Post by arek on Nov 19, 2013 20:17:33 GMT
Introduction:
Monks on Higher Ground can deal some of the highest damage of any tank in the game. At the same time, they can also be very sturdy, able to take a real beating as well as dish one out. This monk, based loosely on yomi's Flying Fists, should be able to stand up to some of the toughest monsters on HG, while still being able to place respectably on the damage charts.
Pros:
Cons:
Final Build Statistics:
Any assumptions beyond mundane gear (this build uses fists/gloves as weapons and robes for armor) are listed in parentheses. "Magical" bonus is a bonus applied from a spell or from gear.
Attack Bonus and all saving throws will increase by +1 if using equipment with +14 magical ability bonuses (Specifically, dexterity increases reflex saves and attack bonus, wisdom increases will saves, and constitution increase fortitude saves). Additionally, Armor Class will increase by +2 due to the increases in Dexterity and Wisdom.
Final Ability Scores:
At level 40:
Format: Unbuffed ability score/Ability score with +12 magical ability bonus
At level 60:
Format: Unbuffed ability score/Ability score with +12 magical ability bonus/with +14 magical ability bonus
Note: Here on higher ground it is possible to get a +14 magical ability bonus from items acquired in the Hells and other legendary level areas.
Build Progression Summary:
Here is a summary of feats, abilities, and skills. For an explanation of each choice and a step-by-step leveling guide, please review the next section.
Race: Human
Subrace: Bugbear (requires Human, grants +2 STR, +2 DEX, +2 CON, -3 INT, -3 CHA, changes Appearance)
Alignment: Any Lawful, non-evil alignment will do, though some legendary level areas will make you evil if you want to play in them so it can be a bit of a hassle to stay of non-evil alignment if you want to play in these areas. Note: By the time you encounter these areas, you will not need to worry about your alignment, just make sure you don't become evil until after you've taken your last Harper Scout level (Level 35).
Ability Scores:
Format: Ability score on creation/with subrace edits
Initial Ability Scores:
While leveling, increase Dexterity every time the game gives you an ability score increase.
Feats:
Pre-Epic (non-Bonus) Feats (in order):
Pre-Epic Fighter Bonus Feats (in order):
Epic (non-Bonus) Feats (in order):
Epic Bonus Feats (in order):
Legendary Feats (in order):
Skills:
Level-by-Level Build Progression:
Explanations of choices made and why they enhance the build's overall effectiveness are italicized and orange.
Choices that have "(Automatic)" precede them are automatically applied to the character and are not taken manually.
Race: Human
Subrace: Bugbear (requires Human, gives +2 STR, +2 DEX, +2 CON, -3 INT, -3 CHA, changes appearance) (Bugbear improves the valuable STR and DEX scores that this build needs to tank while giving a penalty to CHA which it does not use and a penalty to INT which is not a big concern because this build can get its core skills with only 12 INT)
Alignment: Any Lawful, non-evil alignment (But some areas of the module make you evil, so it can be a hassle to maintain non-evil status if you want to play in these areas - note that you shouldn't encounter these until after you become immortal, and it doesn't matter at that point, but you must be non-evil to take levels in Harper Scout and you must be Lawful to take levels in Monk)
Special Build-Enhancing (non-Gear) Items:
Artifact: There are special items in the game known as artifacts. Some of these increase one of a character's ability score by +2 points. If you can acquire one, I recommend applying the Constitution Artifact (The Orb of Dragonkind) to your character. This is because, aside from its +2 Constitution bonus, it grants absolute immunity to poison. There are certain monsters in legendary level areas that have ability checks vs instant death that can only be stopped completely by immunity to poison (even item-level immunity to poison will not prevent death on a failure or autofail (a roll of 1)). One of the important aspects of a tank is avoiding death, and the CON Artifact is a major boon in this aspect.
Otherwise, the dexterity artifact (Mask of Vhaerun) is also a decent choice because it increases your AB and AC by 1. You must be level 55 to use an ability enhancing artifact, and you can only use 1 ability enhancing artifact ever on a character.
Pandect: (short for Pandect of Darkest Secrets) There are certain books in the game called Pandects that grant your character a specific extra feat (or feats). I recommend using the Stunning Fist pandect, as it will grant you 2 ranks in Improved Stunning Fist, thereby increasing your Stunning Fist DC to 50 (51 with +14 Wisdom from an item). The Armor Crafting and Epic Energy Resistance pandects are also worth considering, as is the Sneak Attack pandect if you can find an item with sneak attack on it.
Gear Suggestions:
Armor Class: Armor, Natural, Deflection, and Dodge should always be covered as high as possible. High AC as a dexterity-based tank is vital to survival.
Ability Bonuses: Always try to fit in +12 to Strength, +12 to dexterity, +12 to constitution, and +12 to wisdom from items. Once you get to 60, try to fit in an item with +14 Strength, Dexterity, Constitution, or Wisdom, as this will increase your ability to tank.
