For those who are not interested in the discussion and just want to see a straightforward build, check out post #2 for a build which invests fully in monk enhancements and runs in grandmaster of flowers or post #3 for a build which invests in know the angles and runs in legendary dreadnought.
Recently I've seen a lot of questions asking about how to build an unarmed monk in today's ddo. This guide will cover the basics of unarmed monk builds. Unarmed monks are fairly cookie-cutter in design, so the build options discussed here are by no means mine originally, but with the abundance of questions about them and the lack of builds due to their cookie-cutter nature, I thought it might be useful to put together a very basic guide of sorts. I will not go into exhaustive detail about every option available, but will mention enough to give the reader a general idea of the options.
Race
Humans have an advantage because of the extra feat. While monks are not feat starved, their feats are tight. A non-human will have to put off either stunning fist or precision until epics and will have to spend an epic feat on it, thus losing a (non-essential) epic feat (e.g. epic damage reduction). Humans also have easy access to heal amp. Any race with extra starting dex will help you reach the requirements for TWF, but that shouldn't be much of a problem anyway. Several races offer some interesting options through enhancements but none which are overly compelling and, unless you've ground out some racial past lives, few AP will be spent in the racial tree anyway. So, in short, human is optimal but not by much, and any race will do. I will discuss build options throughout this guide as though the race is human but will also mention alternatives for other races when appropriate.
Stats
. . . . . . . .28pt. . .32pt. . .34pt. . .36pt . . Tome . . Level Up
. . . . . . . .----. . .----. . .----. . .---- . . ---- . . --------
Strength. . . . .8 . . . .8 . . . .8 . . . .8. . . . . . . . 4: WIS
Dexterity . . . 16 . . . 16 . . . 16 . . . 16. . . .+1. . . .8: WIS
Constitution. . 12 . . . 15 . . . 14 . . . 14. . . . . . . .12: WIS
Intelligence. . 12 . . . 12 . . . 13 . . . 12. . . .+1. . . 16: WIS
Wisdom. . . . . 16 . . . 16 . . . 17 . . . 18. . . . . . . .20: WIS
Charisma. . . . .8 . . . .8 . . . .8 . . . .8. . . . . . . .24: WIS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28: WIS
Wis based is really the way to go to keep up the DCs of the monk's special attacks. Monk special attacks offer a lot of crowd control, debuffs, and instakill options. To ignore them is to lose a large portion of what an unarmed monk has to offer. Damage will be based on dex, though, so you'll want that, and con, as your secondary stats. And if you will be taking know the angles, then you will want some int as well.
This stat spread only requires a +1 int tome (excluding the 34 point build) by level 3 for combat expertise and a +1 dex tome by level 9 for improved TWF. No other tomes are required. If you do not have the required tomes, then you can adjust starting stats accordingly to reach the requirements, or choose a race which will help you reach them.
With a starting 8 str, you may at times need to be aware of what items you are looting in the early levels (e.g. leave the full plate behind) and sell often. Potions of bull's strength can help with this, just make sure you keep them active. 8 starting str is easily manageable and will not be a problem if you have str tomes or equip some str gear later on.
Skills
. . . . . 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
Heal. . . 2. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. . .11
UMD . . . 2. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. . .11
. . . . .------------------------------------------------------------
. . . . .12. 3. 3. 3. 3. 3. 3. 3. 3. 3. 3. 3. 3. 3. 3. 3. 3. 3. 3. 1
. . . . .24. 6. 6. 6. 6. 6. 6. 6. 6. 6. 6. 6. 6. 6. 6. 6. 6. 6. 6. 6
Concentration, heal, and UMD are the only essential skills. Feel free to invest in whatever you prefer after that. On a str dumped build, at least some in jump (especially if you do not have str or jump tomes) will help during the early levels. If you plan to go with scion of the ethereal plane as your legendary feat, then make sure you fully invest in hide as well.
