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April 19th, 2013, 18:15
DoTs are pretty common in the spellcasting world. Arcanes in particular have two strong single targets, and at least 8 area effect DoTs. Druids have two cold ones with several aoe ones, and divines have 1 single target with 1 technically an aoe (Blade Barrier requires kiting to make use out of)

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April 19th, 2013, 19:15
Thanks, I simply couldn't remember them anymore.

I think that I'll be looking if I have enough Turbine Points left for "my personal Beholder" …

“ Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius – and a lot of courage – to move in the opposite direction.“ (E.F.Schumacher, Economist, Source)
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April 19th, 2013, 19:26
Anyone having a suggestion for a 32pt monk which will eventually use +4 tomes. The monk will get a GS hp double shard item at level 17-18. Rest of the gear will have to be bought or found in quests. Suggestions?

I think a monk who can do great dps and be survivable is what I would want. I read on forums and some suggested a half-elf light monk with cleric dilettante for heal scrolls. Some people say that maxing out healing amp is critical for monk builds.

I'm not familiar with feats to pick. Some get the cleave line and others the dodge line. I also see people get the TWF line and improved bludgeoning weapons. Is that for the fists?

Which skills should a monk take? Max out concentration is a must. Then some on jump and balance. Any other skills?

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Last edited by Peter Stauffenberg; April 19th, 2013 at 19:37.
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April 19th, 2013, 21:02
Based on my experiences so far with Shadohe, once you build your vampiric stonedust handwraps (the base handwraps are bound to account, but they become bound to character when you add the vampiric, so you could farm out the wraps, the staff of shadow, and a purple -IIRC- mark ahead of time on one of your other toons and pass them down but don't combine them), you don't need to worry about a thing. As a monk, you rarely take massive damage anyway, and regen-ing 5hp per round (1hp/attack times 5 unarmed attacks/round as of level 13) will keep you filled up fairly well. Add in stunning fist and the stone prison off the handwraps, and the critters won't even get to swing at you half the time.

I'll have to refresh my memory on the details of the build, but I know I maxed DEX and boosted WIS and CON. I think I dropped a couple points into STR to make up for the penalty I took being halfling so I didn't get enfeebled to death. There's no real advantage to gimping a stat and getting it back via tome (like you've done on one of your pallys with WIS) since there aren't any spell level thresholds to meet. The important bonuses from stats are point-for-point on stats you'll already want high, so you'll want your tomes to get you higher rather than planning on them getting you to some goal line.

Feat-wise, I know I took weapon finesse very early. I think I was building toward spring attack, which has several pre-reqs. That's probably the dodge line you mentioned, but I need my paper in front of me to be sure.

Skill-wise, I think you've got it covered. I'd drop at least a point or two into tumble to activate the skill and then let your DEX bonus boost it to a decent value.

As far as the forum builds, if you're wanting a pure killing machine, you want to go dark monk. The light monk has a better balance. The one thing I've noticed with my dark monk is that you've really got to focus in on using moves to get the most out of it. If you tend to wade in and just click attack until the screen's clear (my favored approach), you're pissing away all the advantages. I would have been better off with a light monk because I'm a lazy melee. You should do a little soul searching before making a decision. You pick your direction at level 3 but you don't really see the results of the choice until many levels later. Since it's a feat choice that drives subsequent enhancement choices, it's a painful revision if you change your mind. The reason to max out healing amp is to get more out of "trickle healing" from vampirics and a specific light monk effect. Nice, but I don't know that I'd call it critical.

As usual, jm and az (and cm, in this case) have much more experience with the class than I, and would be better references.

Oh, aside from the handwraps, I'd farm the monky-love bracers out of the Sentinels pack- http://ddowiki.com/page/Jidz-Tet%27ka. You've probably got a crapload of Garments of Equilibrium already, if not they drop all the time.

Sorry. No pearls of wisdom in this oyster.
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Last edited by dteowner; April 19th, 2013 at 21:22.
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April 19th, 2013, 22:36
Dodge, TWF
Weapon finesse
toughness
stunning fist
toughness
Imp TWF
Mobility
Spring Attack
Gr TWF

Sorry. No pearls of wisdom in this oyster.
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April 19th, 2013, 23:28
I don't take weapon finesse since str and dex usually about even, and didn't go up mobility line myself. I took stunning blow and improved crit. Definitely twf line.

Still no mic **sigh**. All the way to best buy this weekend I guess.

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April 20th, 2013, 00:03
I have a Dark Monk and I'd have to check online what feats I took, but Jo helped with the build initially. If you want healing ability Peter, then a Light Monk is what you need. The DM only gets Wholeness of Body for self.

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April 20th, 2013, 20:41
Here is my suggestion for a monk build. He is wisdom based, but some bonus to strength from being a half-orc. One reason for going with wisdom is to get vorpal strike at level 21.

