Post by tomaan on Dec 12, 2011 1:15:48 GMT
This is a strength monk build, using quarterstaff for the 1.5x damage boost and high concealment for defense. Quarterstaff qualifies for the Monk attack progression at monk level 21 on Higher Ground, giving you more attacks per round and a -3 (vs -5) AB progression. Most current staff monk builds splash Weapon Master but that can be difficult in terms of feats with an open subrace. This one will not approach them for damage, but will still dish out a fair amount and has better defense than the Weapon Master splash.
This build splashes 4 levels of Paladin for saves, fear immunity, +1 AB and an extra attack per round. A pure monk's BAB tops out at 15 (5 attacks per round). Adding 4 levels of any max AB class (i.e. fighter, ranger, paladin, blackguard, barbarian, dwarven defender, champion of torm or weapon master) before level 20 increases BAB to 16 (6 attacks per round). This is important because quarterstaff cannot use flurry of blows for an extra attack; with haste you'll now have 7 attacks per round. Lastly, we'll throw in a level of fighter for an extra epic feat.
This build has a relatively low AC, so the key to your survival is concealment. Let me say that again: the key to your survival is concealment. Concealment represents the percentage chance attacks will miss you outright -- regardless of the roll. As there are ways for mobs to lower concealment (through feats, spells and skills), it is important to have as high a concealment percentage as possible. This build achieves this with 55 total monk levels for concealment of 75% at level 60; which is pretty good, because the key to your survival is concealment.
I'm using Lizardfolk, which gives a decent bonus (+2) to str and con and also gives innate waterbreathing ability. In addition, you will be able to chose levitation ability as a monk. There are several legendary levels that require the ability to breathe underwater or levitate. This build does not need specific gear to party in these areas, which means you have a "free" gear slot to use for resistances, immunities, etc.
This build won't take you too deep into the Hells, but is stable enough for all legendary areas with even basic gear.
T
======================================
Monk: 35
Paladin: 4
Fighter: 1
Race: Human
Subrace: Lizardfolk
Stats (creation-->w/subrace bonus-->lvl60)
Str: 14-->16-->46
Dex: 14-->14-->14
Con: 12-->14-->14
Wis: 14-->14-->16
Int: 12-->10-->10
Cha: 12-->10-->10
Level Progression - Monk (1-10), Paladin (11-14), Monk (15-39), Fighter (40)
Ability Increases - All to Strength
Feats (Class Lvl):
1) Luck of Heroes; Power Attack (Mnk1)
Luck of Heroes adds +1 to each of your saves and allows yout to to take Legendary Luck after lvl 41 for +3 more.
Power Attack is a requirement for Overwhelming/Devastating Critical feats.
3) Weapon Focus: Quarterstaff (Mnk3)
Quarterstaff gets the monk attack progression at Monk level 21 on Higher Ground. This means more attacks at -3 (vs -5) attack progression.
6) Great Cleave (Mnk6)
Great Cleave is a requirement for Overwhelming/Devastating Critical feats.
9)Greater Weapon Focus: Quarterstaff (Mnk9)
This feat gives +1 to your AB when using a quarterstaff. This is an HG Enhanced feat, meaning it is only available with the HG Enhanced download.
12) Improved Critical: Quarterstaff (Pal2)
This feat adds 1 to your critical threat range when using a quarterstaff and is a requirement for Overwhelming/Devastating Critical feats.
15) Brutal Throw (Mnk11)
You have 2 extra feats! I used this one for Brutal Throw, which applies your Strength modifier to Darts and Throwing Axes (as opposed to Dex modifier). There are areas where you have to destroy objects (and some mobs) from a distance and this feat gives you something to do other than sit around and wait for the AA/Ranger or casters to get them. Another option at this level is Blindfighting or Toughness. This is an HG Enhanced feat, meaning it is only available with the HG Enhanced download.
18) Expertise(Mnk14)
You have 2 extra feats! I used this one for Expertise, which adds +5 to your AC in exchange for -5 to AB - a nice boost for a low AC build if needed. Another option at this level is Blindfighting or Toughness. Since you're taking Brutal Throw, you can also use this feat to take a Weapon Focus or Improved Critical in either Dart or Throwing Axe.
