Post by tomaan on Jul 29, 2020 19:51:44 GMT
New to HG and not sure what to build? Go with a monk! Easy to gear, no learning curve and nigh invulnerable, monks make great starting builds that will get you through all pre-Hells areas and to your first BUR subrace at level 60. You can take this build all the way to demi, but you will be struggling with some ability checks/saves in the deeper layers. If you reach demi and decide to carry on to level 80, reincarnate to the build later in this thread.
Your primary attack/mechanic is Stunning Fist, which has been customized on Higher Ground:
Stunning Fist
- A character with monk as control class who uses the Stunning Fist ability will force the target to make a Will save or be knocked down for 1d3 + 1 rounds. The DC of the Will save is equal to 10 + (monk level including LLs / 2) + Wisdom modifier + (Improved Stunning Fist feats * 3), capped at DC 70. It will appear you only have one use of Stunning Fist, but the ability will recharge after it is used.
- A character with monk as control class who uses the Stunning Fist ability will force the target to make a Will save or be knocked down for 1d3 + 1 rounds. The DC of the Will save is equal to 10 + (monk level including LLs / 2) + Wisdom modifier + (Improved Stunning Fist feats * 3), capped at DC 70. It will appear you only have one use of Stunning Fist, but the ability will recharge after it is used.
Stunning Fist is a ranged touch attack, which means it by-passes a lot of AC. Once stunned, the enemy is a sitting duck for damage tanks, rangers and assassins - you can also beat on it with the comfort of knowing it won't strike back! As a side benefit, you also get Quivering Palm (only 1 use per rest, but still helpful):
Quivering Palm
- Quivering Palm is now a fast action and can effect creatures of any Hit Dice (excepting Undead, Constructs and a small number of others). It is only used if it lands to effect. If the target saves their critical immunity will be stripped. DC is 10 + (Monk Lvl / 2) + Wis modifier + 3 per Improves Stunning Fist feat (Max of 70).
- Quivering Palm is now a fast action and can effect creatures of any Hit Dice (excepting Undead, Constructs and a small number of others). It is only used if it lands to effect. If the target saves their critical immunity will be stripped. DC is 10 + (Monk Lvl / 2) + Wis modifier + 3 per Improves Stunning Fist feat (Max of 70).
Advantages:
High AC
Good AB (for Legendary Areas)
Near-max Stunning Fist/Quivering Palm DCs (67 - you will be able to stun/kill most non-crit immune mobs up until the Hells)
2 survival traits
80% unbreachable/mordable concealment
Monk immunity to mind effects and fear
Monk immunity to disease
Disadvantages:
negligible damage output without specialized gloves
low hp
small size means you can't reach some flying enemies.
Race: Gnome
Alignment: Lawful Evil (required to use a specific set of gloves...feel free to switch if you don't need them)
Sub: Svirfneblin"Svirfneblin"
- FC: Cleric
- base SR0 +1/lvl, CON -2, CHA -2, DEX +2, WIS +2, free feat: Darkvision, saves +2, listen +2, hide +2, speaks Undercommon, speaks Svirfneblin
- FC: Cleric
- base SR0 +1/lvl, CON -2, CHA -2, DEX +2, WIS +2, free feat: Darkvision, saves +2, listen +2, hide +2, speaks Undercommon, speaks Svirfneblin
Svirfneblin is the only open subrace that gives +2 to both Dex and Wisdom, your two most important abilities. As an unarmed, dex-based monk, your damage output will be minimal at best. As such, the reduced unarmed damage from a small subrace isn't really an issue - the extra points wouldn't make a difference. You do, however, get +1 to ab and ac and, as a gnome on HG, get extra skill points in legendary levels.
STAT | Base | Race | Subby | Level | Feats | Class | Lvl 60 | +12 | +14 |
STR | 16 | 14 | 14 | 14 | 14 | 14 | 14 | 26 | 28 |
DEX | 14 | 14 | 16 | 36 | 44 | 44 | 44 | 56 | 58 |
CON | 12 | 14 | 12 | 12 | 12 | 12 | 12 | 24 | 26 |
INT | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 20 | 22 |
WIS | 16 | 16 | 18 | 18 | 20 | 20 | 20 | 32 | 34 |
CHA | 8 | 6 | 6 | 6 | 6 | 6 | 6 | 18 | 20 |
14 STR is a general minimum for front-line tanks (due to ability checks), but, if the low CON/hp scare you, pull 4 points out of STR and put 2 into CON and 2 into DEX (then swap Great Dex 7 for Armor Skin). You'll end up with more HP and +2 AC.
BAB | Epic | Leg | Par | Dex | Feats | Size | Magic | @60 | +12 gear | +14 gear | |
AB | 15 | 10 | 15 | 0 | 17 | 8 | 1 | 20 | 86 | 92 | 93 |
Base | Dex | Armor | Wis(+Monk) | Dodge | Nat | Defl | Tumb | Size | Feats | CA | @60 | +12 gear | +14 gear | w/gird | |
AC | 10 | 17 | 14 | 13 | 20 | 16 | 16 | 12 | 1 | 0 | 2 | 121 | 133 | 135 | 137 |
- you can get randomized gear up to +17 natural/deflection modifier
Skills:
Concentration: 25 - required for some high level checks
Discipline: Max - required for some high level checks
Listen: Max - high listen reduces enemy concealment, making them easier to hit
Parry: Max - high parry reduces critical hits by as much as 50%
Tumble: 60 - Tumble AC bonus is capped at +12....not much reason to increase above 60
Craft Armor: remaining - you have a few skill points to burn. Craft Armor increases AC by +1 for each 40 points.
