View Full Version : Monk Builds
Coldin
05-28-2008, 06:46 PM
Well, monks still aren't in the Chargen yet, but I kinda wanted to see what everyone was going to go with for their monks. To keep things simple, how about we keep information to stats, race, feats, and Enhancement Paths.
For my monk, I'm going to make a halfling, 32 point build.
Str: 12
Dex: 16
Con: 14
Int: 12
Wis: 16
Cha: 8 (Maybe 10)
Not sure exactly what I'll do with feats up to level 16, but Dodge and Weapon Finesse are up there, as well as the Dragonmarks. I'll also take the Path of Harmonious Balance.
As for Elemental Paths, I'm going Wind and Water the whole way. Don't think I'll invest in Fire and Earth, though I might so I can pick up the raise dead ability. For the animal paths, it's either going to Tortoise or Monkey. I think I'll take Monkey though just be different. :)
Eldamir
05-28-2008, 07:20 PM
I'm looking at the following:
Halfling 16 Monk (32-point)
Str 12 (+1tome +1lvl +6item = 20)
Dex 16 (+2tome +2lvl +2enh +6item = 28)
Con 14 (+1tome +1lvl +6 item = 22)
Int 12 (+1tome = 13)
Wis 16 (+2tome +2Enh +6item = 26)
Cha 8
1) Dodge, Toughness
2) Weapon Finesse
3) Lesser DragonMark of Healing (Path of Inevitable Dominion initially - will see how that works out, might switch to the other)
6) Lesser DragonMark of Healing / Combat Expertise
9) Greater DragonMark of Healing
12) Improved Critical: Bludgeoning Weapons
15) Impoved Critical: Slashing Weapons (for kamas)
Going to take all 4 of the elemental paths (at least initially - and with the re-arranged stats, I can get to Tier II of each without too much trouble) and Way of the Patient Tortoise.
End game AC with base equipment should be mid-50's, saves in the mid-20's, HP of ~350 and a concentration of 44 (+13 item assumed there). (best case scenario, his ETAC will be a 58 with a stars-aligned AC of 71)
Attack is a bit weak with only a +22 while using CE and +10 damage, but between the AC and the saves, he should be pretty survivable..
nakano
05-28-2008, 07:58 PM
I think my initial monk build looks something like this:
Drow female
Str 8
Dex 10
Con 12
Int 10
Wis 18
Cha 16
1) MT
3) Extend
6) IMT
9) Maximize
12) Spell Pen
15) Greater Spell Pen
After all someone has to heal and raise all the monk-keys
No Quicken on that one Xan?
Funny you should mention it, my monk looks like a support bard.
I'm looking at the following:
1) Toughness
..
Do monks get the toughness enhancements?
I know halflings do not. And it's not worth a feat for 18 hp without the enhancements.
Eldamir
05-28-2008, 08:38 PM
Well, looking at the list of combat feats that a Monk gets, I don't see too many other feats that are available at lvl1 that I'd want to take there..
Plus, even running non-dwarves, I've run into cases where I've pulled out of combat for healing with less than 10 hp .. and without a toughness feat, I would have been so much giant-paste..
My next question would be does using the monks special attacks (those that use Ki) act as casting a spell?
If so this will break combat expertise everytime you use one. After I took some screenshots I didn't play around with monks at all. (too busy with hellgate and my break from DDO) So thats why allt he questions. :p
Coldin
05-28-2008, 08:45 PM
Do monks get the toughness enhancements?
I know halflings do not. And it's not worth a feat for 18 hp without the enhancements.
Monk's get Way of the Patient Tortoise which gives +50 HP bonus at tier IV. Toughness isn't a pre-req though.
Eldamir
05-28-2008, 08:50 PM
My next question would be does using the monks special attacks (those that use Ki) act as casting a spell?
If so this will break combat expertise everytime you use one. After I took some screenshots I didn't play around with monks at all. (too busy with hellgate and my break from DDO) So thats why allt he questions. :p
I hadn't taken CE yet on any of my Risia monks, so I'll have to make one with CE and try it out..
Coldin
05-28-2008, 11:00 PM
Some small changes. I actually have 2 more build points to work with for my stats.
So, I think I'll go up to a 12 Int, and divide the extra Skill Points between Hide and Move Silently.
Coldin
05-29-2008, 01:29 AM
My next question would be does using the monks special attacks (those that use Ki) act as casting a spell?
If so this will break combat expertise everytime you use one. After I took some screenshots I didn't play around with monks at all. (too busy with hellgate and my break from DDO) So thats why allt he questions. :p
I did some quick testing for you Shyv. Didn't have CE, but I figured Defensive Fighting would be suitable enough.
Using "attack" focused special abilities do not break Defensive Fighting. That includes any of the elemental attacks, and the de-buffing attacks.
Now, if you use any of the "buffing" finishing moves, you will break Defensive Fighting. That includes the Blur effect from Air+Pos+Air, or the healing from Pos+Pos+Pos. I'm guessing that's just because those were coded as spells.