Feats
.1 Human. : Stunning Fist
.1. . . . : Two Weapon Fighting
.1 Monk . : Dodge
.2 Monk . : Mobility
.3. . . . : Combat Expertise
.3 Monk . : Path of Harmonious Balance
.6. . . . : Whirlwind Attack
.6 Monk . : Spring Attack
.9. . . . : Improved Two Weapon Fighting
12. . . . : Improved Critical: Bludgeoning
15. . . . : Greater Two Weapon Fighting
18. . . . : Precision
21 Epic . : Overwhelming Critical
24 Epic . : Vorpal Strikes
26 Destiny: Perfect Two Weapon Fighting
27 Epic . : Improved Martial Arts
28 Destiny: Tactician
29 Destiny: Dire Charge
30 Epic . : Epic Damage Reduction
30 Legend : Scion of: Astral Plane OR Scion of: Ethereal Plane OR Scion of: The Plane of Earth
Whirlwind attack is a must-have for today's unarmed monk. It's an awesome feat and well worth the 5 feat investment. Trust me, take it, and don't look back. Monk's can now get whirlwind attack as early as level 6 and you will want it as early as possible. If you put it off until later, then you either get it very late in the game or it messes up your TWFing/imp crit progression. Because of this, the TWF, dodge, mobility, combat expertise, spring attack, whirlwind attack, ITWF, imp crit, GTWF feat progression shown above is pretty much set in stone as optimal. You can deviate from it, but you'll be inhibiting your dps potential by doing so.
As mentioned previously, human has the advantage of taking both stunning fist and precision during heroic levels, which allows them to take epic damage reduction in epics. Precision isn't really needed during heroics, while stunning fist comes in handy against champs, so I would take stunning fist first and put off precision until level 18. If you are not going human, then I would suggest dropping epic damage reduction, taking stunning fist at 18, and taking precision as an epic feat of your choice.
The optimal order of vorpal strikes, overwhelming crit, and improved martial arts is debatable. I have not crunched any numbers, but I suspect that overwhelming crit offers the most dps. Personally, I like vorpal strikes for thematic reasons and actually prefer to take it first. Overall, though, I don't think it matters too much which order you take them in.
If you are not running in wind stance or slotting melee alacrity in your gear set, then you will want to take blinding speed at level 27 and move improved martial arts to level 30, dropping epic damage reduction. On a non-human, you will also have to drop one of precision, stunning fist, vorpal strikes, overwhelming crit, or improved martial arts.
Regarding the legendary feat, I tend to favor tactics so I prefer astral plane, plus it comes with a nice bit of both offense (8% doublestrike) and defense (4 dodge, dodge cap, and reflex saves). If you've gone all-in on hide, then ethereal is a compelling option due to the amount of melee power monks get. And if you prefer one of the elemental feats and are willing to slot spell power for it, then earth is the one I would recommend.
Enhancements
Enhancements Option 1 (80 AP)
Shintao (42 AP)
- Bastion of Purity, Protection from Tainted Creatures, Iron Hand, Argent Fist, Touch the Void Dragon, To Seek Perfection
- Restoring the Balance, Deft Strikes III
- Difficulty at the Beginning, Smite Tainted Creature, Iron Skin III, Fists of Iron, Conditioning I
- The Receptive Earth, Jade Strike, Dismissing Strike, Wisdom
- Lifting the Veil, Tomb of Jade, Instinctive Defense I, Wisdom
- Empty Hand Mastery, Kukan-Do, Violence Begets Violence, Meditation of War, Rise of the Phoenix
Henshin Mystic (23 AP)
- Riddle of Fire, Ki Bolt, Sounding Staff, Incinerating Wave
- Mystic Training III, Way of the: Patient Tortoise
- Eagle Claw Attack, Contemplation III
- Lighting the Candle III, Embrace the Void II, Wisdom
- Focus
Ninja Spy (12 AP)
- Basic Ninja Training, Advanced Ninja Training, Shadow Veil
- Sneak Attack Training, Acrobatic III
- Sneak Attack Training, Knock on the Sky
Human (3 AP)
- Damage Boost
- Improved Recovery
Enhancements Option 2 (80 AP)
Shintao (42 AP)
- Bastion of Purity, Protection from Tainted Creatures, Iron Hand, Argent Fist, Touch the Void Dragon, To Seek Perfection
- Difficulty at the Beginning, Deft Strikes III
- Restoring the Balance, Smite Tainted Creature, Iron Skin III, Fists of Iron, Conditioning I
- Lifting the Veil, Jade Strike, Dismissing Strike, Wisdom
- The Receptive Earth, Tomb of Jade, Instinctive Defense I, Wisdom
- Empty Hand Mastery, Kukan-Do, Violence Begets Violence, Meditation of War, Rise of the Phoenix
Henshin Mystic (16 AP)
- Riddle of Fire, Ki Bolt, Sounding Staff
- Mystic Training III, Way of the: Patient Tortoise
- Knock on the Sky, Contemplation III
- Lighting the Candle III
Ninja Spy (11 AP)
- Basic Ninja Training, Advanced Ninja Training, Shadow Veil
- Sneak Attack Training, Acrobatic III
- Melee/Ranged Power Boost III
Harper Agent (8 AP)
- Agent of Good I
- Harper Enchantment, Traveler's Toughness II
- Know the Angles III
Human (3 AP)
- Damage Boost
- Improved Recovery
With enhancements, you have 2 optimal setups. The first one focuses on monk trees for max melee power, while the second invests a little into harper for max DCs. 42 AP in shintao is required for all tier 5s and the capstone. 11 in ninja spy for shadow veil is a given, as is 11 in henshin for 30 melee power from the first 3 cores. These are basically the must-haves. From there, another 12 in henshin gets you 15 more melee power as well as light the candle. Or you can invest 8 in harper for know the angles. Beyond that, it's pretty much whatever you prefer.