Code:
Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page

Perseus Citrinus
Level 20 Lawful Neutral Half-Orc Male
(20 Monk) 
Hit Points: 307
Spell Points: 0 
BAB: 15\15\20\25\25
Fortitude: 16
Reflex: 16
Will: 21

                  Starting          Feat/Enhancement
Abilities        Base Stats          Modified Stats
(32 Point)       (Level 1)             (Level 20)
Strength             16                    22
Dexterity            15                    19
Constitution         15                    19
Intelligence          6                    10
Wisdom               16                    29
Charisma              6                    10

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity 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
+2 Tome of Charisma used at level 7
+3 Tome of Strength used at level 11
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Intelligence used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11
+4 Tome of Strength used at level 15
+4 Tome of Dexterity used at level 15
+4 Tome of Constitution used at level 15
+4 Tome of Intelligence used at level 15
+4 Tome of Wisdom used at level 15
+4 Tome of Charisma used at level 15

                  Starting          Feat/Enhancement
                 Base Skills         Modified Skills
Skills           (Level 1)            (Level 20)
Balance               4                    23
Bluff                -2                     0
Concentration         6                    41
Diplomacy            -2                     0
Disable Device       n/a                    n/a
Haggle               -2                     0
Heal                  3                     9
Hide                  2                     4
Intimidate           -2                     0
Jump                  5                    16
Listen                3                     9
Move Silently         2                     4
Open Lock             n/a                   n/a
Perform              n/a                    n/a
Repair               -2                     0
Search               -2                     0
Spot                  3                    19
Swim                  3                     6
Tumble                n/a                   n/a
Use Magic Device     n/a                    n/a

Level 1 (Monk)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Jump (+2)
Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Enhancement: Orcish Fury I
Enhancement: Improved Concentration I


Level 2 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Feat: (Monk Bonus) Stunning Fist
Enhancement: Way of the Patient Tortoise I
Enhancement: Void Strike I
Enhancement: Monk Wisdom I


Level 3 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Feat: (Selected) Power Attack
Enhancement: Orcish Strength I
Enhancement: Monk Improved Recovery I
Enhancement: Racial Toughness I


Level 4 (Monk)
Ability Raise: WIS
Skill: Balance (+1)
Skill: Concentration (+1)
Enhancement: Orcish Power Attack I
Enhancement: Improved Concentration II


Level 5 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Enhancement: Orcish Fury II
Enhancement: Improved Balance I


Level 6 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Dodge
Enhancement: Shintao Monk I
Enhancement: Adept of Wind
Enhancement: Racial Toughness II


Level 7 (Monk)
Skill: Concentration (+1)
Skill: Jump (+1)
Enhancement: Void Strike II
Enhancement: Adept of Rock


Level 8 (Monk)
Ability Raise: WIS
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Enhancement: Adept of Flame
Enhancement: Adept of Rain


Level 9 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Orcish Strength II


Level 10 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Enhancement: Monk Improved Recovery II


Level 11 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)


Level 12 (Monk)
Ability Raise: WIS
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Monk Improved Recovery III
Enhancement: Shintao Monk II


Level 13 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Spot (+1)
Enhancement: Monk Wisdom II


Level 14 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Spot (+1)
Enhancement: Master of Thunder


Level 15 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Spot (+1)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Void Strike III


Level 16 (Monk)
Ability Raise: WIS
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Spot (+1)
Enhancement: Master of Stone
Enhancement: Master of the Sea


Level 17 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Spot (+1)
Enhancement: Master of Bonfires


Level 18 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Spot (+1)
Feat: (Selected) Stunning Blow
Enhancement: Shintao Monk III


Level 19 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Spot (+2)
Enhancement: Grandmaster of Mountains


Level 20 (Monk)
Ability Raise: WIS
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Spot (+2)
Enhancement: Monk Serenity
Enhancement: Void Strike IV
Enhancement: Improved Concentration III

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April 20th, 2013, 20:44
I picked dodge at level 6, but can go with any class feat. Is maybe precision better? Any other choice? Improved sunder?

Edit: I forgot that I put 1 skill point on tumble at level 1.

The problem with picking improved critical is that one can only take a class skill at level 6 and none of the key ones are available. So I need to pick something else. Maybe a second toughness can be it.

Overwhelming critical can be hard to get since I need vorpal strike at level 21 and Improved martial arts at level 24.

I could probably get greater cleave at level 18 instead of stunning blow. Then I can get overwhelming critical at level 27. To do that I need to use some ability increases on strength since I need 23 base strength. I start with 16 and will use a +4 tome for 20. So I need 3 increases. I can get one at level 16, 20 and 24.

For vorpal strike I need 23 base wisdom so with 16 base + 4 tome and 4, 8 and 12 I just manage to get to 23. That could be possible.

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Last edited by Peter Stauffenberg; April 21st, 2013 at 18:31.
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April 21st, 2013, 03:44
With Great Cleave, you can qualify for Improved Critical at 24. I think you also qualify for one of the monk epics being a WIS build.

After tonight dismal performance in the Cursed Crypt, I went over Ijii. One heart later, and about 60k in plat at the AH and a search through every character's inventory, she's now a somewhat sturdier Arcane Archer.