21) Epic Weapon Focus: Quarterstaff (Mnk17)
his feat adds +2 to your AB when using a quarterstaff
24) Great Strength I (Mnk20)
This adds +1 to your Strength, your primary ability.
You can now get your "Survival Ability" from the Spells Pedastal in the Docks. Recommend levitation, but you can choose any except waterbreathing (you get waterbreathing as a Lizardfolk)
27) Great Strength II (Mnk23)
This adds +1 to your Strength, your primary ability.
29) Armor Skin (Mnk25)
This adds +2 to your AC; which is important as this is a low AC tank. Monks have additional bonus feats available to them on Higher Ground. This build takes advantage of those.
30) Great Strength III (Mnk26)
This adds +1 to your Strength, your primary ability.
33) Great Strength IV (Mnk29)
This adds +1 to your Strength, your primary ability.
34) Epic Prowess (Mnk30)
This feat adds +1 to your ab and improves the effectiveness of Legendary Weapon Focus (to +3 overall). Monks have additional bonus feats available to them on Higher Ground. This build takes advantage of those.
36) Great Strength V (Mnk32)
This adds +1 to your Strength, your primary ability.
39) Great Strength VI & Overwhelming Critical: Quarterstaff (Mnk35)
Great Strength adds +1 to your Strength, your primary ability.
Take Overwhelming Critical with your bonus Monk feat. It will add +1 to your critical threat range, which significantly improves your damage output. Monks have additional bonus feats available to them on Higher Ground. This build takes advantage of those.
40) Devastating Critical: Quarterstaff (Ftr1)
This adds +1 to your critical multiplier, which significantly improves your damage output.
Congratulations! You made it to level 40, stomped spiders and killed the old dude. Now you're entering legendary levels, where the real fun begins....
42) Legendary Weapon Focus: Quarterstaff (Mnk37)
With Epic Prowess, this feat will add +3 to your AB.
45) Great Strength VII (Mnk40)
This adds +1 to your Strength, your primary ability.
48) Great Strength VIII (Mnk43)
This adds +1 to your Strength, your primary ability.
51) Great Strength IX (Mnk46)
This adds +1 to your Strength, your primary ability.
54) Great Strength X (Mnk49)
This adds +1 to your Strength, your primary ability.
57) Great Wisdom I (Mnk 52)
This feat increases your wisdom, which adds to your pool of Ki points. As a monk, your Wisdom modifier counts towards AC when not wearing armor or shield.
60) Great Wisdom II (Mnk 55)
This feat increases your wisdom, which adds to your pool of Ki points. As a monk, your Wisdom modifier counts towards AC when not wearing armor or shield.
The numbers @lvl 60 (with +12 gear):
AB:(+12 gear)
BAB+EBAB+LBAB+Feats+(CW)+Max Bonus+Str Mod
=16+10+15+8+(1)+20+24 = 94
Progression: 94/91/88/85/82/79
AC:
Maxes at 119 with girding and +12 gear.
Saves:
F: 64, W: 61, R: 63
Skills:
Concentration (25) -- there are a number of concentration checks; this will cover them.
Discipline (max) -- this will protect you from kd/disarm and a few other checks
Hide (max) -- this allows you to take advantage of others' mass camouflage spells; maxing hide will increase your concealment and the key to your survival is concealment
Listen (max) -- increasing this skill will reduce mobs' concealment. You know....the key to their survival.
Tumble (60) -- increase this skill until you reach level 57 to get the maximum bonsu of +12 to AC
Craft Weapon (left over) -- You get +1 to AB for every 40 points of Craft Weapon. You'll get the +1 pretty easily; with the right gear, you may get as high as +2 (>80).
