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  1. #1
    Community Member pyntsized's Avatar
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    Talking The Hitmonchan, light path wis/dex stunner build

    First off, I would like to give credit to Hydro for his wonderful Metaru build that this was based off of (see his build here:[URL]
    Second, I would like to thank Anthios888 for her monk build ([URL] because it showed me that monks can be good, after I created the gimpest monk ever (pyntsized's first life on G-land).
    Now, on to the build.


    Race:
    Half-orc because of the STR enhancements and extra base STR.

    Alignment:
    Lawful Neutral because in this build you will end up using a pair of wraps with taint of evil on them. Also because you take less damage this way.

    Stats:
    34-pt build
    STR: 16
    DEX: 16
    CON: 15 (round out to 16 on 36-pt build)
    INT: 6
    WIS: 16
    CHA: 6

    Stat Analysis at LVL 25
    Note: Yugo pots are not included because I do not have the favor for them yet. Add +2 to Stat if you have the favor for Yugo pots.
    Strength:
    16 Base + 7 Item + 1 Exceptional - 2 Grandmaster of Oceans Stance + 2 Insightful + 2 Tome + 2 Enhancement =
    28 Standing Strength
    + 5 Primal Scream =
    33 Self-Buffed Strength
    + 1 Bard Song + 2 Ship=
    36 Situational Strength

    Dexterity:
    16 Base + 8 Item + 3 Insightful + 2 Tome =
    29 Standing Dexterity
    + 2 Bard Song + 2 Ship =
    33 Situational Dexterity

    Constitution:
    15 Base(16 if 36-pt) + 2 Insightful + 7 Item + 3 Tome =
    27 Standing Constitution
    + 5 Primal Scream =
    32 Self-Buffed Constitution
    + 2 Bard Song +2 Ship =
    36 Situational Constitution

    Intelligence:
    6 Base + 2 Tome =
    8 Standing Intelligence
    + 2 Ship + 2 Bard Song =
    12 Situational Intelligence

    Wisdom:
    16 Base + 7 Item + 2 Insightful + 2 Enhancements +2 Capstone + 4 Tome + 4 Grandmaster of Oceans Stance + 6 level ups + 2 Epic Destinies =
    45 Standing Wisdom
    + 2 Bard Song + 2 Ship =
    49 Situational Wisdom

    Charisma:
    6 Base + 3 Tome =
    9 Standing Charisma
    + 2 Bard Song + 2 Ship =
    13 Situational Charisma

    Hit Points:
    200 Base + 20 Heroic Durability + 10 Draconic Vitality + 27 Toughness + 160 Constitution Bonus + 20 Toughness Item + 20 Way of Patient Tortoise + 20 Racial Toughness Feat =
    477 Standing Hit Points
    + 60 Constitution Bonus from Primal Scream =
    537 Self-Buffed Hit Points
    + 20 Constitution Bonus from Bard Song +20 Constitution Bonus from Ship =
    577 Situational Hit Points

    Level 25 Stats in Ocean Stance :
    STR: 28 (+9)
    DEX: 29 (+9)
    CON: 27 (+8)
    INT: 8 (-1)
    WIS: 45 (+17)
    CHA: 9 (-1)

    Feats:
    Free: PL Fighter
    1: Power Attack (PA)
    1: (Monk) Stunning Fist
    2: (Monk) Discipline
    3: Toughness
    3: (Path) Path of Harmonius Balance
    6: Two Weapon Fighting
    6: (Monk) Dodge
    9: Improved Two Weapon Fighting
    12: Improved Critical Bludgeoning Weapons
    15: Greater Two Weapon Fighting
    18: Mobility
    21: Vorpal Strikes
    24: Improved Martial Arts

    Feat Analysis:
    Power Attack:
    +5 to damage -5 to hit base and +8/-8 with max Half Orc Power Attack enhancements. The large penalty to hit makes no difference with the new bonus to hit you get from being proficient in your weapon and the increase in damage is extremely nice.

    Two Weapon Fighting Chain
    Maxxed out allows you to have an 80% chance to proc an offhand attack. Obviously a huge DPS increase for any character. Monks are also the only class that receives full STR bonus in their off hand.

    Stunning Fist
    Stunned mobs take 1.5x damage from attacks. This is a HUGE dps increase for you and for party. Increases solo-ability. Must have for all monk WIS builds.