Immunities: Immunity to death magicand fear should always be covered by gear. Poison is good for Hells and several other areas, tho that's covered by the Con artifact once you get it. Elemental immunities are good to cover from rings, if you can find any immunity rings, for certain areas (especially hells). Monks actually have it pretty good here. 
Mord/Breach Immunity: While not as necessary for this build as for many others, there are certain items in higher ground with immunity to Mordenkainen's Disjunction or Breach spells. If you know that a legendary level area contains Mord or Breach, I strongly recommend forgoing other gear in favor of Breach or Mord immunity. Breach immunity can be covered by rings or boots and is almost always present in Hell and also present in some legendary level areas. Mord immunity can be covered via rings and won't occur as often in Hell though will be present in Desert, Locathah Depths, and other legendary level areas.
There is a ring that drops 100% of the time in the desert areas called Bauphin's Bulwark that will grant immortal characters immunity to Mordenkainen's Disjunction.
Weapons: Pretty much every legendary area in the game has gloves for you, at least until you get to the Hells. Watch out for the Freya's Fists (MoaD), Halaster's Madness (Dustbone), and Malefic Mittens (Dis), in particular. Until then, look for Hellish Hands, Fist of God, or Bloodsport to use until you get the better stuff.
Pre-Legendary Levels, I recommend trying to focus mainly on the ability scores (dexterity and strength especially) and AC from any items you have.
Ultra-Rare Gear Suggestions (Level 40+ Gear):
Ultra-Rares can be acquired in legendary level areas.
Please note that any and all of this gear, except the boots, can be exchanged with other things as needed. Just keep in mind the gearing guidelines outlined above.
Beyond Ultra-Rare Gear Suggestions (Level 60 Gear):
Extra Playing Tips:
As a Monk there will be some difficulties you will run into. I will try to list the major difficulties I can here and explain how to best cope with them.
Your concealment is your lifeline. Keep Empty Body up during fights and don't forget to reactivate it if you die.
Without innate critical immunity you will be succeptible to devastating critical from certain enemies. Remember to ask if anyone in party can provide you with critical immunity (a bard with the epic spell, Dirge of the Deathless) before you try to tank such an enemy (typically a boss or mini-boss). Your maxed parry skill helps alleviate critical hit damage.
Because buffs are a good part of your survivial, after you die it can be very difficult to keep tanking. If you play in a penalty area such as Hells where your AC will be decreased, try to get someone to use another Aura of Vitality, Undeath's Eternal Foe, or Bard Song (spells/abilities from different classes in a party that can increase your dodge AC) on you asap. Another possibility is using an item with Epic Mage Armor (such as the Immortal Crown)
Another good item to help survival after death is the Belt of Eternal Preservation. Equip this item when you rest (you can un-equip it afterwards until you need to use it) in order to be able to cast Greater Restoration on yourself after you die in a penalty area. This will eliminate all penalties for a short time to allow you to tank with less difficulty. You can also use the special power to give yourself complete critical hit immunity for a short time.
Speaking of buffs, unless you're using Dis or Min monk gloves your enhancement bonus to AB won't be very good, and the cleric epic Instruments of Faith doesn't affect gloves. If you're not using the Dis/Min gloves be sure to ask in party if anyone has +15 or better GMW they can give you - especially in late-game areas, having this will make a huge difference.
Your strength score of 24 (26 with +14 strength from gear) will make you susceptible to knockdown attacks from Pit Fiends (a monster in hell) and some other monsters. If you have a bard in your party, try to stay inside a Bard's UUU circle (A bard epic standing for Unbowed, Unbent, Unbroken). It looks like a circle marked by flashy wispy blue lights going up and down - ask a Bard whether it is up if youdon't know what it looks like. This will make you more resistant to ability checks causing knockdown.
Also, if you can become a demigod, the best choice of a demigod artifact to use is The Serpent's Coil, which can increase your resistance to knockdown attacks.
Reincarnation Suggestions:
Once you get to level 40 and beyond, you will begin to encounter different methods of acquiring new unlockable subraces, more powerful than the standard (called "open") subraces.
If you decide to reincarnate, I recommend you use a subrace that gives you either one of your key feats or improves your Dexterity and/or Wisdom scores without overly penalizing your Strength, Constitution, or Intelligence scores.
The best Secret (non-UR, non-BUR) subrace for this is probably Tiefling. Githzerai is also decent, tho the INT penalty hurts (much like bugbear's does). If you already have it, Wraith is passable, but the immunities don't do much for a monk and the big STR pen really hurts, so if you're going to go fetch a race for this, get Tiefling instead.
For UR races, Lycan is probably best, followed closely by Stinger. Planewalker would also be good, despite the STR penalty, because of its innate survival abilities. Honestly, tho, Tiefling as as good as any of these, and can be gotten earlier (just ask in-game how to get it, and if they can help you get it ask if they have an extra blood too so you can reincarnate to it).