===================================
Pros and Cons
Advantages:
-- High Concealment (75%)that can't be breached/morded
-- Remove crit immunity with Quivering Palm
-- Decent Damage with buffed weapon
-- Relatively gear independent
-- Natural water breathing and levitation (or other monk survival skill)
-- Innate fear immunity
-- Mind and Disease resistance (from monk and pally levels)
-- Critical immunity
-- 12% physical damage immunity
Disadvantages
-- Low AC
-- Buff dependent
-- Low HP
======================
Monk Advantages
Monks have a few unique skills/advantages in Higher Ground. You will be taking advantage of several of these, such as:
Abilities
- Legendary Monks get 1% physical immunity per 2 points of STR modifier.
- Monks can now pick a survival ability per 20 monk levels (not LL). This is taken from the spells pedestal in the docks.
Survival abilities allow a monk to survive in areas that normally require a ring or some other gear. These include: waterbreathing, levitation, elemental fire plane, elemental earth plane. You get one ability at Monk 20 and again at Monk 40 (not including legendary levels). This build will give you one ability. Choose any but waterbreathing as you get waterbreathing as a Lizardfolk. I recommend Levitation as it is the most common.
Did I mention that the key to your survival is concealment? This build will give you a maximum concealment of 75% at level 60.
Critical immunity is nice to have...really. You can use this together with Empty Body, but your ki pool will drain twice as fast. If you are in a party with mass camouflage or epic druid concealment, save Empty Body and just use Wholeness of Body.
Quivering Palm is your way of giving back to your party. While the DC will be too low to consistently kill mobs, you will be able to strip their critical immunity, opening the door for Zen Rangers, Assassins, and damage tanks to take em out. You don't get too many uses, so ask your party which are the high priority targets
==========================
Gear
It's always tough to find good gear as a new player, which can really limit a build's effectiveness. Fortunately, the only gear this build really needs is a good quarterstaff. The key to your survival is concealment, so it's not imperative that you get the best armor or boots, you just want to get as much AC as possible and maximize elemental resistances/immunities.
Obviously, BUR gear is the best, but, failing that, you can still do fairly well. The items below are rare and UR, but low in demand in loot splits and probably available through the !bazaar channel for less than 50m gold each (don't worry, gold flows in legendary levels....50m isn't that much!).
Armor -- There are several different standard drop level 50 robes that are often randomized to +15 AC. Take any of them.
Bracers -- If you can find bracers at +15 Armor AC, disregard the above on the robes. If you can't, there is a pair of standard drop (Uro) bracers called Silvermist Bracers that give 15% physical damage immunity.
Boots -- Several standard drops give +16 Dodge AC, which will maximize your total Dodge AC at +20 (w/haste). Treads of Thokul Zenben are fairly common and not in high demand in loot splits. They give you +16 and include physical damage immunity and resistance.
Helmet -- Focus on ability increases (can max out at +12 to each ability), saves, or spell/ability immunities (i.e. death magic, kd, etc)
Cloak -- As with helmets, focus on abilities, saves, etc. Try to get one with 10% physical immunity (most will have this)
Amulet -- In a perfect world, you can use Strongheart for +20 to natural AC. Since this is one of the most highly sought after amulets in the game and only availabe in the Hells, however, I wouldn't hold out (just hope you get lucky!). Lich-King's Phylactery is a good alternative that can be randomized to +17 and includes a host of immunities. Elemental is another option that gives good elemental resistances and immunities.
Belt -- As with helmets, focus on abilities, saves, etc.
Weapon -- Dustbone (DB) weapons usually have the best variety of damage types. Wilbur's Walking Stick is the Quarterstaff version. Failing that, you can get Quarrel, the level 35 version that also has some good damages attached to it. Artist's Bo Stick is another option that drops regularly in drow areas. Not great but good enough.
Most of the gear you find can be "randomized" using your command targeter and the command !randomize. This will add random bonuses or penalties or take away or change (reduce or increase) existing ones -- it's "random", remember? You can also find randomized gear, and can use an augmenter to add an additional bonus to it. Augmenting well randomized gear can lead to some pretty uber combinations. As you come across augmenters, be sure to grab (in no order):
* augmenters that add +4 or better to any ability or abilities
* "Mystical" or "Supernatural" augmenters (usually have a high level resistance or buffing spell on them)
* augmenters that add spell slots (good for trade value)
* "ego" items, or items that increase DC/character level for spells or abilities (i.e. druid "ego" adds +1 caster level to all druid spells). These can usually be traded for high value BUR items/subbies.