    Path of Harmonious Balance
    Light strike puts healing curse on enemy, meaning you heal by hitting the mob. Light:Light:Light finisher heals party members around you, great for when you are in a raid and want to help out a little bit.
    Earth:Light:Earth finisher is a must-have for raids where stun is big.
    Fire:Light:Fire finisher increases nearby allies skills by +2 untyped which is great for helping out rogues.
    Air:Light:Air finisher gives 20% concealment bonus to nearby allies, which reduces the hits they take making healers have an easier time healing.
    Water:Light:Water finisher gives 25% SP reduction, which is great for buffs at the start of a quest.

    Toughness
    27 more hit points at level 25 and it unlocks Racial Toughness enhancements.

    Improved Critical Bludgeoning Weapons
    Makes your fists crit on a 19-20/x2 vs. a 20/x2. Required feat for any DPS character.

    Improved Martial Arts
    This feat adds an extra W (1d6) damage to your attack that stacks with the past life feat and all gear bonuses.

    Vorpal Strikes
    Hits get the vorpal enchantment, and you bypass DR/Slash. No more kamas needed for zombies.

    Dodge and Mobility
    Increased dodge %

    Discipline
    Needed for Shintao Monk PrE, increases concentration by 2, and increases fort save by 1.

    Skill Points:
    Lvl 1: 4 in concentration, 3 in balance, 1 in tumble
    Lvl 2-7: 1 in concentration, 1 in balance
    Lvl 8-20: 1 in concentration, 1 in balance, 1 for your choice

    Lvl 25 Concentration:
    24 base + 8 CON Mod + 15 Item + 4 Enhancement + 10 Capstone + 4 Patient Tortoise + 2 Discipline + 5 Epic Skills =
    72 Standing Concentration

    Enhancements
    Note: Probably not hit 80 AP with these enhancements, will have to take a closer look
    Enhancement: Monk Serenity
    Enhancement: Orcish Fury 1-2
    Enhancement: Orcish Power Attack 1-3
    Enhancement: Orcish Strength 1-2
    Enhancement: Way of the Patient Tortoise 1-4
    Enhancement: Racial Toughness 1-2
    Enhancement: Monk Wisdom 1-2
    Enhancement: Shintao Monk 1-3
    Enhancement: Concentration 1-4
    Enhancement: Ocean Stance 1-3
    Enhancement: Wind Stance 1-3
    Enhancement: Monk Improved Recovery 1-3

    Why Water and Air Stance?
    Water improves wisdom by 4, saves by 4, dodge % by 4, and passive ki regen by 1. This means that with capstone and some playing around with Epic Destinies, you can hit a passive ki regen of at least 3, probably more. (-2 STR from stance)
    Air improves dexterity by 4, attack speed by 15%, and doublestrike chance by 10%. This is a nice dps increase that doesn't gimp wis. (-2 CON from stance)

    Epic Destinies
    The best Epic Destiny to go into as a monk, IMO, is Grandmaster of flowers. Why? Because GMoF gives:
    +60 ki
    +6 SR
    Slippery Mind Feat
    +3 DC to tactical feats (i.e. stunning fist)
    immunity to slippery surfaces
    tumbling through enemies
    immunity to most knockdowns
    +1 ki regeneration
    These are just the passively granted ones at lvl 5 GMoF. You also gain the ability to cast heal spell on yourself for 30 ki (5 min cooldown) and restore 25-125 ki (3 min cooldown.

    Abilities to take from level 1:
    Lily Petal---1 DP
    Enlightenment T3---3 DP
    A Dance of Flowers T3---3 DP
    Passive Wisdom---2 DP

    Abilities to take from level 2:
    Hail of Blows---1 DP

    Abilities to take from level 3:
    Orchid Blossom---1 DP
    Walking with Waves T3---3 DP

    Abilities to take from level 4:
    Piercing Clarity T2---2 DP

    Abilities to take from level 5:
    Drifting Lotus---1 DP
    Passive Bonus Wisdom---2 DP

    Abilities to take from level 6:
    A scattering of Petals---1 DP
    Everything is Nothing---2 DP

    Twists:
    Brace for Impact T2 (level 0 ability from Unyielding Sentinel)
    Sense Weakness T3 (level 4 ability from Fury of the Wild)
    Legendary Tactics T3 (level 0 ability from Legendary Dreadnought)

