I feel like I’ve said this before, but just in case, DDOGamer is ready and willing to answer your game-related or relationship questions. Especially the relationship questions. Like this one, from astute DDOGamer reader Wiliam “Godsmaker” Carter:
Hey Geoff. I’m not sure if you remember me but i used to be apart of the Halfling Commandos. I just wanted to let you know that I really love your site, especially the Character Builds.
Of course I remember you godsmaker, how could I forget one with such impeccable taste and faultless judgement?
But I digress. Godsmaker actually wants something:
I was also wondering if you might be able to help me out with an character idea that I came up with a few weeks, throw any tips or pointers you might think could help. Right now the idea is a Druid11/Monk9, mainly a melee build for unarmed and flame damage. As of right now, I’m not sure if ill go wolf or Bear. Any help would be very appreciated if you get the chance.
And again, I love the site, and am very eager to see what you post next. Hope to be able to play with you and everyone else in the guild again some day.
Thanks for your time,
It seems that Godsmaker wants me to make him a fiery animal that punches things.
My, my, William (if I may call you that), while almost everyone occasionally wants to be someone else (or even, as in your case, something else), most of us have come to grips with the fact that we are who we are. Self-improvement book advice notwithstanding, change is hard! Even relatively minor changes like quitting smoking, let alone changing your entire species.
Be comfortable with who you are, William! You are good enough! You are worthy! You don’t need to be anything that you are not already being. Embrace your William-ness!
Oh, wait, unless you mean you just wanted a build. Well. That would be different then.
The drawback with this build is that I have never played anything remotely like it. I have a monk/druid puncher but she is never in animal form. And for that matter, her playtime has been curtailed by the increasing need for PRR which is really hard to get on anything that is monk-centered.
I probably have some very basic flaw here. But then, that is how things work on DDOGamer. I put something together in rickety half-brain fashion and everyone jumps in to tell me what I have done wrong. Hopefully the process results in something decent?
Lawful Neutral Half-Orc
Okay, the build needs fire. And punching. And an animal form. I am choosing to drill down on Wolf form because I see a lot of Winter Wolves running around the end game but never bears. I am assuming they all know something I do not.
Stats 28pt 36pt Tome Level Up ---- ---- ---- -------- Strength 17 20 4: STR Dexterity 16 16 +1 8: STR Constitution 15 15 12: STR Intelligence 6 6 16: STR Wisdom 10 10 20: STR Charisma 6 6 24: STR 28: STR
Although I like to try other ways to get there, the best melee builds are still, and probably always, Strength builds.
Note the DEX tome which must be taken before level 12.
Lack of INT is a problem, we are only going to get two skills, and not even all of those. Hope they are good ones!
Skills D M D D M M D D M M D D M M D D M D D M 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ------------------------------------------------------------ Concent 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23 Spellcr 4 ½ 1 1 ½ ½ 1 1 ½ ½ 1 1 ½ ½ 1 1 ½ 1 1 ½ 18½ ------------------------------------------------------------ 8 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
Ki will not be a problem with all that Concentration, but I am still expecting Fire Stance both for the constant Ki and the extra STR.
I added as much Spellcraft as I could for fire-punching-based reasons. More on that in the enhancements.
Level Order 1. Druid 6. Monk 11. Druid 16. Druid 2. Monk 7. Druid 12. Druid 17. Monk 3. Druid 8. Druid 13. Monk 18. Druid 4. Druid 9. Monk 14. Monk 19. Druid 5. Monk 10. Monk 15. Druid 20. Monk
Shrug. Starting with Druid gets you better Spellcraft. Otherwise, whatever.
I probably should have finished with a level of Druid to avoid the useless .5 Spellcraft.
Feats 1 : Power Attack 2 Monk : Two Weapon Fighting 3 : Empower Spell 3 Druid : Wild Shape 1: Wolf 5 Monk : Dodge 6 : Cleave 6 Monk : Path of Harmonious Balance 8 Druid : Wild Shape 1: Bear 9 : Maximize Spell 12 : Improved Two Weapon Fighting 13 Monk : Mobility 15 : Improved Critical: Bludgeoning 15 Druid : Wild Shape 2: Winter Wolf 18 : Greater Two Weapon Fighting 19 Druid : Wild Shape 2: Dire Bear 21 Epic : Master of Forms 24 Epic : Overwhelming Critical 26 Destiny: Perfect Two Weapon Fighting 27 Epic : Grandmaster of Forms 28 Destiny: Elusive Target 29 Destiny: Wind through the Trees 30 Epic : Master of: Fire 30 Legend : Scion of: Plane of Fire
Fire, more fire, and even more fire. Boy, I sure do hope that the fire-punch damage scales with spell power! I’m not even sure it does! This is what happens when you make a build you have not ever played!
It may be worth shuffling the level order to get Grand Master of Forms earlier.
Also, loading up on the chance to be missed. In lieu of PRR, many layers of miss chance will have to do. Mobility could be dropped altogether, but the dodge seems important to a build that will rely so much on being missed.
Spells Druid 1. Produce Flame, Ram's Might, Faerie Fire, Jump, Entangle 2. Align Fang, Cure Light Wounds, Fog Cloud, Resist Energy, Fire Trap 3. Shred, Baiting Bite, Cure Moderate Wounds, Protection from Energy, Quench 4. Flame Strike, Rising Fury, Harrowing Pack, Enveloping Swarm 5. Greater Vigor, Wall of Fire, Cure Critical Wounds 6. Fire Seeds, Fire Shield
Assumes wolf form. Assumes lots of fire spell power.
Enhancements (80 AP) Nature's Warrior (40 AP) • Nature's Warrior, Instinctive Fighting, Instinctive Fighting II 1. Bestial Nature III, Athletic III 2. Flight III, Vengeful Hunter III, Double Strike Boost III 3. Reaving Roar III, Improved Dodge III, Fatal Harrier III 4. Four Legs Good, Essence of the Shrike II 5. Alpha Strike III, Wild Healing III, Celerity III, Natural Adept Half-Orc (19 AP) • Orcish Fury, Orcish Strength, Orcish Fury II, Orcish Strength II, Orcish Fury III 1. (none) 2. Extra Action Boost III, Orcish Rage 3. Improved Power Attack II Henshin Mystic (18 AP) • Riddle of Fire 1. All-Consuming Flame, Way of the: Elegant Crane 2. Eagle Claw Attack, Contemplation III 3. Lighting the Candle III, Strength Harper Agent (3 AP) • Agent of Good I 1. Harper Enchantment
There are more action boosts than I like, especially on a monk who already has a very busy set of hot bars. But it is what it is.
Just as we all are, William, all of us. We are all what we are.
🙂 😀 🙂