When doing the level 6 shadow monk into Rogue though, you are meant to lose all the non rogue levels worth of Assassination die, so you can't do that and go around assassinating everything as a trade off. What it does do is stack all the melee features - sneak damage die, apply poison, doublestrike from rogue and faster attacks, movement and slowfall from monk. It makes for one of the most powerful and fastest unarmoured melee specs, but highly glass cannon, as you have to focus on keeping dodge, AC and incorporeal (Ninja Spy in DDO gives 30s Improved invis and lesser displacement with 60s down time), so a lot of times you are almost invulnerable for 30s then need to back out until Shadow Fade recharges. But then when they introduced Reaper difficulty into DDO, all pyjama melee builds became invalid at higher levels. As soon as the dodge / block / incorp / save stacking failed you died, and it was very difficult to heal 1-2 hit kills vs fighter type classes being to take at least 4 hits before dying. That was also a game thst was adapted to real time combat so it would be very different balance wise to turn based, so in this game you would have a chance to always heal if you could at least survive one hit.
It also depends on how many levels we will have, so with DDOs 3.5 ruleset you had 20 class levels then 10 epic levels which were separate. Adding on 4 paladin levels gave loads more unarmoured defenses from Aura of Grace, but that needed the full 20 levels to manage for a 4 / 6 / 10 split.
The build was also very sat heavy as you could only dump Str - 16+ Dex was needed for AC and Weapon Finessed shortswords, 14 con to still have some HP, 14 int for skill points and trap skills DC, 14 Wis ffor monk AC, 14 CHA for Aura of Grace and social skills. Then the more you could pump DEX, WIS and CHA through tomes and gear, the more 'invincible' you got until trying the end game reaper difficulty. But when properly geared you could just blitz through the entire game on the regular difficulties.
Oh I forgot I had a video of the build, and yes I totally only made it just for hitting as fast as possible with pudding summoning swords:
This was before I added the Paladin levels, it was 7 monk / 13 rogue before, then I made it even more tankier with 4 paladin.
'BLURRY, DODGE, BLOCK, SAVE, INCORP, BLURRY, DODGE, BLOCK, SAVE, SAVE, SAVE' Is usually how its meant to be. And halfling with healing dragonmark and more sneak hit bonuses. Sneak hit bonuses from Halfling, Ninja Spy, and Halfling trees and using a deception item lets you apply sneak damage while soloing. The healer hireling just make it so I don't have to bother self healing, and the figurine summons distract stuff. It got traps, locks and all social skills plus UMD jump and heal too, but at the expense of never having enough rogue levels to successfully assassinate anything. Another drawback was needing to use up regular feat slots including one epic feat slot to take the advanced monk stance feats as you dont get them for free with only 6 monk levels.
Oh one time I remember I joined a raid and we only had 1 healer and it needed two, not even any bards were online. So I told everyone I would pop heal scrolls with my UMD and it worked with very few deaths (the dragonmark was very limited without scrolls as well).
After adding the 4 paladin levels I could also pop some lay on hands and cure light wounds on top of the few dragonmark heals, but never enough to be a primary healer - usually a much better idea to heal the healer when playing with others or ofc use them for myself when soloing. The healing dragonmark gave access to 4 heals per rest and loads of lighter cure spells, and also unlocks the halflings 'Positive energy leeches' skill which gave a restoration over time effect. Things which can also be used from scrolls & UMD, but without having to take my weapons off.