    Items:
    Head: Epic Shining Crest of St. Markus (+90 devotion, greater healing lore, deathblock, heavy fortification slotted)
    Trinket: Planar Focus of Subterfuge (Ins. DEX +3, Planar Focus of Subterfuge set bonus)
    Necklace: Shintao Cord (CON +6, Concentration +15, Shintao Monk set bonus)
    Belt: Belt of the Sun Soul (CON +7, Ins. WIS +2, Concentration +15, Way of the Sun Soul set bonus)
    Goggles: Drow Smoke Goggles (Spot -5, Blindness Immunity, Manslayer, Seeker +6)
    Cloak: Adamantine Cloak of the Wolf (Exceptional Seeker +5, Dodge Bonus +4%, Attack Bonus +4, Diversion 20%)
    Gloves: Purple Dragon Gauntlets (STR +7, Ins. CON +2, Healing Amplification +30%, Knight's Loyalty set bonus)
    Wrist: Bracers of the Sun Soul (WIS +7, Ins. CON +2, Superior Parrying, Way of the Sun Soul set bonus)
    Ring 1: Kyosho's Ring (Exceptional STR +1, WIS +6, Holy Burst slotted)
    Ring 2: Seal of House Avithoul (Sneak Attack Bonus +5, Exceptional Sneak Attack Bonus +3, Improved Deception, Random Lesser Ability Bonus[doesn't matter, will overlap no matter what])
    Weapon: Antipode (+7 enhancement bonus, antipodal, doublestrike 6%, Reinforced Fists, Stunning +10, Planar Focus of Subterfuge set bonus added)
    Armor: Spider-spun Caparison (DEX +8, Armor Bonus +9, Resistance Save +6, Enhanced Ki +1, Reinforced Fists, Concentration +15, Toughness, Way of Sun Soul set bonus added)

    For items, you can also substitute silver flame amulet/talisman and minos legens for head and neck. you will still keep deathward and heavy fort, but you won't have the Shintao item set bonus.

    Set Bonuses:
    Planar Focus of Subterfuge set bonus: Exceptional Sneak Attack Bonus +5, True Seeing, Dodge bonus 3%
    Shintao Monk set bonus: +2 Exceptional Bonus to To-Hit and Damage, Unarmed attacks bypass Good and Evil damage reduction, 15% additional melee threat generation
    Way of the Sun Soul set bonus:
    Water - When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of a Fire Shield (Cold) spell for the next ten seconds. This ability cannot trigger more than once every twenty seconds.
    Air - When you roll a natural 20 on an attack roll and confirm it at a critical hit, you will benefit from the effects of Freedom of Movement. and a 6% Morale bonus to Doublestrike chance for the next ten seconds. This ability cannot trigger more than once every twenty seconds

    DR Breaking
    Once you are fully geared, level 25 and have adapted enhancements and Epic Destinies to what I have mentioned above, you will be able to break Bludgeoning, Slashing, Magic, Good, Evil, Lawful, Silver, Byeshk, Cold Iron, and Adamantine DR. In other words, you break almost all the DR in the game.

    Stun DC
    As a wisdom based build, you would expect to have a high stun DC.
    10 base + 12 Character Level Bonus + 10 Stunning item + 3 DC from Epic Destiny + 1 DC from Fighter Past Life (free version) + 17 Wisdom Mod +6 Legendary Tactics Twist =
    59 Standing Stun DC
    + 2 Wisdom Mod from Bard song + 1 Wisdom Mod from Ship=
    62 Situational Stun DC

    The original Metaru apparently had 60-62 Stun DC, with lower wisdom. I'm hoping I am missing something so that the stun DC will be higher

    AC Calculations
    10 base + 9 Item + 15 Monk AC Bonus + 17 WIS Bonus + 9 DEX Bonus + 4 Superior Parrying + 6 Walking with Waves =
    70 Standing AC
    + 1 WIS bonus granted by bard song + 1 DEX bonus granted by bard song + 1 WIS Bonus granted by ship buff + 1 DEX bonus granted by ship buff + 3 Barkskin + 3 Ship Buffs =
    80 Situational AC

    Save Calculations
    12/12/12 Base
    5/5/5 Grandmaster of Oceans stance
    6/6/6 Resistance Bonus
    0/0/17 WIS Bonus
    8/0/0 Con Bonus
    0/9/0 DEX Bonus
    2/2/2 Brace for Impact Bonus
    33/34/42 Total

