I see the build as a fairly normal optimized elven monk until level 16, when the monk's ki finely becomes unlocked. This changes the normal optimized monk into a ki master whose thundering bellows rock the entire battlefield.
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.
Thunder Monk: Centered Breath Burst Specialist
This is a fun build that has extremely good damage (at 16) and decent defenses (only a little above normal defender levels) so that it can fight while completely surrounded without a defender for short time. This is very playable from level 1, and it has no weak levels.
Damage is normal for a monk until level 16, where the dpr goes well above normal ranges for a monk. Even at 16 the build puts out lower single-target damage than single-target strikers like a rogue or barbarian. But, after converting DPR for the AoE nature of the monk attacks, this build has extremely good striker DPR.
Race: Elf (For speed and shifting prowess)
Background: Auspicious Birth (for dexterity to HP)
Monastic Tradition: Centered Breath (Sliding enemies synergizes well will many feats and with bursts in general)
Paragon Path: Malec-Keth Janissary (to add thunder to all powers and extra damage)
FINAL ABILITY SCORES
STR 11, CON 12, DEX 24, INT 13, WIS 19, CHA 9
STARTING ABILITY SCORES
STR 10, CON 11, DEX 18, INT 12, WIS 13, CHA 8
AC: 35 (+2 to enemy grants CA)
HP: 111 Surges: 8 Surge Value: 27
Acrobatics +20, Arcana +14, Athletics +13, Perception +19, Stealth +20, Thievery +20
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elf Racial Power: Elven Accuracy
Monk Feature: Centered Flurry of Blows
Monk Attack 1: Five Storms
Monk Attack 1: Crane's Wings
Monk Attack 1: Drunken Monkey
Monk Attack 1: Masterful Spiral
Monk Utility 2: Swift Flight
Monk Attack 3: Eternal Mountain
Monk Utility 6: Centered Defense
Monk Attack 9: Twilight Touch
Monk Utility 10: Iron Dragon Defense
Malec-Keth Janissary Attack 11: Loyal Unto Death
Malec-Keth Janissary Utility 12: Ever-Present Escort
Monk Attack 13: Furious Bull
Monk Attack 15: Mithral Tornado
Monk Utility 16: Stance of the Still Sword
Level 1: Unarmored Agility (+2 AC)
Level 2: Versatile Expertise (To hit is essential)
Level 4: Superior Implement Training (Accurate dagger) (To hit is essential)
Level 8: Deadly Draw (Virtuallyconstant CA)
Level 10: Improved Defenses (+2 to NADS)
Level 11: Starblade Flurry (+1 FoB targer)
Level 11: Blade Initiate (necessary for PP, and +3 to ac for one encounter)
Level 12: Defensive Advantage (+2 AC versus most enemies)
Level 16: Resounding Thunder (Increased size of all bursts and blasts)
Level 16: Coordinated Explosion (+1 to hit, virtually all the time)
Monk unarmed strike
Magic Accurate dagger +4 x1
Ki Weapon+1 x1
Magic Feyweave Armor +4 x1
Amulet of Protection +4 x1
Rushing Cleats (heroic tier) x1
Siberys Shard of the Mage (paragon tier)
Shielding Blade Wrist razors +1 x1
====== End ======
With +4 Accurate Dagger, Ki weapon+1, Paragon Dragonshard of the Mage, and Ring of the Dragonborn Emperor
to hit: +23, or +25 with CA (and you always should have CA with this build), versus 28 reflex = 80% to 90% hit rate.
Five Storms Damage: 1d8+1d4+17
FoB Damage (3 targets): 9+1d4 damage
At will DPR with 90% hit rate = 22.55 damage per target and +11.5 damage to three targets
As Five Storms is a party friendly 5x5, 34.05 dpr (assuming at least one hit) is equivalent to a single target DPR of 76.61 DPR. This is double intended striker DPR of 38, and perfectly matches the broken striker DPR of 76 dpr.
AC 35 versus 21 to hit, means the build will be hit on a 14 or higher WITHOUT any of the build’s situational modifiers or defensive stances. With those conditional modifiers (i.e,, +2 versus enemies granting CA) taken into account, only you need a 17 to hit. Once one of the two defenses stances are activated, it will take a 19, and you can throw another +3 AC on top of that for an encounter.
Fortitude 28 versus 19 to hit, means the build will be hit on a 9 or higher without any of the builds defensive stances (which provide up to another +2 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.