Her gear was in such a bad state that she didn't even have a heavy fort item. Even though I have a ML9 HF belt sitting in the bank. That's been corrected with a Minos, and her armor upgraded to a GFL. She'd been using a IFL armor I crafted back when that was the max she could use.

I also found out she had multiple skill items for trap skills. I dumped that entirely, so most of that stuff is gone. I'm keeping the spot goggles, and that's it. And that mostly because I have no other goggles to slot there, though I guess I could craft some Blindness Ward of whatevers.

I'm still lacking a few things, there were no CON6 items on the AH she could use (being 12, that means only CON6 pure items, so I'm not truly concerned. I should get a choice come 13, in 26,000xp). She also needs a STR6 and a DEX6 item, with DEX being more critical (she doesn't have one). And I'd like a Devotion ring, so I don't have to swap to get the most out of her limited healing. But at least now there is Cure moderate wounds.

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Last edited by azraelck; April 21st, 2013 at 06:35.
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April 22nd, 2013, 18:28
I might have found the hook that gets me paying attention to epic destinies. Before quitting far too late last night, I spent my 4 points in fatesinger that we stacked up during our run. I had no real idea what I was doing and I didn't even figure out what questions to ask before the rest of the group bailed for the night other than the twist.

Phuury can now play a lute while in lich form.

I'm not sure why that excites me and I doubt his inspire courage (and dirge) will have any real value, but dammit it's a lich playing guitar. Bring on the epics!

Sorry. No pearls of wisdom in this oyster.
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April 22nd, 2013, 18:34
Originally Posted by azraelck View Post
After tonight dismal performance in the Cursed Crypt, I went over Ijii. One heart later, and about 60k in plat at the AH and a search through every character's inventory, she's now a somewhat sturdier Arcane Archer.
WTH?!? You can't throw a shuriken on the guild ship without hitting a dozen arcane archers all of a sudden. I blame Corwin and all his bragging about manyshot this and manyshot that.

Sorry. No pearls of wisdom in this oyster.
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April 23rd, 2013, 02:55
Jealousy is a curse!! One question on epic destinies:- if I eventually switch from draconic to fatesinger since I have my 5 levels, would I lose all my draconic spells like energy burst?

If God said it, then that settles it!!

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April 23rd, 2013, 08:51
except for what you twisted, yes.

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April 23rd, 2013, 09:59
Then why would I bother?? I can't twist EB, it's level 4 and the level 4/5 spells I get from draconic are FAR more powerful than the crappy level 1 stuff I'd be stuck with switching to FS!! Seems like a PATHETIC design flaw to me!!!!

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April 23rd, 2013, 10:15
You move through the different epic destinies to collect fate points to be able to twist in more and more powerful abilities. If you want to TR into something else then you need to move in the epic destiny tree to the new destiny that your new class will use.

Players usually farm quests on Epic Hard in the epic destinies they need XP in. If they do difficult quests (raids or epic elite) they switch to their best destiny.

I've got to level 3 in ALL epic destinies on my paladin. It was not a big problem being in destinies you don't belong in. If it had been permanent then I would have agreed, but you can move to any destiny you have opened at the fatespinner.

So I suggest you move on collecting XP in new destinies for fate points. We're not doing quests that are VERY hard. You will still be powerful in our quests. Soon you will TR again into a wizard.

If you don't swap destinies then you will simply lose the destiny XP you collect in quests. That's probably even worse. We all know how your toons hate not getting XP.

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April 23rd, 2013, 10:22
You get 1 fate point for every 3 epic destiny levels you acquire. Usually you get to level 3 in non-native epic destinies. The exception is the destinies bordering a new group. Then you need level 4 to be able to move over.

Just try it out and see how it goes. It's not that bad. Getting a tier 4 twist is very expensive. If you use the first slow you need 1 + 2 + 3 + 4 = 10 fate points. So you need 30 epic destiny levels to do that. You reach 25 way before you do that.

A good build play for twists is something like this.

Use 1 fate point to open slot 1 tier 1
Use 2 fate point to open slot 2 tier 1 (or augment slot 1 to tier 2)
Use 2 fate points to augment slot 1 to tier 2 (or open slot 2 tier 1)
Use 3 fate pionts to augment slot 1 to tier 3
Use 3 fate points to open slot 3 tier 1
Use 3 fate points to augment slot 2 to tier 2

This is how far I got with my paladin. He now has twists at tier: 3, 2 and 1.

Next could be to use 4 fate points to get slot 1 to 4 or slot 2 to 3.

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April 23rd, 2013, 11:14
There is nothing I would want to twist on tiers 1-3; the good stuff in draconic IMO is all on tiers 4/5. I'll have to think further about this.

If God said it, then that settles it!!

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April 23rd, 2013, 11:42
The point is being able to twist in things that are useful from other EDs into the one you want to be in. Such as twisting in the +3 DCs from Magister into Draconic. Or Healing Spring from Shiradi.

Mirys has hung around long enough to be able to twist in Reign.

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April 23rd, 2013, 11:51
I'm in draconic and I really like what I have from the ED. I plan to TR my Wiz into another Wiz.

If God said it, then that settles it!!

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