    Thank you for reading my build. I have not rolled this character yet as my fighter is till working on getting the items for him. Feel free to make suggestions and comments on the build. I am not saying this is the best monk ever, this is only my first monk build idea and I feel that it is pretty solid.
    Last edited by pyntsized; 03-16-2013 at 04:41 PM. Reason: updates
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  2. #2

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    Looks like a strong build by the numbers. Let us know how it works in practice. That Epic St. Markus helm would be such a winner; gives me a reason to run DQ again since that adventure existed before Monks were added to DDO, if others tell me correct.
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  3. #3
    Community Member pyntsized's Avatar
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    Shoot! I didn't realize the st. Markus helm was from sands. That mean I'll end up using my slightly less powerful head/neck combo of minos and silver flame talisman unless I get the helm before I TR. Your book of syncletia is nice spencer, only guide I have seen that is written like it would be taught instead of just blatantly saying things. Nice job with it.
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    Everything is Nothing is not free.

  5. #5
    2015 DDO Players Council FuzzyDuck81's Avatar
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    Good build, but maybe ditch discipline & take precision instead - its also one of the possible shintao prerequisites & in addition to boosting the to-hit, it'll let you bypass 25% of fortification & doesn't reduce base damage any more.

    edit: just noticed you put power attack in... in that case ditch discipline & take cleave - its also a shintao prereq. & dishing out a roundhouse kick to a group of enemies is always a laugh & the +[w] from it is nice.. great in mid levels with a paralyser too, you can open combat with that then follow up with a stunning fist & immobilise groups of enemies at once, great fun! Also, once you've got vorpal strikes those rare multiple vorpals from a cleave are just brilliant
    Last edited by FuzzyDuck81; 12-03-2012 at 11:00 AM.
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  6. #6
    Community Member SensaiRyu's Avatar
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    Quick feat suggestion: Take Vorp Strikes at lvl 21.

    Looking at your ED selections for GMoF:
    Use this for planning. You'll run out of points (well... you'll have 1 point left) when you take Scattering. No EiN. No second Wis.

    With your wisdom, taking Enlightenment doesn't get you that much. I'd take Balance for the +3% dodge.
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    Quote Originally Posted by SensaiRyu View Post
    Quick feat suggestion: Take Vorp Strikes at lvl 21.

    Looking at your ED selections for GMoF:
    Use this for planning. You'll run out of points (well... you'll have 1 point left) when you take Scattering. No EiN. No second Wis.

    With your wisdom, taking Enlightenment doesn't get you that much. I'd take Balance for the +3% dodge.
    I took three points in Enlightenment on my monk, who had an unbuffed Wisdom of 46 at level 25 (I've since TR'd him). I like it for the extra +1 passive ki generation - and I was able to spend every bit of ki I was generating.

    EDIT: He regenerated up to ~75% of his total ki and could maintain ~93% without decay. Very nice for going into a big battle fully armed and able to use all kinds of special attacks!

    My GMoF selections were/are:

    Lily Petal
    Enlightenment x3
    Dance of Flowers x2
    Hail of Blows
    Orchid Blossom
    Piercing Clarity x2
    Scattering of Petals
    Everything is Nothing
    Wisdom
    Wisdom

    EDIT: Took four Wisdom modifiers - not two!

    As for the OP's selections, I'll say this:

    Dancing with Flames really does nothing for you unless you're going to be in fire stance. The extra +1 damage is nice, but since he's not planning on being in fire stance, then there is no reason to take this.

    Standing with Stone is another one that is basically useless. IMO, even when you're in mountain stance, it's still useless. 3 points to get +15 hp, 12 acid resist, and 15 PRR? No thanks. The cost:benefit ratio is insufficient.

    Twists? I opted for Sense Weakness, Legendary Tactics, and Brace for Impact. My stunning fist DC at level 25 was 65 unbuffed. I don't really have much to say about his other selections. You can see the value I place on the ones he made that do not match my own selections and that's enough said (and simply a difference of opinion). Would I like to have some of the selections he made? Sure would! I'm just unwilling to drop selections I made in favor of ones he made that I do not already have.
    Last edited by Coyopa; 12-04-2012 at 02:29 PM.