At the BUR level Zenythri is far and away the best race, simply because it gets EWS: Unarmed, allowing you to exchange the Fighter levels for Paladin or Blackguard levels. Passable alternatives are Undying, Half-Guardinal, Half-Kyton, and Furchin. If you don't have one of those, just wait or try to trade for one - none of them, even Zenythri, are in all that high of demand.
Alternatives and Final Thoughts:
Decent alternate weapon selections would be nunchaku (unslaggable, can accept a few buffs that gloves cannot, and can have their AB improved by taking ranks in the Craft Weapon skill, but can't flurry and are difficult to come by due to their popularity with monk-splash builds), kamas (similar to nunchaku, but can be slagged, which temporarily destroys the item, and can flurry), or goads (similar to nunchaku and kamas, can't flurry, but generally easy to get through trading). All of these options, however, give up the ability to use any physical damage type you happen to need, which is unique to fist monks, and the ability to use Stunning Fist, which is kinda meh on this toon anyway.
You could also reverse your strength and dexterity, which would grant you immunity to Critical Hits from Wholeness of Body once you got 40 base Strength, but would lower your AC by a fairly large amount, making you somewhat easier to kill. I don't recommend doing so unless you have the knowledge and gear to play a fairly squishy dps/tank well.
Alternate monk builds include the Shaolin Thugbear, a pure dex-based bugbear monk that uses nunchaku, and The Stunning Svirfneblin, a pure dex-based fist monk that manages to get the maximum DC possible on its Stunning Fist ability.
The Monk is a great choice if you like tanks and are new to the server. Its inherent concealment, variety of built-in miscellaneous immunities, and variety in both physical and elemental damage types makes it able to both survive and perform well in many areas of the server.
Monks on Higher Ground can deal some of the highest damage of any tank in the game. At the same time, they can also be very sturdy, able to take a real beating as well as dish one out. This monk, based loosely on yomi's Flying Fists, should be able to stand up to some of the toughest monsters on HG, while still being able to place respectably on the damage charts.
Pros:
- Good AC (should be able to get into the 130s easily with buffs, possibly even into the low 140s post-demi)
- High number of attacks - up to 10 attacks per round with the HS boots and Flurry active.
- Decent AB - 96 max, 90 median without Flurry, 94 max, 88 median with.
- Good Saves (lowest is 61 - which is enough for anywhere in the mod, tho you might want to wait for 2xDemi before going to the Abyss)
- Improved Evasion (means no more than half damage from most damaging aoes)
- Decent SR
Cons:
- Requires HG Enhanced (available here) in order to take Greater Weapon Focus at Level 7.
- Dexterity-based means a lower damage output overall, vs. a Str-based monk.
- Cannot stand up to strength checks without help (only relevant in the Hells and some of the very hardest LL areas, afaik).
- DEX-based AC without any levels of Rogue/DD means that if you get caught flat-footed, you're probably dead. Learn to avoid this at all costs (the BUR helm "Visor of Vigilance" would be extremely nice on this build - but be warned: It's probably the most sought-after helm in the game).
Final Build Statistics:
Any assumptions beyond mundane gear (this build uses fists/gloves as weapons and robes for armor) are listed in parentheses. "Magical" bonus is a bonus applied from a spell or from gear.
- Attack Bonus: 96 (with +12 magical dexterity bonus and +20 magical AB bonus).
- Armor Class: 130 (with +12 magical dexterity and wisdom bonus and using level 60 gear that gives +17 to AC), 128 (with +12 magical dexterity and wisdom bonus and using level 40 gear that gives +16 to AC)
- Fortitude: 65 (with +20 magical saving throw bonus and +12 constitution)
- Reflex: 72 (with +20 magical saving throw bonus and +12 dexterity)
- Will: 61 (with +20 magical saving throw bonus and +12 wisdom)
- 61% Conceal from Empty Body (not mordable)
- Improved Evasion
Attack Bonus and all saving throws will increase by +1 if using equipment with +14 magical ability bonuses (Specifically, dexterity increases reflex saves and attack bonus, wisdom increases will saves, and constitution increase fortitude saves). Additionally, Armor Class will increase by +2 due to the increases in Dexterity and Wisdom.
Final Ability Scores:
At level 40:
Format: Unbuffed ability score/Ability score with +12 magical ability bonus
- Strength: 12/24
- Dexterity: 34/46
- Constitution: 12/24
- Intelligence: 12/24
- Wisdom: 14/26
- Charisma: 5/17
At level 60:
Format: Unbuffed ability score/Ability score with +12 magical ability bonus/with +14 magical ability bonus
- Strength: 12/24/26
- Dexterity: 48/60/62
- Constitution: 12/24/26 (28 with the Constitution Artifact)
- Intelligence: 12/24/26
- Wisdom: 14/26/28
- Charisma: 5/17/19
Note: Here on higher ground it is possible to get a +14 magical ability bonus from items acquired in the Hells and other legendary level areas.