Hope that helps.
calierron
05-29-2008, 04:12 PM
i think i went classic 32pt human
16 str
14 dex
14 con
8 int
16 wis
8 cha
with way of the fire and void lore also mixed with the way of the monkey. i went into kobolds and bashed the bloodknuckles around. i liked the human setting cause extra feat and skill points. and if i am correct monks get monk recovery and i also get human recovery. i am going positive but i selected negative.
Halifex
05-29-2008, 04:53 PM
I think my initial monk build looks something like this:
Drow female
Str 8
Dex 10
Con 12
Int 10
Wis 18
Cha 16
1) MT
3) Extend
6) IMT
9) Maximize
12) Spell Pen
15) Greater Spell Pen
After all someone has to heal and raise all the monk-keys
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Hmm ... Those feats look a lot like the feats I would take if I were building a CLERIC ... not a MONK. Why not human for Quicken (so blade barrier cannot be interrupted), and a CON of 18? Forget the CHA, who cares about more than a few DV's?
Gilles Goodman
05-29-2008, 07:24 PM
Thought I'd try to flesh out a Dwarven Monk build. Feedback welcome.
Notes: This Monk will go Light/Fire, to maximize Ki to spam Mass CLW. Will also go STR-based instead of Dex/Finesse.
Str: 16 -> +6 item, +2 Tome, +4 Levels = 28
Dex: 16 -> +6 item, +2 Tome = 24
Con: 12 -> +6 item, +2 Tome, +2 Dwarven Con = 22
Int: 8
Wis: 16 -> +6 Item, +3 Tome, +3 Monk Wis = 28
Cha: 6
Feats:
Path of Harmonious Balance (path of light)(auto)
Improved Evasion (auto)
Toughness
Skill Focus: Concentration
Discipline
Weapon Focus: Bludgeon
Imp Crit: Bludgeon
Power Attack
Stunning Blow
Notable Enhancements:
Dwarven Con II
Dwarven Toughness IV
Monk Wisdom III
Monk Concentration IV
Monk Improved Recovery III
Way of the Patient Tortoise IV (+4 Concentration +20 HP)
Way of Fire II
Way of Air II
Way of Earth II
Way of Water II
(more to be determined)
Available/Useful Special Attacks:
* Discipline: Way of Air
o Lifting the Veil (30 ki cost) (requires L3, Disciple of Breezes, Philosophy: Balance)
Functions like the Remove Blindness Spell
* Discipline: Way of Fire
o Eagle Claw (5 ki cost) (requires L6, Adept of Flame)
Performs a single attack that lowers target AC by -4 on failed Save vs. Fortitude (DC 10 + 1/2 monk level + WIS modifier). Target is allowed periodic checks to negate effect.
* Discipline: Way of Water
o Difficulty at the Beginning (30 ki cost) (requires L6, Adept of Rain, Philosophy: Balance)
Functions like the Lesser Restoration Spell
* Union of Disciplines: Ways of Water, Fire, Air and Earth
o Rise of the Phoenix (unknown ki and hit points cost)
(requires L9, Philosophy:Balance, Air:Lift the Veil, Earth:Receptive Earth, Fire:Restoring the Balance and Water: Difficulty at the Beginning)
Functions as the Raise Dead spell. Description states that it costs a large amount of ki to perform and will also consume a significant amount of the Monk's hit points.
Fists of Light (10 ki) (requires L3, Philosophy: Balance)
Performs a single attack that deals 2d6 damage vs. undead, no damage to living targets. However, any target successfully hit with this attack will be covered with a "curse of healing" aura. Any player attacking a target with this aura will receive healing upon successfully attacking the target. Non warforged players receive 8 hp of healing per hit, Warforged players receive 4 hp of healing.
Available/Useful Finishers:
* EARTH focused
o the Trembling Earth (10 ki) (requires earth, earth, earth)
Single attack that offers a +2 crit multiplier. Target is unable to cast spells for 30 seconds on a successful hit and a failed Fortitude save.
o Grasp the Earth Dragon (10 ki) (requires earth, positive, earth)
Nearby allies become immune to daze, stun and sleep for 30 seconds.
* AIR focused
o Dance of Clouds (10 ki) (requires air, positive, air)
the Monk and nearby players gain 20% concealment for 20 seconds. Functions as short-term Blur.
* FIRE focused
o Walk of the Sun (10 ki) (requires fire, positive, fire)
the Monk and nearby players gain +2 bonus to attack, saves and skills for 20 seconds.
* WATER Focused
o Aligning the Heavens (10 ki) (requires water, positive, water)
Nearby players gain a reduction in spell point costs for 20 seconds
* POSITIVE Focused
o Healing Ki I (10 ki) (requires positive, positive, positive)
You heal yourself and nearby players for 2d4 hit points, Warforged take half healing. This ability appears to increase as you level.
Forget the CHA, who cares about more than a few DV's?
Hey shudap. Them's are DVs for my bard in exchange for the DVs my bard will give back.
solstice
05-31-2008, 12:41 AM
I'll create a human monk, most close to balanced 4 stats, but with few differences about feats/roles
IMHO, 2monk/14 cleric is a new battle cleric of moment. if halfling or human, woot!
dwarves and drows have some good points on this build too.
other possibility that we brazilians are talking a lot is a 3 paladin/rest monk
but with this stats he prob couldn't have a high dex, just a normal one that can be saved by wis, maybe
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