  8. #8
    Community Member pyntsized's Avatar
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    Default epic destiny and feat changes

    I've decided to keep dodge and mobility after it being suggested to me to take cleave/great cleave. IMO, a little more dodge % is better than single attacks with +W, but that is personal preference. Because of this, I won't be taking balance for extra dodge % as mine should be pretty high already (6% monk + 4% ocean stance + 5% feat + 4% item + 3% subterfuge set bonus [if it stacks] + 3% Epic Destinies= 25% dodge).
    to whoever suggested legendary tactics, I didnt realize that you could twist passive abilities. I heard from someone that you could only twist active abilities. This will change my twists up a lot, I'll probably end up adding legendary tactics and dropping scream or spring for any other tactic increasing abilities I can.
    changing the level I take vorpal strikes to 21 is a good idea, ty.
    I did my ED choices rather hastily and so dancing with flames and standing with stone were just point fillers. Without them I'll free up DP for EiN and maybe a second wis.
    Last edited by pyntsized; 12-03-2012 at 06:55 PM.
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    Community Member Anthios888's Avatar
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    I disagree with the folks suggesting Cleave. It has a few situations, like when you're starting a fight. It's not so good on two weapon fighters, because it will not proc offhand attacks. Dodge is one of the best defensive stats, and it's really hard to get the max on a monk, so those feats are going to be helping you all the time.
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    Quote Originally Posted by Anthios888 View Post
    I disagree with the folks suggesting Cleave. It has a few situations, like when you're starting a fight. It's not so good on two weapon fighters, because it will not proc offhand attacks. Dodge is one of the best defensive stats, and it's really hard to get the max on a monk, so those feats are going to be helping you all the time.
    The only thing is: It’s not Dodge vs. Cleave. It’s Discipline vs. Cleave. The OP is using it as his Shintao prereq.
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    Community Member Anthios888's Avatar
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    Quote Originally Posted by QuantumFX View Post
    The only thing is: It’s not Dodge vs. Cleave. It’s Discipline vs. Cleave. The OP is using it as his Shintao prereq.
    I think others (myself included) already suggested Precision or Luck of Heroes instead of Discipline. Cleave would be fine there. I just wouldn't drop Dodge/Mobility or anything else useful for Great Cleave.

    Keep in mind, this build doesn't meet the strength for overwhelming critical (as the OP pointed out to me!)
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    Community Member jbleargh's Avatar
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    Stunning fist DC...

    You are missing the Exceptional Combat Mastery +5 from the dunrobar ring or the belt from the challenges.

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    Community Member Lonnbeimnech's Avatar
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    A lot of people dont like cleave on a twf because no off hand procs, but it is still a dps increase when you are fighting more than one mob at the same time, and that happens all the time.

    Figure there is an 80% chance to hit one mob with the off hand, but if you cleave there is a 100% chance you attack both of them.

    As far as precision, with the crit profile of 19-20 x2, that's a 25% chance 10% of the time to do double damage... hardly seems worth it. Makes more sense on a dark monk and/or earth stance monk.

  14. #14
    Community Member pyntsized's Avatar
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    Quote Originally Posted by jbleargh View Post
    Stunning fist DC...

    You are missing the Exceptional Combat Mastery +5 from the dunrobar ring or the belt from the challenges.
    I looked into the dun'robar ring and the spare hand belt for extra DC. However, I wouldn't be able to slot it with my current item set-up. Also, using the ring would remove the shintao set bonus, removing my good and evil DR bypassing. This would cause me to need good wraps, removing antipode and therefore losing +10 stunning and 6% doublestrike. In other words, decreasing dps and stun over-all. Besides, at 59 or so stun DC, I will have no trouble stunning mobs on EH, which is what I usually end up running. And if I decided to run EE, I would have a good stun chance regardless. The original Metaru build runs around with only a little bit more stun than this will and says he does fine on EE.
    I'm also debating swapping healing spring for fast healing from the fury of the wild destiny so that I will have constant healing, in addition to healing touch/ki, wholeness of body, and the GMoF heal spell casting ability.
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    Community Member johnnyputrid's Avatar
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    Quote Originally Posted by pyntsized View Post
    I looked into the dun'robar ring and the spare hand belt for extra DC. However, I wouldn't be able to slot it with my current item set-up. Also, using the ring would remove the shintao set bonus, removing my good and evil DR bypassing. This would cause me to need good wraps, removing antipode and therefore losing +10 stunning and 6% doublestrike. In other words, decreasing dps and stun over-all. Besides, at 59 or so stun DC, I will have no trouble stunning mobs on EH, which is what I usually end up running. And if I decided to run EE, I would have a good stun chance regardless. The original Metaru build runs around with only a little bit more stun than this will and says he does fine on EE.
    The only time you are going to really need to worry about breaking DR is against boss monsters, and for that any old pair of holy wraps will do. For 99% of all your trash-killing needs, Grave Wrappings for the win. Keep in mind also that a tier 3 Epic Spare Hand will have two handy slots, +5 to stun DCs (including Kukan-Do), +3 UMD and +3% doublestrike. Using wind stance, the Spare Hand and your destiny abilities, you can easily have a doublestrike chance of 16%.

