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  1. #1
    Community Member AsburyParker's Avatar
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    Default Longsword Ranger 12 Monk 6 Rogue 2

    It's always bugged me when I played my ranger monk unarmed. It seemed that I was loosing something from Tempest by not weilding two weapons. So, I LR'ed into a version of the following build. It's working out fairly well so far. I'm posting the build here for feedback on possible improvements should I decide to LR again or reroll.
    The goals of the build are to (1) be able to solo as much as possible without being auto-declined by groups, (2) be fairly versitile toon (be able to handle traps, melee, range), and (3) to be as self-sufficient as possible given the previous goals.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Male
    (6 Monk \ 2 Rogue \ 12 Ranger) 
    Hit Points: 278
    Spell Points: 182 
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 19
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            14                    16
    Constitution         14                    15
    Intelligence         12                    12
    Wisdom               14                    14
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    20
    Bluff                -1                    -1
    Concentration         4                    27
    Diplomacy            -1                    -1
    Disable Device        5                    24
    Haggle               -1                    -1
    Heal                  2                     2
    Hide                  5                     8
    Intimidate           -1                    -1
    Jump                  7                    12
    Listen                2                     2
    Move Silently         6                     9
    Open Lock             6                     7
    Perform              n/a                   n/a
    Repair                1                     1
    Search                5                    24
    Spot                  6                    25
    Swim                  3                     6
    Tumble                3                     6
    Use Magic Device     n/a                   n/a
    
    Level 1 (Rogue)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 3 (Ranger)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Whirling Steel Strike
    
    
    Level 5 (Monk)
    Feat: (Monk Bonus) Dodge
    
    
    Level 6 (Ranger)
    Feat: (Selected) Mobility
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Aberration
    
    
    Level 9 (Ranger)
    Feat: (Selected) Spring Attack
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Ranger)
    
    
    Level 12 (Ranger)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Monk)
    Feat: (Selected) Maximize Spell
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Power Attack
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Rogue)
    Enhancement: Rogue Haste Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Improved Cleric Dilettante I
    Enhancement: Improved Cleric Dilettante II
    Enhancement: Improved Cleric Dilettante III
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Greater Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Static Charge
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Tempest I
    Enhancement: Ranger Tempest II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Devotion IV
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Rogue Wand and Scroll Mastery I
    Last edited by AsburyParker; 09-11-2012 at 09:37 AM.

  2. #2
    Community Member AsburyParker's Avatar
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    Default

    Oh, one other thing. What would be good gear for this type of build?

  3. #3
    Community Member xoowak's Avatar
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    No UMD or Open Lock, but you put points in Jump? You can cast the spell, you don't need the skill.

    Drop Power Critical for Great Cleave so you can take Overwhelming Critical.

  4. #4
    Community Member AsburyParker's Avatar
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    I put 4 points into ol at creation and it has worked so far. I'm sure there are locks at endgame on elite that I won't be able to get. Are there any that are that important. The cleric dilitant is why no UMD. The points into jump and balance seemed more useful with the cleric dili. Is there a better dili, which would justify puting points back into UMD?
    Plan to take greater cleave at 21 and Overwhelming Crit at 24.

  5. #5
    Community Member Willan's Avatar
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    You want one of your epic feats to be improved martial arts and power critical is a trap. You want UMD for other reasons than heal scroll... Teleport / fireshield /coldshield /displacement.

  6. #6
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Willan View Post
    You want one of your epic feats to be improved martial arts and power critical is a trap.
    IMA req's monk lvl 12+; this build only hits monk 6. Power Crit is no longer the trap it once was (now provides +2 Seeker bonus); but I agree with xoowak that GC -> OC is better. That requires rejiggering his feats a bit, as he doesn't take PA+CL until lvl 18.