Build Progression Summary:
Here is a summary of feats, abilities, and skills. For an explanation of each choice and a step-by-step leveling guide, please review the next section.
Race: Human
Subrace: Bugbear (requires Human, grants +2 STR, +2 DEX, +2 CON, -3 INT, -3 CHA, changes Appearance)
Alignment: Any Lawful, non-evil alignment will do, though some legendary level areas will make you evil if you want to play in them so it can be a bit of a hassle to stay of non-evil alignment if you want to play in these areas. Note: By the time you encounter these areas, you will not need to worry about your alignment, just make sure you don't become evil until after you've taken your last Harper Scout level (Level 35).
Ability Scores:
Format: Ability score on creation/with subrace edits
Initial Ability Scores:
- Strength: 12/14
- Dexterity: 16/18
- Constitution: 10/12
- Intelligence: 15/12
- Wisdom: 14/14
- Charisma: 8/5
While leveling, increase Dexterity every time the game gives you an ability score increase.
Feats:
Pre-Epic (non-Bonus) Feats (in order):
- Luck of Heroes
- Strong Soul
- Iron Will
- Alertness
- Blind-Fight
- Toughness
- Great Fortitude
- Lightning Reflexes
Pre-Epic Fighter Bonus Feats (in order):
- Weapon Finesse
- Weapon Focus: Unarmed Strike
- Weapon Specialization: Unarmed Strike
- Greater Weapon Focus: Unarmed Strike
- Improved Critical: Unarmed Strike
- Dodge
- Power Critical: Unarmed Strike
Epic (non-Bonus) Feats (in order):
- Epic Weapon Focus
- Epic Prowess
- Great Dexterity I
- Great Dexterity III
- Great Dexterity V
- Great Dexterity VI
- Armor Skin
Epic Bonus Feats (in order):
- Epic Weapon Specialization
- Great Dexterity II
- Great Dexterity IV
Legendary Feats (in order):
- Legendary Weapon Focus: Unarmed Strike
- Legendary Hardened Soul
- Legendary Weapon Specialization: Unarmed Strike
- Great Dexterity VII
- Great Dexterity VIII
- Great Dexterity IX
- Great Dexterity X
Skills:
- Concentration: 20
- Use Magic Device: 20
- Craft Armor: 23
- Discipline: 63
- Listen: 63
- Parry: 63
- Tumble: 60
Level-by-Level Build Progression:
Explanations of choices made and why they enhance the build's overall effectiveness are italicized and orange.
Choices that have "(Automatic)" precede them are automatically applied to the character and are not taken manually.
Race: Human
Subrace: Bugbear (requires Human, gives +2 STR, +2 DEX, +2 CON, -3 INT, -3 CHA, changes appearance) (Bugbear improves the valuable STR and DEX scores that this build needs to tank while giving a penalty to CHA which it does not use and a penalty to INT which is not a big concern because this build can get its core skills with only 12 INT)
Alignment: Any Lawful, non-evil alignment (But some areas of the module make you evil, so it can be a hassle to maintain non-evil status if you want to play in these areas - note that you shouldn't encounter these until after you become immortal, and it doesn't matter at that point, but you must be non-evil to take levels in Harper Scout and you must be Lawful to take levels in Monk)
Level | Class | Abilities | Skills | Feats |
1 | Monk | 12-Strength 16-Dexterity 10-Constitution 15-Intelligence 14-Wisdom 8-Charisma | +4 Tumble (Tumble gives +1 AC for every 5 ranks spent in the skill. As a tank, AC is vital to survival and thus it is wise to raise tumble to 60 ranks for a total of +12 AC) +4 Discipline (Protects against some knockdown, slagging (losing weapons/armor), and other checks) +4 Listen (On Higher Ground, listen lowers the effective concealment of enemies for your attacks; at higher points of this skill (above 60) it is better than even blind fight) +4 Parry (On Higher Ground, parry grants partial immunity to the damage from critical hits) | Luck of Heroes (Saves are important, and this gives +1 to all of them.) Strong Soul (Increases your fortitude and will by +2 and also qualifies you for Legendary Hardened Soul to increase your saving throws to resist many high DCs) |
2 | Fighter | | +1 Tumble +1 Discipline +1 Listen +1 Parry | (bonus feat) Weapon Finesse (Weapon Finesse will allow you to apply your dexterity bonus to AB, increasing you chance of hitting enemies and thus dealing damage) |
3 | Fighter | | +1 Tumble +1 Discipline +1 Listen +1 Parry | Iron Will (This will grant you +2 to will saves, helping you resist saving throw DCs throughout the mod, and is also required in order to take Harper Scout later) (bonus feat) Weapon Focus: Unarmed Strike (This increases your AB with your fists by 1, to allow you to hit enemies more. It also qualifies you for more AB enhancing feats, including Epic Weapon Focus and Legendary Weapon Focus) |
4 | Fighter | +1 Dexterity (As you level up, dexterity will be your most important ability score because it increases your AB and AC, two of the most vital statistics for a tank) | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