* augmenters that add Overwhelming/Devastating Critical feats (not likely to find any of these in Legendary Levels, but just in case....)
And no...your gear will not appear on this character, as it uses static models. Models....as in plural. You can select the one you want to use with the PC Scry device (Option 4-->Option 1). There are three different versions in two different colors each (6 total choices).
==========
The Hells and Beyond
As I mentioned earlier, this build may be a bit squishy for deep Hells runs due to progressively higher penalties the further down you go.
You can, however, get by the first few layers with this build, and use the opportunity to obtain coveted BUR gear. BUR gear has more features and can hold ability bonuses of up to +14.
Ask in game for what you need to advance to the Hells.
In the meantime, you can bone up on the different layers by visiting the Wiki: wiki.hgweb.org/wiki/Hells
The Hell's Bestiary gives invaluable information on the mobs you'll be facing along the way: [url=http://wiki.hgweb.org/wiki/Bestiary:_Hells
]http://wiki.hgweb.org/wiki/Bestiary:_Hells[/url]
It may seem a bit intimidating at first, but most players are happy to give you tips on how to survive and a well balanced party can help quite a bit. So feel free to join a run and ask lots of questions!
This build splashes 4 levels of Paladin for saves, fear immunity, +1 AB and an extra attack per round. A pure monk's BAB tops out at 15 (5 attacks per round). Adding 4 levels of any max AB class (i.e. fighter, ranger, paladin, blackguard, barbarian, dwarven defender, champion of torm or weapon master) before level 20 increases BAB to 16 (6 attacks per round). This is important because quarterstaff cannot use flurry of blows for an extra attack; with haste you'll now have 7 attacks per round. Lastly, we'll throw in a level of fighter for an extra epic feat.
This build has a relatively low AC, so the key to your survival is concealment. Let me say that again: the key to your survival is concealment. Concealment represents the percentage chance attacks will miss you outright -- regardless of the roll. As there are ways for mobs to lower concealment (through feats, spells and skills), it is important to have as high a concealment percentage as possible. This build achieves this with 55 total monk levels for concealment of 75% at level 60; which is pretty good, because the key to your survival is concealment.
I'm using Lizardfolk, which gives a decent bonus (+2) to str and con and also gives innate waterbreathing ability. In addition, you will be able to chose levitation ability as a monk. There are several legendary levels that require the ability to breathe underwater or levitate. This build does not need specific gear to party in these areas, which means you have a "free" gear slot to use for resistances, immunities, etc.
This build won't take you too deep into the Hells, but is stable enough for all legendary areas with even basic gear.
T
======================================
Monk: 35
Paladin: 4
Fighter: 1
Race: Human
Subrace: Lizardfolk
"Lizardfolk"
- FCs: Fighter, Ranger / BC: Druid
- STR +2, CON +2, INT -2, CHA -2, breathes water, speaks Draconic, speaks Lizardfolk
- FCs: Fighter, Ranger / BC: Druid
- STR +2, CON +2, INT -2, CHA -2, breathes water, speaks Draconic, speaks Lizardfolk
Stats (creation-->w/subrace bonus-->lvl60)
Str: 14-->16-->46
Dex: 14-->14-->14
Con: 12-->14-->14
Wis: 14-->14-->16
Int: 12-->10-->10
Cha: 12-->10-->10
Level Progression - Monk (1-10), Paladin (11-14), Monk (15-39), Fighter (40)
Ability Increases - All to Strength
Feats (Class Lvl):
1) Luck of Heroes; Power Attack (Mnk1)
Luck of Heroes adds +1 to each of your saves and allows yout to to take Legendary Luck after lvl 41 for +3 more.
Power Attack is a requirement for Overwhelming/Devastating Critical feats.
3) Weapon Focus: Quarterstaff (Mnk3)
Quarterstaff gets the monk attack progression at Monk level 21 on Higher Ground. This means more attacks at -3 (vs -5) attack progression.