In the two different variations above, I spent AP differently in ninja spy to show alternative ways of getting the 11 for shadow veil. The first one focuses on sneak attack and a ki strike, while the second focuses on melee power boost.
Epic Destiny
Destiny Option 1 (24 AP)
Grandmaster of Flowers
- Lily Petal, Enlightenment III, Dance of Flowers III
- Hail of Blows
- Orchid Blossom, Perfection of Body III
- Piercing Clarity II, Perfection of Mind III
- Drifting Lotus, Dancing with Flames III
- Scattering of Petals, Everything is Nothing
Twists of Fate (31 fate points)
- Sense Weakness (Tier 4 Fury)
- Balanced Attacks (Tier 3 Primal)
- Legendary Tactics (Tier 1 Dreadnought)
- Extra Action Boost (Tier 1 Dreadnought)
- Purge the Wicked (Tier 1 Crusader)
Destiny Option 2 (24 AP)
Legendary Dreadnought
- Legendary Tactics III, Extra Action Boost III, Constitution
- Constitution
- Critical Damage III, Haste Boost III
- (none)
- Advancing Blows, Devastating Critical
- Master's Blitz, Pulverizer
Twists of Fate (36 fate points)
- Sense Weakness (Tier 4 Fury)
- Symetric Strikes (Tier 4 Primal)
- Balanced Attacks (Tier 3 Primal)
Again, you have two optimal options for your epic destiny - grandmaster of flowers for more unique monk abilities, or dreadnought for max dps. While an unarmed monk could certainly work in several other destinies, I don't think any others offer enough to be truly competitive with these two options. If going with dreadnought, you will definitely want melee power boost from ninja spy and human damage boost (if you are human) for max boosts. In grandmaster of flowers, you can swap dancing with flames to fit whatever stance you prefer to run in.
Stances
Wind will offer the most dps if you do not have melee alacrity. If you do have melee alacrity, then I expect wind and fire to be fairly close, although I have not crunched any numbers. Fire also gives you +50 insight bonus to heal amp if you have jidz-tet'ka or epic jidz-tet'ka. Fire also provides plenty of ki so you can spam your special attacks as much as possible. Don't feel like you have to be stuck in one stance all the time though. One advantage of monk is its versatility and adaptability. If you're tanking or taking too much damage, swap to earth or water. If you don't have enough ki or need more heal amp for reaper, swap to fire.
Final comment
Finally, I want to make a comment about what is potentially one of the most confusing aspects of monks to new monk players - the abundance of clicky attacks they get. It is by far more than any other melee class and can be overwhelming. The bottom line is this, just because you have them, does not mean you have to use them. Find a handful of attacks that you seem to use most often and focus on those. Keep the others on a hotbar somewhere so you can either swap them in as needed (e.g. dismissing strike in devil content) or click on them in special situations (e.g. eagle claw against bosses). Again, the monk's versatility is its strength, but that doesn't mean such versatility is required across all content. Rather, let the attacks you use be determined based on the content you are running.