5 | Fighter | | +1 Tumble +1 Discipline +1 Listen +1 Parry | (bonus feat) Weapon Specialization: Unarmed Strike (This provides +2 damage per hit with your fists) |
6 | Fighter | | +1 Tumble +1 Discipline +1 Listen +1 Parry | Alertness (This improves your initiative a bit (meh) and is required for Harper Scout later) |
7 | Fighter | | +1 Tumble +1 Discipline +1 Listen +1 Parry | (bonus feat) Greater Weapon Focus: Unarmed Strike (This increases your AB with your fists by 1, helping you score damage on enemies) |
8 | Fighter | +1 Dexterity | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
9 | Fighter | | +1 Tumble +1 Discipline +1 Listen +1 Parry | Blind-Fight (Blind-fight has been modified on Higher Ground. Instead of giving you a reroll against conceal, it reduces enemy concealment by a decent amount - listen is better unless you're deafened, but blind-fight also provides a minor defensive bonus that listen doesn't) (bonus feat) Improved Critical: Unarmed Strike (Increases your chance of scoring critical hits, therefore increasing your damage as a tank against non-critical hit immune enemies) |
10 | Fighter | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
11 | Fighter | | +1 Tumble +1 Discipline +1 Listen +1 Parry | (bonus feat) Dodge (Increases your AC by 1 point against whatever you're attacking) |
12 | Fighter | +1 Dexterity | +1 Tumble +1 Discipline +1 Listen +1 Parry | Toughness (Grants +1 HP per level, for a total of +60 at level 60) |
13 | Fighter | | +1 Tumble +1 Discipline +1 Listen +1 Parry | (bonus feat) Power Critical: Unarmed Strike (Increases your chance of confirming critical hits, therefore increasing your damage as a tank against non-critical hit immune enemies) |
14 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
15 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | Great Fortitude (This will grant you +2 to fortitude saves, helping you resist saving throw DCs throughout the mod) |
16 | Monk | +1 Dexterity | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
17 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
18 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | Lightning Reflexes (This will grant you +2 to reflex saves, helping you resist saving throw DCs throughout the mod) |
19 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
20 | Monk | +1 Dexterity | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
21 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | Epic Prowess (Increases your AB by 1, and grants another +1 AB with Legendary Weapon Focus (for that specific weapon |
22 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
23 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
24 | Monk | +1 Dexterity | +1 Tumble +1 Discipline +1 Listen +1 Parry | Epic Weapon Focus: Unarmed Strike (Grants +2 AB when using your fists and is a prerequisite for Legendary Weapon Focus, which adds more AB) |
25 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
26 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
27 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry +4 Search +6 Lore +8 Persuade (4 Search, 6 Lore, and 8 Persuade are required in order to take Harper Scout later) | Great Dexterity I (It is important to maximize your dexterity for your AB and AC) |
28 | Fighter | +1 Dexterity | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
29 | Fighter | | +1 Tumble +1 Discipline +1 Listen +1 Parry | (Bonus Feat) Epic Weapon Specialization: Unarmed Strike (This provides a damage bonus of +4 to all attacks with your fists, and stacks with Weapon Specialization, for a total of +6) |
30 | Harper Scout | | +1 Tumble +1 Discipline +1 Listen +1 Parry | Great Dexterity II (Bonus Feat) Great Dexterity III |
31 | Harper Scout | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
32 | Harper Scout | +1 Dexterity | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
33 | Harper Scout | | +1 Tumble +1 Discipline +1 Listen +1 Parry | Great Dexterity IV |
34 | Harper Scout | | +1 Tumble +1 Discipline +1 Listen +1 Parry | (Bonus Feat) Great Dexterity V |
35 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
36 | Monk | +1 Dexterity | +1 Tumble +1 Discipline +1 Listen +1 Parry | Great Dexterity VI |
37 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
38 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
39 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | Armor Skin (Adds +2 to your AC. AC is very important to a tank, so you want every point you can get.) |
40 | Monk | +1 Dexterity | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
41 | Monk | | +1 Tumble +1 Discipline +1 Listen +1 Parry | |
42 | Monk | +1 Dexterity | +1 Tumble +1 Discipline +1 Listen +1 Parry | Legendary Weapon Focus: Unarmed Strike (Grants +3 AB with Epic Prowess when using your fists, maximizing the potential to hit enemies) |