6) Great Cleave (Mnk6)
Great Cleave is a requirement for Overwhelming/Devastating Critical feats.
9)Greater Weapon Focus: Quarterstaff (Mnk9)
This feat gives +1 to your AB when using a quarterstaff. This is an HG Enhanced feat, meaning it is only available with the HG Enhanced download.
12) Improved Critical: Quarterstaff (Pal2)
This feat adds 1 to your critical threat range when using a quarterstaff and is a requirement for Overwhelming/Devastating Critical feats.
15) Brutal Throw (Mnk11)
You have 2 extra feats! I used this one for Brutal Throw, which applies your Strength modifier to Darts and Throwing Axes (as opposed to Dex modifier). There are areas where you have to destroy objects (and some mobs) from a distance and this feat gives you something to do other than sit around and wait for the AA/Ranger or casters to get them. Another option at this level is Blindfighting or Toughness. This is an HG Enhanced feat, meaning it is only available with the HG Enhanced download.
18) Expertise(Mnk14)
You have 2 extra feats! I used this one for Expertise, which adds +5 to your AC in exchange for -5 to AB - a nice boost for a low AC build if needed. Another option at this level is Blindfighting or Toughness. Since you're taking Brutal Throw, you can also use this feat to take a Weapon Focus or Improved Critical in either Dart or Throwing Axe.
21) Epic Weapon Focus: Quarterstaff (Mnk17)
his feat adds +2 to your AB when using a quarterstaff
24) Great Strength I (Mnk20)
This adds +1 to your Strength, your primary ability.
You can now get your "Survival Ability" from the Spells Pedastal in the Docks. Recommend levitation, but you can choose any except waterbreathing (you get waterbreathing as a Lizardfolk)
27) Great Strength II (Mnk23)
This adds +1 to your Strength, your primary ability.
29) Armor Skin (Mnk25)
This adds +2 to your AC; which is important as this is a low AC tank. Monks have additional bonus feats available to them on Higher Ground. This build takes advantage of those.
30) Great Strength III (Mnk26)
This adds +1 to your Strength, your primary ability.
33) Great Strength IV (Mnk29)
This adds +1 to your Strength, your primary ability.
34) Epic Prowess (Mnk30)
This feat adds +1 to your ab and improves the effectiveness of Legendary Weapon Focus (to +3 overall). Monks have additional bonus feats available to them on Higher Ground. This build takes advantage of those.
36) Great Strength V (Mnk32)
This adds +1 to your Strength, your primary ability.
39) Great Strength VI & Overwhelming Critical: Quarterstaff (Mnk35)
Great Strength adds +1 to your Strength, your primary ability.
Take Overwhelming Critical with your bonus Monk feat. It will add +1 to your critical threat range, which significantly improves your damage output. Monks have additional bonus feats available to them on Higher Ground. This build takes advantage of those.
40) Devastating Critical: Quarterstaff (Ftr1)
This adds +1 to your critical multiplier, which significantly improves your damage output.
Congratulations! You made it to level 40, stomped spiders and killed the old dude. Now you're entering legendary levels, where the real fun begins....
42) Legendary Weapon Focus: Quarterstaff (Mnk37)
With Epic Prowess, this feat will add +3 to your AB.
45) Great Strength VII (Mnk40)
This adds +1 to your Strength, your primary ability.
48) Great Strength VIII (Mnk43)
This adds +1 to your Strength, your primary ability.
51) Great Strength IX (Mnk46)
This adds +1 to your Strength, your primary ability.
54) Great Strength X (Mnk49)
This adds +1 to your Strength, your primary ability.
57) Great Wisdom I (Mnk 52)
This feat increases your wisdom, which adds to your pool of Ki points. As a monk, your Wisdom modifier counts towards AC when not wearing armor or shield.
60) Great Wisdom II (Mnk 55)
This feat increases your wisdom, which adds to your pool of Ki points. As a monk, your Wisdom modifier counts towards AC when not wearing armor or shield.