Saves @60 (+14 gear):
Fort: 57
Reflex: 72
Will: 60
Leveled Feats
1: Skill Focus: Listen - Listen reduces enemy concealment, making them easier to hit
3: Weapon Finesse - allows you to use your Dex modifier for AB
6: Weapon Focus: Unarmed Strike - unarmed strike is your primary attack
9: Greater Weapon Focus: Unarmed Strike - improves your AB
12: Improved Critical: Unarmed Strike - increases critical range on your unarmed strike
15: Extra Stunning Attacks - you have a few pre-Epic feats to spare. This gives you 3 more stunning attacks per rest
18: Alertness (or Toughness...your choice) - you have a few pre-Epic feats to spare. Alertness will improve you Listen skill...Toughness gives you extra HP
21: Great Wisdom 1 - wisdom improves your stunning fist and quivering palm DC as well as the enchantment on your gloves
24: Great Wisdom 2 - wisdom improves your stunning fist and quivering palm DC as well as the enchantment on your gloves
27: Great Dexterity 1 - dexterity improves your AC and AB
30: Great Dexterity 2 - dexterity improves your AC and AB
33: Great Dexterity 3 - dexterity improves your AC and AB
36: Great Dexterity 4 - dexterity improves your AC and AB
39: Great Dexterity 5 - dexterity improves your AC and AB
42: Legendary Weapon Focus: Unarmed Strike - unarmed strike is your primary attack
45: Improved Stunning Fist 3 - increases your stunning fist/quivering palm DC by +3
48: Improved Stunning Fist 4 - increases your stunning fist/quivering palm DC by +3
51: Improved Stunning Fist 5 - increases your stunning fist/quivering palm DC by +3
54: Great Dexterity 6 - dexterity improves your AC and AB
57: Great Dexterity 7 - dexterity improves your AC and AB
60: Great Dexterity 8 - dexterity improves your AC and AB
Monk Feats
25: Epic Weapon Focus: Unarmed Strike - unarmed strike is your primary attack
30: Epic Prowess - increases your AB
35: Improved Stunning Fist 1 - increases your stunning fist/quivering palm DC by +3
40: Improved Stunning Fist 2 - increases your stunning fist/quivering palm DC by +3
25: Epic Weapon Focus: Unarmed Strike - unarmed strike is your primary attack
30: Epic Prowess - increases your AB
35: Improved Stunning Fist 1 - increases your stunning fist/quivering palm DC by +3
40: Improved Stunning Fist 2 - increases your stunning fist/quivering palm DC by +3
Survival Trait
Levitation - levitation is required in several legendary level areas, this trait will allow you to move in them without using a ring
Water Breathing - water breathing is required in several legendary level areas, this trait will allow you to move in them without using a ring
Equipment
The biggest advantage of monks for new players is that, outside of gloves, they don't require any specialized gear. You can cover your needs with standard drops that most veterans ignore, such as:
these are just suggestions, you will have a lot of options on mixing/matching gear
There are also a number of torches you can use to augment your gear set. The better ones require a legendary tag (or level 60), but some examples include:
Myconids: Urge to Destroy and Impulse to Procreate
Ssithrak: Sstadi S'benat
BUR (lvl 60): Torch of the Unwary and Torch of Absorption
Random: The Skull of Iyachtu Xvim
Gloves are, obviously, your main priority. Fortunately, there are random drops for nearly every level. If you're having trouble finding a pair, go with in-shop items and ask in-game where to find Blood Sport (it's a placed in an area near town). After that, you'll want to complete legendary runs to get tagged to use the 6d12 elemental damage gloves, which help you exploit specific boss weaknesses. If they don't drop, ask around...you should have enough gold/gear to barter for them.
Myconids: Urge to Destroy and Impulse to Procreate
Ssithrak: Sstadi S'benat
BUR (lvl 60): Torch of the Unwary and Torch of Absorption
Random: The Skull of Iyachtu Xvim
Gloves are, obviously, your main priority. Fortunately, there are random drops for nearly every level. If you're having trouble finding a pair, go with in-shop items and ask in-game where to find Blood Sport (it's a placed in an area near town). After that, you'll want to complete legendary runs to get tagged to use the 6d12 elemental damage gloves, which help you exploit specific boss weaknesses. If they don't drop, ask around...you should have enough gold/gear to barter for them.
You really don't need to worry about breach/mord gear, but if you do use it, read the description as it may reduce your concealment by 10%.
Tips
- Accept the reality that you're little more than an "undispellable Black Blade of Disaster" against most bosses and focus on rezzing/picking up your teammates when you face them.
- You'll be really, really, really, really hard to hit (really!) but very susceptible to kickback damage. Collect as many elemental immunity rings as you can find early on.
- Use your mouse to navigate. With monk speed, you move so quickly that you can accidentally spawn a room using just the arrow keys.
- Target enemy casters early and often. You'll have to beat their concealment, but, once you do, should be able to Quivering Palm them every time.
- If you get caught flatfooted, you're in trouble - try to avoid switching targets or moving around in combat.