43 | Monk | | +1 Discipline +1 Listen +1 Parry +1 Tumble | |
44 | Monk | +1 Dexterity | +1 Discipline +1 Listen +1 Parry +1 Tumble | |
45 | Monk | | +1 Discipline +1 Listen +1 Parry +1 Tumble | Legendary Hardened Soul (With many Will and Fortitude DC checks in Legendary Level areas, it is important to raise the will and fortitude saves to a high score early on) |
46 | Monk | +1 Dexterity | +1 Discipline +1 Listen +1 Parry +1 Tumble | |
47 | Monk | | +1 Discipline +1 Listen +1 Parry +1 Tumble | |
48 | Monk | +1 Dexterity | +1 Discipline +1 Listen +1 Parry +1 Tumble | Legendary Weapon Specialization: Unarmed Strike (Grants +6 damage when using your fists, stacking with previous weapon specialization feats for a total of +12 damage per hit...this adds up, fast!) |
49 | Monk | | +1 Discipline +1 Listen +1 Parry +1 Tumble | |
50 | Monk | +1 Dexterity | +1 Discipline +1 Listen +1 Parry +1 Tumble | |
51 | Monk | | +1 Discipline +1 Listen +1 Parry +1 Tumble | Great Dexterity VII |
52 | Monk | +1 Dexterity | +1 Discipline +1 Listen +1 Parry +1 Tumble | |
53 | Monk | | +1 Discipline +1 Listen +1 Parry +1 Tumble | |
54 | Monk | +1 Dexterity | +1 Discipline +1 Listen +1 Parry +1 Tumble | Great Dexterity VIII |
55 | Monk | | +1 Discipline +1 Listen +1 Parry +1 Tumble | |
56 | Monk | +1 Dexterity | +1 Discipline +1 Listen +1 Parry +1 Tumble | |
57 | Monk | | +1 Discipline +1 Listen +1 Parry +1 Tumble | Great Dexterity IX |
58 | Monk | +1 Dexterity | +1 Discipline +1 Listen +1 Parry | |
59 | Monk | | +1 Discipline +1 Listen +1 Parry | |
60 | Monk | +1 Dexterity | +1 Discipline +1 Listen +1 Parry +20 Concentration (Prevents spells from being interrupted while casting; also allows you to resist concentration checks versus disarm and instant death in legendary level areas) +20 Use Magic Device With the right gear (or bardsong), this allows the use of Scrolls and Wands that are normally only usable by certain caster classes. +23 Craft Armor (On Higher Ground, Craft Armor grants 1 AC for every 40 modified points of Craft Armor) | Great Dexterity X |
Special Build-Enhancing (non-Gear) Items:
Artifact: There are special items in the game known as artifacts. Some of these increase one of a character's ability score by +2 points. If you can acquire one, I recommend applying the Constitution Artifact (The Orb of Dragonkind) to your character. This is because, aside from its +2 Constitution bonus, it grants absolute immunity to poison. There are certain monsters in legendary level areas that have ability checks vs instant death that can only be stopped completely by immunity to poison (even item-level immunity to poison will not prevent death on a failure or autofail (a roll of 1)). One of the important aspects of a tank is avoiding death, and the CON Artifact is a major boon in this aspect.
Otherwise, the dexterity artifact (Mask of Vhaerun) is also a decent choice because it increases your AB and AC by 1. You must be level 55 to use an ability enhancing artifact, and you can only use 1 ability enhancing artifact ever on a character.
Pandect: (short for Pandect of Darkest Secrets) There are certain books in the game called Pandects that grant your character a specific extra feat (or feats). I recommend using the Stunning Fist pandect, as it will grant you 2 ranks in Improved Stunning Fist, thereby increasing your Stunning Fist DC to 50 (51 with +14 Wisdom from an item). The Armor Crafting and Epic Energy Resistance pandects are also worth considering, as is the Sneak Attack pandect if you can find an item with sneak attack on it.
Gear Suggestions:
Armor Class: Armor, Natural, Deflection, and Dodge should always be covered as high as possible. High AC as a dexterity-based tank is vital to survival.
Ability Bonuses: Always try to fit in +12 to Strength, +12 to dexterity, +12 to constitution, and +12 to wisdom from items. Once you get to 60, try to fit in an item with +14 Strength, Dexterity, Constitution, or Wisdom, as this will increase your ability to tank.
Immunities: Immunity to death magic

Mord/Breach Immunity: While not as necessary for this build as for many others, there are certain items in higher ground with immunity to Mordenkainen's Disjunction or Breach spells. If you know that a legendary level area contains Mord or Breach, I strongly recommend forgoing other gear in favor of Breach or Mord immunity. Breach immunity can be covered by rings or boots and is almost always present in Hell and also present in some legendary level areas. Mord immunity can be covered via rings and won't occur as often in Hell though will be present in Desert, Locathah Depths, and other legendary level areas.
There is a ring that drops 100% of the time in the desert areas called Bauphin's Bulwark that will grant immortal characters immunity to Mordenkainen's Disjunction.
