originally just going to shoot for Void Strike. However, the more I look at the forums, the less it looks like people seem to think that a purely Void Strike Light Monk is a good idea. It looks like at least the majority of people think that you need to pursue the Shintao prestige class as well. I've only begun playing within the past couple of weeks, so I've never played late-game content, and don't really know what the DR on higher-level enemies is like (I assume it's that cold-steel/Silver DR bypass that makes them so great?)

    I wouldn't mind going Shintao so much, but as everyone knows monks are really AP-starved, and I wouldn't be able to even get all of my Racial (Elven) Dexterity or Class (Wisdom) enhancements. My hope is to mostly be able to solo, and it seems like maximizing my stat potential is the best course there.

  2. #2
    Community Member Diyon's Avatar
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    I'd not pass up Shintao while going light monk. You get awesome CC stuns/locks including a ranged one and the DR bypass is really helpful late game.
    Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind

  3. #3
    Community Member HungarianRhapsody's Avatar
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    If you want to solo, Shintao offers a bunch of really nice tools that enhance your ability to solo. You have to take one garbage feat, but all of the enhancements that you have to take are ones that you probably would have taken anyway. The only enhancement that is even remotely questionable is Monk Improved Recovery III.

  4. #4
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    I've played around with the planner, and this is what I've been able to come up with. Seems like a real waste though to be unable to take Wisdom II and III. The tomes there are just what I'll need, essentially, for Void Strike. Other than the really lopsided enhancement placement (Currently I'm level 7, so I was planning that far for now), does this look like a workable build? I'm not in a guild and don't really know anyone else who plays, so I can't count on any gear besides what I can find and buy (I have a deep-seated hatred of crafting systems, so tend to avoid them when at all possible) and just left it out.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Silvikk Jaiwind
    Level 20 Lawful Good Elf Female
    (20 Monk) 
    Hit Points: 272
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 17
    Will: 17
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   16
    Dexterity            16                 19                   21
    Constitution         13                 16                   16
    Intelligence         12                 12                   12
    Wisdom               15                 16                   19
    Charisma              8                  8                    8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Constitution used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    28
    Bluff                -1                    -1
    Concentration         5                    40
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                     3
    Heal                  2                     4
    Hide                  3                     5
    Intimidate           -1                    -1
    Jump                  6                    26
    Listen                2                     6
    Move Silently         3                     5
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                  6                    30
    Swim                  2                     3
    Tumble                7                    30
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Weapon Finesse
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 4 (Monk)
    Ability Raise: CON
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Discipline
    Feat: (Selected) Stunning Fist
    
    
    Level 7 (Monk)
    Enhancement: Elven Dexterity I
    Enhancement: Way of the Clever Monkey I
    Enhancement: Monk Improved Recovery I
    Enhancement: Void Strike I
    Enhancement: Improved Concentration I
    Enhancement: Improved Tumble I
    Enhancement: Monk Wisdom I
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    Enhancement: Way of the Clever Monkey II
    Enhancement: Way of the Clever Monkey III
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Shintao Monk I
    Enhancement: Shintao Monk II
    Enhancement: Void Strike II
    Enhancement: Adept of Wind
    Enhancement: Master of Thunder
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Master of Bonfires
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration II
    Enhancement: Improved Spot I
    Enhancement: Improved Tumble II
    
    
    Level 14 (Monk)
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Power Critical
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Enhancement: Monk Serenity
    Enhancement: Elven Dexterity II
    Enhancement: Way of the Clever Monkey IV
    Enhancement: Shintao Monk III
    Enhancement: Void Strike III
    Enhancement: Void Strike IV
    Enhancement: Grandmaster of Storms
    Enhancement: Master of Stone
    Enhancement: Master of the Sea

  5. #5
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    Power Critical is a fairly shoddy feat, and Discipline isn't exactly amazing - I'd drop those two, replacing them with early Power Attack and Cleave to qualify for Shintao.

    Weapon Focus is also somewhat questionable, in my book - it's such a small +1 to attack: How about Improved Sunder, instead, for ruining fortitude saves?

    (I'd also consider Great Cleave as a possible replacement, but that's mostly because I'm a roundhouse kick addict... if only Whirlwind Attack was something monks could reasonable aim for. But never mind that.)

  6. #6
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    No reason to ever give up shintao if you're going light. It gives you too much DR breakers, the main one being silver. All of the other abilities are quite useful too.