    Food for thought.

    Quote Originally Posted by pyntsized View Post
    I'm also debating swapping healing spring for fast healing from the fury of the wild destiny so that I will have constant healing, in addition to healing touch/ki, wholeness of body, and the GMoF heal spell casting ability.
    I would look into twisting Brace for Impact from Unyielding Sentinel. The extra 40% fort and +2 to all saves is handy, especially considering how easy it is for monsters to bypass a portion of your fortification now. If you really need constant healing, a set of Ivy Wraps along with FoL will do the job fine.

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    Community Member jb111's Avatar
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    Nice build Pyntsized. Have you put it in the online character generator? I would like to tweak the build a little. I recently sprang for the +4 strength upgrade tome and would like to explore overwhelming critical. Also my current Shintao build uses void 4 - wondering if I can fit it in next life. Everything seems to be death warded are high level so not sure it's worth it. This shouldbe a fun build - love the monks!

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    Community Member SensaiRyu's Avatar
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    Quote Originally Posted by Coyopa View Post
    [Snip]
    Standing with Stone is another one that is basically useless. IMO, even when you're in mountain stance, it's still useless. 3 points to get +15 hp, 12 acid resist, and 15 PRR? No thanks. The cost:benefit ratio is insufficient.

    Twists? I opted for Sense Weakness, Legendary Tactics, and Brace for Impact. My stunning fist DC at level 25 was 65 unbuffed. I don't really have much to say about his other selections. You can see the value I place on the ones he made that do not match my own selections and that's enough said (and simply a difference of opinion). Would I like to have some of the selections he made? Sure would! I'm just unwilling to drop selections I made in favor of ones he made that I do not already have.
    OTOH... Standing with Stone gets me to a PRR of 30 which allows me to shrug off several types of mobs. I run in Earth IV. I'm starting to consider getting some doublestrike bonuses and trying air again...

    I often twist in Haste and Dmg boost from LD and Lithe from Shadowdancer when I'm in GMoF. Sense weakness is a very nice twist also...
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    Inspire Excellence grants +2 to all stats, not a +4.

  19. #19
    Community Member pyntsized's Avatar
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    Quote Originally Posted by cru121 View Post
    Inspire Excellence grants +2 to all stats, not a +4.
    I'm talking about the +4 bonus to a single stat that a bard can get (through fatesinger I believe)
    Light path Metaru
    Festivult meets the Ice Games
    Quote Originally Posted by Bosco View Post
    Dear Very Concerned Customer,
    Buy a rez cake.

  20. #20
    Community Member pyntsized's Avatar
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    Quote Originally Posted by johnnyputrid View Post
    The only time you are going to really need to worry about breaking DR is against boss monsters, and for that any old pair of holy wraps will do. For 99% of all your trash-killing needs, Grave Wrappings for the win. Keep in mind also that a tier 3 Epic Spare Hand will have two handy slots, +5 to stun DCs (including Kukan-Do), +3 UMD and +3% doublestrike. Using wind stance, the Spare Hand and your destiny abilities, you can easily have a doublestrike chance of 16%.

    Food for thought.



    I would look into twisting Brace for Impact from Unyielding Sentinel. The extra 40% fort and +2 to all saves is handy, especially considering how easy it I
    s for monsters to bypass a portion of your fortification now. If you really need constant healing, a set of Ivy Wraps along with FoL will do the job fine.
    yeah, I have a feeling I am not going to end up twisting primal scream. Brace for impact is definitely something to look at, as I only barely hit 100% fort.
    as for your take on the items... I would like to keep my set-up as is. Yes, it may not be the best, but I like to have an all purpose gear set-up as opposed to 30 different wraps for 30 different types of mobs. This item set keeps it simple.

    and to whoever asked for this in the online character generator, I'll have to go plug in everything XD. I shoyuld have it up in a couple of hours
    Light path Metaru
    Festivult meets the Ice Games
    Quote Originally Posted by Bosco View Post
    Dear Very Concerned Customer,
    Buy a rez cake.

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