Weapons: Pretty much every legendary area in the game has gloves for you, at least until you get to the Hells. Watch out for the Freya's Fists (MoaD), Halaster's Madness (Dustbone), and Malefic Mittens (Dis), in particular. Until then, look for Hellish Hands, Fist of God, or Bloodsport to use until you get the better stuff.
Pre-Legendary Levels, I recommend trying to focus mainly on the ability scores (dexterity and strength especially) and AC from any items you have.
Ultra-Rare Gear Suggestions (Level 40+ Gear):
Ultra-Rares can be acquired in legendary level areas.
Please note that any and all of this gear, except the boots, can be exchanged with other things as needed. Just keep in mind the gearing guidelines outlined above.
- Armor: Robes of Lanatir - gives some magic resist, physical immunities, and the Epic Will feat. If you intend to head into the Hells before 60, this is what you should be wearing.
- Armor: D'qarite Robes - While these robes aren't all that great compared to other robes you'll see later, they have the advantage of requiring only Level 40 and the Dachy tag to use.
- Armor: Shroud of Evernight - Examine any of these you see in lootsplits while you're leveling, because once you reach level 50 they beat the D'qarite Robes handily and, being randomizable, can come out much better. Not only that, the negative immunity will be nice to have in Dustbone as well. If you get a good version of them, you'll probably wind up wearing them right up until level 60.
- Boots: Boots of the Wanderer, preferably Moliated - Harper Scout secret boots, ask in-game where to get them. To Moliate them just use a Crucible of Moliation from the Pit of Moliation on them.
- Amulet: Elemental - Most folks recommend a Lich-King's Phylactry here, but you don't need it. You do, however, need elemental immunities/resists and exotic resists, which are provided by Elemental.
- Cloak: Parson's Preserver - exotic resistance and physical immunities
- Torch: The Sstadi S'benat - +20 soak is nice, and the other stats on this aren't bad, just remember, it's an artifact. Put it in your bank if you need to pick up another artifact (like a con artifact), because if 2 artifacts are held by the same character they explode. Requires the Sissy tag.
- Torch (alt): Urge to Destroy - Provides Overwhelming Critical, which is nice, and isn't an artifact. Requires the Myconids tag and Evil Alignment, tho.
- Belt/Helmet: Try to get stuff in these slots that covers any ability score bonuses you need. What you need will depend on your armor and (in the case of the Shroud) how well-randomized it is.
Beyond Ultra-Rare Gear Suggestions (Level 60 Gear):
- Armor: Robes of the Dim Mak Master - These are, far and away, the best BUR robes available. Try to get one that's decently randomized, but even a somewhat nerfed version of this is better than whatever pre-60 robe you're wearing - by a wide margin.
- Armor (alt): Bulwark of the Choralist - These have physical resists, which you'll need if you don't have them covered elsewhere).
- Boots: Moliated Boots of the Wanderer - Get those PoM runs done :-)
- Amulet: Ygrette's Evanescent Locket - Physical Resists and Immunities, Damage Reduction
- Amulet (alt): Amulet of the Pharoah - Physical resists, fear/poison immunity, elemental immunities
- Belt: Coil of Grabduk - These give exotic resists, which you may need.
- Belt (alt): Belt of Legendary Resilience - If you don't need the exotic resists, this is probably the best belt you can easily obtain. Better belts exist, but require either Demigodhood or a Part3 Abyss tag, both of which can be a bit difficult to obtain.
- Torch: Torch of Absorption - Physical Immunities...and +20 soak. This will reduce the damage enemies do to you rather noticeably.
- Torch: Trickery's Friend - This gives elemental immunities and regeneration, and has a nifty special.
- Torch: Torch of the Unwary - This torch gives 6d6 sneak attacks, exotic resists, and +15 soak. Not as good as a Torch of Absorption defensively, but the sneak attacks mean more damage.
- Torch: Sign of Orcus - This torch provides physical immunities, some resists (enough to cover holes if you don't have better elsewhere), and Overwhelming Criical and Devastating Critical. Offensively speaking, this is great, but it requires that you've killed the miniboss in Thanatos part 1.
- Helmet: Visor of Vigilance - Great skill boosts and free Epic Skill Focus: Listen, also gives wisdom/strength ability bonuses
- Cloak: Cloak of the Elements - This cloak gives a stacking +10 to elemental resists, along with physical immunities and a small amount of elemental immunities. Be warned, good ones are hard to come by.
- Cloak (alt): Cloak of the Unjust - Good if you don't have a Cloak of the Elements, and tends to randomize better due to better base properties.
- Cloak (alt): Corruption - Provides Elemental Resists, physical immunity and dexterity/wisdom ability bonuses - Use this if you're using Bulwark of the Choralist as your armor.