  7. #7
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    Just throwing this out there since no one else mentioned, dump int & boost your con with the points from it.

  8. #8
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    I appreciate the feedback from everyone. I opted to go ahead and do the reincarnation, and decided to replace Weapon Focus and Discipline with Power Attack and Cleave. I won't be taking Improved Sunder, since I don't really see too much need for Fortitude on a Monk (Does Stunning Fist use Fort?)

    I kept the Int. Any fewer than five Skill points per level would drive me nuts. CON was the first tome I got, so I'm not too worried about it being too low.

    Anyway, thanks again for the tips, guys.

  9. #9
    Community Member Kinerd's Avatar
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    Clever Monkey 4 is an awful lot. Between being Dex-based, Improved Evasion, and soloing, the traps and resistance will not come into play very often. If you're feeling AP crunched, this is what I would drop first.

    How married are you to Elf? Between that and the level-ups you need to scatter, I just think you're giving up too much for Void strike 4.
    Quote Originally Posted by Silvikk
    I won't be taking Improved Sunder, since I don't really see too much need for Fortitude on a Monk (Does Stunning Fist use Fort?)
    It does.

  10. #10
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    Quote Originally Posted by Kinerd View Post
    Clever Monkey 4 is an awful lot. Between being Dex-based, Improved Evasion, and soloing, the traps and resistance will not come into play very often. If you're feeling AP crunched, this is what I would drop first.

    How married are you to Elf? Between that and the level-ups you need to scatter, I just think you're giving up too much for Void strike 4.It does.
    I've spent pretty much $40 on this character alone, so pretty married. I'm going with Clever Monkey 4 because nearly every time I die, it's from 20+ damage from fire or acid cast by enemies several times per second. Melf's Acid Arrow in particular wore me down every five steps in one of the lower-level quests.

    I've been playing on my new build now, and other than really not feeling as survivable as I was when I was completely ignoring Shintao, I'm also generally not hitting as often because there's apparently no setting between "cripple my to-hit rolls please" and "I would like a couple more dps" =/

  11. #11
    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    clevery monkey isn't worth as much as it once was due to the spell damage changes.

    I am still getting debaiting getting rid of it myself. Probably will.

  12. #12
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    Quote Originally Posted by Missing_Minds View Post
    clevery monkey isn't worth as much as it once was due to the spell damage changes.

    I am still getting debaiting getting rid of it myself. Probably will.
    Would changing back to turtle help my survival, do you think?

  13. #13
    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Quote Originally Posted by Silvikk View Post
    Would changing back to turtle help my survival, do you think?
    Well, you could get that 20 hit points you were talking about. Something that I may do as well.

  14. #14
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    i have both a L20 shinto light monk, and a L20 light, non-shinto, void based monk.....

    the void one, i hve lesser reincarnated to dark monk to compliment the void powers

    the void 4 strike is cool, but NOT worth giving up the shinto abilities.....

    stay with the shinto/light path, the void iv and rise of the phoenix powers are cool, but not worth the cost of getting them.

    good luck!

    don't forget to farm for a Jid'z takata thingy from the House D sentinals chain.

  15. #15
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    I have to agree with Calhou regarding Imp. Sunder. I've been using it a lot along with the Eagle Claw attack and Imp. Destruction wraps, I drop mobs AC down a huge chunk in no time.

    Also even if they save against Imp Sunder, it drops their fort saves by 3(stacks 5 times) which helps a lot with my lowish stunning fist DC's.

  16. #16
    Community Member WruntJunior's Avatar
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    Improved sunder is just generally useful on a monk...for example, I run up to an enemy that I want to quivering palm, I hit improved sunder, they lose 3-6ish points of fort save (I think it can technically hit three times, but I'm not sure...so I'll assume 2) and then die more easily. Every monk should have it...and not even talking about just for raid bosses.
    Eternal Infinity: Wruntjunior ~ DI Sorc // Youngwrunt ~ Survivalist Paladin // Wruntarrow ~ Monkcher // Wruntsonmonk ~ Wis-Based Monk

  17. #17
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    I won't be taking Improved Sunder, since I don't really see too much need for Fortitude on a Monk (Does Stunning Fist use Fort?)
    SF is indeed a fort save and Improved Sunder will add an automatic +3 to your DC even if the mob makes the save. It is an invaluable feat for a light Monk.

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