This is a build for my monk handbook. I wanted this to be gear independent, so I pretty much only assumed basic gear. However, my DPR calculations include a couple extra items just because everyone is used to seeing completely optimized DPR estimates.
The Drunken Boxer: Centered Breath Master of Defense
This is a fun build that specializes in defense (to well above normal defender levels) so that it can fight while completely surrounded without a defender. This is very playable from level 1, and it has no weak levels.
It also has a lot of control effects for a monk, with a lot of dazes, stuns and weakening. Ghostwalker combined with Centered Breath CA manufacturing means that it has a lot of stealth capabilities as well.
Damage is in the normal ranges for a monk, which is lower than single-target strikers like a rogue or barbarian. But, after converting DPR for the AoE nature of the monk attacks, this build has intended striker DPR. However, the build also has enough hard control that it can be very useful versus solos and the like even if it doesn't put out a ton of single target damage.
This build is a good base for the "Spiderman" monk that uses a Flying Hook and Bracers of Brachiation to do a decent Spiderman impression.
Race: Human (for +1 to NADS, extra feat, extra at-will)
Background: Auspicious Birth (for dexterity to HP)
Monastic Tradition: Centered Breath (Sliding enemies synergizes well will many feats and with Ghostwalker)
Paragon Path: Ghostwalker (for concealment while CA and nice control powers)
Starting Abilities/Level 16 Abilities
AC: 36 (+2 AC if enemy grants CA)
The build will also always have concealment and/or a defensive stance up, for an additional +2 to 4 (equivalent) to all defenses.
1: Versatile Expertise (to hit is essential)
1 (human): Unarmored Expertise (+2 to AC)
2: Superior Implement Training: Accurate Dagger (to hit is essential)
4: Weapon Profeciency: Parrying Dagger (+1 to AC)
6: Superior Will (+1 to will and save on daze and stun at beginning of turn)
8: Improved Defenses (+2 to all NADs)
10: Deadly Draw (Gives CA versus any enemies I slide using FoB, which enables PP features and other feats to function constantly)
11: Starblade Flurry (+1 FoB Target, which helps to pull more targets into burst range)
12: Uncanny Dodge (Enemies don't get +2 to hit if you grant CA)
14: Defensive Advantage (+2 to AC versus enemies granting CA)
16: Implement Focus: Dagger (+2 damage)
Five Storms, Steel Wind, and Crane's Wings
Drunken Monkey, Eternal Mountain, Furious Bull
Swift Flight, Centered Defense, Iron Dragon Defense, Stance of the Still Sword
Spinning Leopard Maneuver, Stunning Palm, Mithral Tornado
Assumed Equipment: +4 Feyweave Cloth Armor, +4 Neck, +4 Accurate Dagger,
+1 Rhythm Blade Parrying Dagger (or Shielding Blade), and Rushing Cleats to increase FoB slide distance (or Boots of the Fencing Master for even more defense)
Recommended Equipment: Bracers of Brachiation+Flying Hook (for Spiderman feel) or ki weapon wrist razors, Dragonshard of the Mage, Ring of the Dragonborn Emperor,
With +4 Accurate Dagger, Paragon Dragonshard of the Mage, Ki Weapon Wrist Razors, and Ring of the Dragonborn Emperor
to hit: +22, or +24 with CA (and you always should have CA with this build), versus 28 reflex = 75% to 85% hit rate.
Five Storms Damage: 1d8+19
FoB Damage (3 targets): 8 damage
At will DPR with 85% hit rate = 20.85 damage per target and +8 damage to three targets
As Five Storms is a party friendly 3x3, 28.85 dpr (assuming at least one hit) is equivalent to a single target DPR of 41.83 DPR. This slightly exceeds intended striker DPR of 38.
In my experience in LFR, this estimate is actually quite a bit under what the build actually does in real play. The 1.45 multiplier for party friendly 3x3 area attacks assumes that you have no mechanism to move creatures around into the burst on the following turn, and Center Breath monks DO have this sort of mechanism through Starblade Flurry. Especially if they use the "Play Stupid" strategy, this build will typically be targeting significantly more than 1.45 creatures per turn.
AC 36 versus 21 to hit, means the build will be hit on a 15 or higher WITHOUT any of the builds many situational modifiers or defensive stances. With those conditional modifiers (e.g., +4 equivalent AC if and the enemy grants CA) taken into account, only 19 or 20s should hit. Once one of the two defenses stances kick in, you will only be hit on a 20, and these won't be criticals.
Fortitude 29 versus 19 to hit, means the build will be hit on a 10 or higher without any of the builds many situational modiers or defensive stances (which provide up to another +4 to fort defense). This is the build's worst defense.
With that said, higher level creatures, elites and solos will still be able to hit this character's best defenses, but they will still need to roll well to very well do it. Even then, Iron Dragon Defense will reduce most of the damage off the first hit.