Extra Playing Tips:
As a Monk there will be some difficulties you will run into. I will try to list the major difficulties I can here and explain how to best cope with them.
Your concealment is your lifeline. Keep Empty Body up during fights and don't forget to reactivate it if you die.
Without innate critical immunity you will be succeptible to devastating critical from certain enemies. Remember to ask if anyone in party can provide you with critical immunity (a bard with the epic spell, Dirge of the Deathless) before you try to tank such an enemy (typically a boss or mini-boss). Your maxed parry skill helps alleviate critical hit damage.
Because buffs are a good part of your survivial, after you die it can be very difficult to keep tanking. If you play in a penalty area such as Hells where your AC will be decreased, try to get someone to use another Aura of Vitality, Undeath's Eternal Foe, or Bard Song (spells/abilities from different classes in a party that can increase your dodge AC) on you asap. Another possibility is using an item with Epic Mage Armor (such as the Immortal Crown)
Another good item to help survival after death is the Belt of Eternal Preservation. Equip this item when you rest (you can un-equip it afterwards until you need to use it) in order to be able to cast Greater Restoration on yourself after you die in a penalty area. This will eliminate all penalties for a short time to allow you to tank with less difficulty. You can also use the special power to give yourself complete critical hit immunity for a short time.
Speaking of buffs, unless you're using Dis or Min monk gloves your enhancement bonus to AB won't be very good, and the cleric epic Instruments of Faith doesn't affect gloves. If you're not using the Dis/Min gloves be sure to ask in party if anyone has +15 or better GMW they can give you - especially in late-game areas, having this will make a huge difference.
Your strength score of 24 (26 with +14 strength from gear) will make you susceptible to knockdown attacks from Pit Fiends (a monster in hell) and some other monsters. If you have a bard in your party, try to stay inside a Bard's UUU circle (A bard epic standing for Unbowed, Unbent, Unbroken). It looks like a circle marked by flashy wispy blue lights going up and down - ask a Bard whether it is up if youdon't know what it looks like. This will make you more resistant to ability checks causing knockdown.
Also, if you can become a demigod, the best choice of a demigod artifact to use is The Serpent's Coil, which can increase your resistance to knockdown attacks.
Reincarnation Suggestions:
Once you get to level 40 and beyond, you will begin to encounter different methods of acquiring new unlockable subraces, more powerful than the standard (called "open") subraces.
If you decide to reincarnate, I recommend you use a subrace that gives you either one of your key feats or improves your Dexterity and/or Wisdom scores without overly penalizing your Strength, Constitution, or Intelligence scores.
The best Secret (non-UR, non-BUR) subrace for this is probably Tiefling. Githzerai is also decent, tho the INT penalty hurts (much like bugbear's does). If you already have it, Wraith is passable, but the immunities don't do much for a monk and the big STR pen really hurts, so if you're going to go fetch a race for this, get Tiefling instead.
For UR races, Lycan is probably best, followed closely by Stinger. Planewalker would also be good, despite the STR penalty, because of its innate survival abilities. Honestly, tho, Tiefling as as good as any of these, and can be gotten earlier (just ask in-game how to get it, and if they can help you get it ask if they have an extra blood too so you can reincarnate to it).
At the BUR level Zenythri is far and away the best race, simply because it gets EWS: Unarmed, allowing you to exchange the Fighter levels for Paladin or Blackguard levels. Passable alternatives are Undying, Half-Guardinal, Half-Kyton, and Furchin. If you don't have one of those, just wait or try to trade for one - none of them, even Zenythri, are in all that high of demand.
Alternatives and Final Thoughts:
Decent alternate weapon selections would be nunchaku (unslaggable, can accept a few buffs that gloves cannot, and can have their AB improved by taking ranks in the Craft Weapon skill, but can't flurry and are difficult to come by due to their popularity with monk-splash builds), kamas (similar to nunchaku, but can be slagged, which temporarily destroys the item, and can flurry), or goads (similar to nunchaku and kamas, can't flurry, but generally easy to get through trading). All of these options, however, give up the ability to use any physical damage type you happen to need, which is unique to fist monks, and the ability to use Stunning Fist, which is kinda meh on this toon anyway.
You could also reverse your strength and dexterity, which would grant you immunity to Critical Hits from Wholeness of Body once you got 40 base Strength, but would lower your AC by a fairly large amount, making you somewhat easier to kill. I don't recommend doing so unless you have the knowledge and gear to play a fairly squishy dps/tank well.
Alternate monk builds include the Shaolin Thugbear, a pure dex-based bugbear monk that uses nunchaku, and The Stunning Svirfneblin, a pure dex-based fist monk that manages to get the maximum DC possible on its Stunning Fist ability.
The Monk is a great choice if you like tanks and are new to the server. Its inherent concealment, variety of built-in miscellaneous immunities, and variety in both physical and elemental damage types makes it able to both survive and perform well in many areas of the server.