  7. #7
    Community Member AsburyParker's Avatar
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    I see your point. GC does more damage everytime used PC only does more damage on crits (even though it makes crits more likely). As much as the change to PC I wanted to take it since I need WF:S for WSS, which is kind of a major part of the build. Since WF is a prereq for both PC and WSS, I feel like taking WF:S and WSS is more justified.
    If I take monk 6 by lvl 15, I can take PA for my monk feat at 15, then take cleave as the regular feat at 15 and GC at 18. Then I could still take PC as one of my epic feats. That should work, thanks.

  8. #8
    Build Constructionist unbongwah's Avatar
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    I'd probably take Imp Sunder instead of Power Crit.

    Also, I haven't updated it in ages (not since FoL got nerfed for MCed monks), but have a look at my Tempest Phoenix.

  9. #9
    Community Member AsburyParker's Avatar
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    Thanks for the feedback.
    Taking a look at your tempest pheonix build reminded me of something I took out of an earlier version of the build. Specifically, the maximize feats and ranger devotion enhancements. I took it out because when soloing the sp pool is too shallow to make it very useful. It generally works better to run an wand heal. But when in a group with tougher mobs maximize and devotion may work well when the healer is preoccupied. Still no GC until 21 and no improved sunder. I use cursespewing of destruction in the main hand. Would the stacking effects of IS outweigh the improved self-sufficiency of Maximize?

  10. #10
    Build Constructionist unbongwah's Avatar
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    The main reason I haven't updated my TP build is I consider it a dead concept. Turbine nerfed the FoL finisher some time ago so that its heals are based on the # of monk lvls, not the char lvl; which means FoL's heal output on MCed monk builds got severely gimped. What you're left with is a build with low-to-mediocre DPS and modest self-healing; sticking with handwraps would be better DPS & let you use Stunning Fist. If you really want to use blades on a MCed monk, sticking with short swords & Ninja I makes more sense: comparable DPS without wasting two feats.

  11. #11
    Community Member AsburyParker's Avatar
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    Handwraps definitely are better DPS, but the AC and PRR that come with Tempest do make a difference. Most noticablely when soloing. Wraps are the better option when you can finish mobs before they have a chance to do substantial damage (not likely when soloing with a melee).
    You make a good point about using shortswords. The feats saved could be used for GC and IS.

  12. #12
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    why not 2 artificer over 2 rogue? just switch cleric to rogue dilly and train UMD as much as you can. and if you have at least 11 intelligence you can use enchant weapon and armour!

  13. #13
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    Default Just one comment

    Groups that auto deny you are groups you don't want to be in anyways. Period.
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  14. #14
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    Quote Originally Posted by unbongwah View Post
    If you really want to use blades on a MCed monk, sticking with short swords & Ninja I makes more sense: comparable DPS without wasting two feats.
    Quote Originally Posted by flute136 View Post
    why not 2 artificer over 2 rogue? just switch cleric to rogue dilly and train UMD as much as you can. and if you have at least 11 intelligence you can use enchant weapon and armour!
    I second both of these. You get a nice 1 level boost to the level on scrolls and potions, a +2 to UMD checks with scrolls, +1 damage during any times your group lacks an arti, and 3d6 sneak attack damage for less AP cost than the maxed out cleric line + rogue sneak damage cost you to get 1d6+3 (not to mention the extra sneak damage from going dark monk). And don't discount the value of that little lever-pulling mutt. I can't tell you how nice it is to have a sacrificial puppy to get blown up when needed. :P

    And as for the short swords, if you're going to level 6 monk (and not past) dark just makes so much more sense. The light buffs are great, the healing curse is very powerful, but 25% incorp trumps everything from those first 6 levels of light. Toss in that you don't have to spend any feats, that there are some very good short swords now, and it's a pretty easy choice.
    Tajawuka 9 monk/8 ranger/3 arti AA (3 ranger/monk/fighter pl's) - Toolbots working on Morninglord Cleric life #2 (3 wizard/sorc/druid pl) - Evisra 28 rogue

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