The numbers @lvl 60 (with +12 gear):
AB:(+12 gear)
BAB+EBAB+LBAB+Feats+(CW)+Max Bonus+Str Mod
=16+10+15+8+(1)+20+24 = 94
Progression: 94/91/88/85/82/79
AC:
Maxes at 119 with girding and +12 gear.
Saves:
F: 64, W: 61, R: 63
Skills:
Concentration (25) -- there are a number of concentration checks; this will cover them.
Discipline (max) -- this will protect you from kd/disarm and a few other checks
Hide (max) -- this allows you to take advantage of others' mass camouflage spells; maxing hide will increase your concealment and the key to your survival is concealment
Listen (max) -- increasing this skill will reduce mobs' concealment. You know....the key to their survival.
Tumble (60) -- increase this skill until you reach level 57 to get the maximum bonsu of +12 to AC
Craft Weapon (left over) -- You get +1 to AB for every 40 points of Craft Weapon. You'll get the +1 pretty easily; with the right gear, you may get as high as +2 (>80).
===================================
Pros and Cons
Advantages:
-- High Concealment (75%)that can't be breached/morded
-- Remove crit immunity with Quivering Palm
-- Decent Damage with buffed weapon
-- Relatively gear independent
-- Natural water breathing and levitation (or other monk survival skill)
-- Innate fear immunity
-- Mind and Disease resistance (from monk and pally levels)
-- Critical immunity
-- 12% physical damage immunity
Disadvantages
-- Low AC
-- Buff dependent
-- Low HP
======================
Monk Advantages
Monks have a few unique skills/advantages in Higher Ground. You will be taking advantage of several of these, such as:
Abilities
- Legendary Monks get 1% physical immunity per 2 points of STR modifier.
- Monks can now pick a survival ability per 20 monk levels (not LL). This is taken from the spells pedestal in the docks.
Survival abilities allow a monk to survive in areas that normally require a ring or some other gear. These include: waterbreathing, levitation, elemental fire plane, elemental earth plane. You get one ability at Monk 20 and again at Monk 40 (not including legendary levels). This build will give you one ability. Choose any but waterbreathing as you get waterbreathing as a Lizardfolk. I recommend Levitation as it is the most common.
Empty Body
- Grants +1% concealment per Monk level above 20, to a maximum of 70% at level 40.
- For legendary Monks, Empty Body gives an additional +1% concealment per 2 legendary levels, and duration increases by one round per legendary level.
- Empty Body costs 1 point of Ki per round to use. Monks get a pool of Ki equal to (Monk level including LL + Base Wis score) * 3
- Grants +1% concealment per Monk level above 20, to a maximum of 70% at level 40.
- For legendary Monks, Empty Body gives an additional +1% concealment per 2 legendary levels, and duration increases by one round per legendary level.
- Empty Body costs 1 point of Ki per round to use. Monks get a pool of Ki equal to (Monk level including LL + Base Wis score) * 3
Did I mention that the key to your survival is concealment? This build will give you a maximum concealment of 75% at level 60.
Wholeness of Body
- Monks get a pool of Ki equal to (Monk level including LL + Base Wis score) * 3. Wholeness of Body will consume 2 points of Ki per round when in use.
- When used by a legendary Monk with at least 40 base Strength, Wholeness of Body will provide critical hit immunity. The Monk can use Wholeness of Body again at any time to disable the critical hit immunity and cease the expenditure of Ki.
- Monks get a pool of Ki equal to (Monk level including LL + Base Wis score) * 3. Wholeness of Body will consume 2 points of Ki per round when in use.
- When used by a legendary Monk with at least 40 base Strength, Wholeness of Body will provide critical hit immunity. The Monk can use Wholeness of Body again at any time to disable the critical hit immunity and cease the expenditure of Ki.
Critical immunity is nice to have...really. You can use this together with Empty Body, but your ki pool will drain twice as fast. If you are in a party with mass camouflage or epic druid concealment, save Empty Body and just use Wholeness of Body.
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).
