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Mirakk
09-08-2009, 01:13 AM
Hi, my monk is a Weapon Finesse monk using handwraps as my primary weapon.

I have low strength as a result (13 will be my max natural)


Is it worth it for me to take Improved Trip? I like the usefulness of the ability, but I'm worried that since trip is a strength check I'd just miss all the time anyway.

Uska
09-08-2009, 01:16 AM
you might not miss but your target will likely save a lot heck they seem to save a lot on my 22 str monk

BlackRage
09-08-2009, 03:37 AM
Is it worth it for me to take Improved Trip?

No

sephiroth1084
09-08-2009, 04:14 AM
Early in the game it may still be worthwhile taking Improved Trip, but as you level, even the casters will be making their save very frequently. At level 7, my 20 Str paladin lands a successful trip (not improved) about 10 to 25% of the time. I keep it on a bar because I like it, and because that small percentage is at no expense (virtually no time, and no feat).

At end game, my 30 Str paladin lands a successful Improved Trip w/ some modifying enhancements at an even smaller success rate. I keep Improved Trip on him, because it is a very useful tool when disabling casters, and occasionally useful otherwise.

I'd say, play around with the feat for a level or 2, but be prepared to swap it out for something more relevant quickly. Better yet, see if you can find a weapon of Vertigo +2 or +4, to see how often you're landing trips.

soubal
09-08-2009, 06:15 PM
don't forget that unbalancing strike drops a mob's balance by 10, making it a lot easier to land that trip, since it's that balance check. Land unbalancing first, a subsequent trip then has a much better chance of hitting.

That said, spend an action point on unbalancing strike and use that with the standard 'trip' you're given, it's a better DC than improved that way anyway, and you save a feat. I'd give that advice even for a str-build monk.

hydra_ex
09-08-2009, 06:23 PM
don't forget that unbalancing strike drops a mob's balance by 10, making it a lot easier to land that trip, since it's that balance check. Land unbalancing first, a subsequent trip then has a much better chance of hitting.

That said, spend an action point on unbalancing strike and use that with the standard 'trip' you're given, it's a better DC than improved that way anyway, and you save a feat. I'd give that advice even for a str-build monk.

But the balance check is to stand up after they've been knocked down. It's a STR or DEX check to resist falling down in the first place.

Angelus_dead
09-08-2009, 06:35 PM
don't forget that unbalancing strike drops a mob's balance by 10
The appearance is that only players are susceptible to that aspect of the debuff.

hydra_ex
09-08-2009, 06:38 PM
The appearance is that only players are susceptible to that aspect of the debuff.

Thats annoying...

soubal
09-08-2009, 06:53 PM
It is? Well that's just stupid.

Then again, that seems to be par for the course around here, so I really have no doubt it's accurate.