Quivering Palm is your way of giving back to your party. While the DC will be too low to consistently kill mobs, you will be able to strip their critical immunity, opening the door for Zen Rangers, Assassins, and damage tanks to take em out. You don't get too many uses, so ask your party which are the high priority targets
==========================
Gear
It's always tough to find good gear as a new player, which can really limit a build's effectiveness. Fortunately, the only gear this build really needs is a good quarterstaff. The key to your survival is concealment, so it's not imperative that you get the best armor or boots, you just want to get as much AC as possible and maximize elemental resistances/immunities.
Obviously, BUR gear is the best, but, failing that, you can still do fairly well. The items below are rare and UR, but low in demand in loot splits and probably available through the !bazaar channel for less than 50m gold each (don't worry, gold flows in legendary levels....50m isn't that much!).
Armor -- There are several different standard drop level 50 robes that are often randomized to +15 AC. Take any of them.
Bracers -- If you can find bracers at +15 Armor AC, disregard the above on the robes. If you can't, there is a pair of standard drop (Uro) bracers called Silvermist Bracers that give 15% physical damage immunity.
Boots -- Several standard drops give +16 Dodge AC, which will maximize your total Dodge AC at +20 (w/haste). Treads of Thokul Zenben are fairly common and not in high demand in loot splits. They give you +16 and include physical damage immunity and resistance.
Helmet -- Focus on ability increases (can max out at +12 to each ability), saves, or spell/ability immunities (i.e. death magic, kd, etc)
Cloak -- As with helmets, focus on abilities, saves, etc. Try to get one with 10% physical immunity (most will have this)
Amulet -- In a perfect world, you can use Strongheart for +20 to natural AC. Since this is one of the most highly sought after amulets in the game and only availabe in the Hells, however, I wouldn't hold out (just hope you get lucky!). Lich-King's Phylactery is a good alternative that can be randomized to +17 and includes a host of immunities. Elemental is another option that gives good elemental resistances and immunities.
Belt -- As with helmets, focus on abilities, saves, etc.
Weapon -- Dustbone (DB) weapons usually have the best variety of damage types. Wilbur's Walking Stick is the Quarterstaff version. Failing that, you can get Quarrel, the level 35 version that also has some good damages attached to it. Artist's Bo Stick is another option that drops regularly in drow areas. Not great but good enough.
Most of the gear you find can be "randomized" using your command targeter and the command !randomize. This will add random bonuses or penalties or take away or change (reduce or increase) existing ones -- it's "random", remember? You can also find randomized gear, and can use an augmenter to add an additional bonus to it. Augmenting well randomized gear can lead to some pretty uber combinations. As you come across augmenters, be sure to grab (in no order):
* augmenters that add +4 or better to any ability or abilities
* "Mystical" or "Supernatural" augmenters (usually have a high level resistance or buffing spell on them)
* augmenters that add spell slots (good for trade value)
* "ego" items, or items that increase DC/character level for spells or abilities (i.e. druid "ego" adds +1 caster level to all druid spells). These can usually be traded for high value BUR items/subbies.
* augmenters that add Overwhelming/Devastating Critical feats (not likely to find any of these in Legendary Levels, but just in case....)
And no...your gear will not appear on this character, as it uses static models. Models....as in plural. You can select the one you want to use with the PC Scry device (Option 4-->Option 1). There are three different versions in two different colors each (6 total choices).
==========
The Hells and Beyond
As I mentioned earlier, this build may be a bit squishy for deep Hells runs due to progressively higher penalties the further down you go.
You can, however, get by the first few layers with this build, and use the opportunity to obtain coveted BUR gear. BUR gear has more features and can hold ability bonuses of up to +14.
Ask in game for what you need to advance to the Hells.
In the meantime, you can bone up on the different layers by visiting the Wiki: wiki.hgweb.org/wiki/Hells
The Hell's Bestiary gives invaluable information on the mobs you'll be facing along the way: [url=http://wiki.hgweb.org/wiki/Bestiary:_Hells
]http://wiki.hgweb.org/wiki/Bestiary:_Hells[/url]
It may seem a bit intimidating at first, but most players are happy to give you tips on how to survive and a well balanced party can help quite a bit. So feel free to join a run and ask lots of questions!