Dreamcoil
03-19-2010, 02:26 AM
Just to explain myself: I am a very experienced PnP player who is relatively new to the DDO community (lvl 9 FvS is my current highest with lots of rerolls and alts.)
Lately I have been doing a lot of thinking and research on the subject of Attack Speed and have decided that I want a build based on such. After seeing the "Big F'n Stick" I figured some variation of that or one of the many Tempest hybrids I have been seeing would be best suited, but then I began to examine handwraps.
This post: http://forums.ddo.com/showthread.php?t=181368 intrigued me, particularly what Gadget2775 has to say about unarmed combat: "Unarmed TWF is faster than Armed simply because the Armed animation takes longer to complete."
In another post, Eladrin confirms this: http://forums.ddo.com/showpost.php?p=2418836&postcount=54
All weapon styles should have the same number of main hand attacks per minute if you stand there holding down the attack button. (Except monk unarmed combat, which is around 10-12% faster. Flurry of blows!)"
Its possible this info is outdated, but it seems to still be true today.
So, if I am reading into everything right, then wearing handwraps (which use the same animation as monk unarmed combat) as a level one monk with TWF gives you the same benefits as Tempest I Alacrity, Tempest III penalty to hit reduction (no penalty for unarmed), and the addition (which it seems nothing else gives) of having your full STR MOD apply to offhand DMG. That seems pretty potent.
You can then add to the Unarmed Monk Alacrity with some combination of:
Wind Stance I-IV: 15-30% static boost (with partial enhancement bonus that does not stack with Haste)
Rogue/Fighter Haste Boost I-IV:15-30% boost for 20 seconds
Some Possible Configurations (Will assume a 10% alacrity for monk Unarmed Animation):
Fighter 12/Monk 6:
Alacrity: 10%(unarmed)+15%(WSII)+30%(FHBIV)+5%(Haste)=60% Boost to Attack Speed (25% unbuffed)
Problems: Not sure what is to be done about the other 2 levels. Could just punt and go Fighter 14/Monk 6. Monk 7-8 is seriously underwhelming as are most of the monk enhancements at this level (unless I'm missing something?)
Fighter 18/Monk 2:
Alacrity: 10%(unarmed)+10%(WSI)+30%(FHBIV)+7.5%(Haste)=57.5% Boost to Attack Speed (20% unbuffed)
Problems: Would like to have that extra 5% unbuffed AS. Monk unarmed damage is only 1d6. Loss of +1 AC. This is the build I'm leaning toward as it boasts Kensai III and maybe the most selectable feats possible in a build (?)
Any help with this build would be appreciated, as well as reasons as to why it doesnt stack up. I'm not going to do a full Char Gen report, just give the basics.
The Shotokan (gotta name your build right?)
Drow 18 Fighter/2 Monk (Human probably a better choice, but no 32 pt access)
Starting Attributes:
STR: 16
DEX: 16
CON: 12
INT: 10
WIS: 14
CHA: 10
Level Bonuses: +1 Dex at lvl 4, +4 STR the remaining
Levels and Feats:
1: Monk
Two Weapon Fighting
Toughness (Monk Bonus)
2: Monk
Dodge (Monk Bonus)
3: Fighter
Weapon Focus: Bludgeoning (Fighter Bonus)
Power Attack
4: Fighter
Mobility (FB)
5: Fighter
6: Fighter
Weapon Specialization: Bludgeoning (FB)
Spring Attack
7: Fighter
8: Fighter
ITWF (FB)
9: Fighter
Imp. Crit: Bludgeoning
10: Fighter
Greater Weapon Focus: Bludgeoning (FB)
11: Fighter
12: Fighter
GTWF (FB)
?
13: Fighter
14: Fighter
Greater Weapon Spec.: Bludgeoning (FB)
15: Fighter
?
16: Fighter
?
17: Fighter
18: Fighter
Superior Weapon Focus (FB)
Combat Expertise (if can find +3 INT tome)
19: Fighter
20: Fighter
Improved Trip (if Combat Expertise available)
Enhancements are easily respecced so I wont get into that right now. The real problem is what to do with my extra feats. Stunning Blow? With Handwraps lacking weighted? would it still be useful? More Toughness? Some Skill or Save Boost Feats?
Also how do you feel about my assertion that TWF+Handwraps+Alacrity Bonuses>THF+Quarterstave+Alacrity Bonuses?
Lately I have been doing a lot of thinking and research on the subject of Attack Speed and have decided that I want a build based on such. After seeing the "Big F'n Stick" I figured some variation of that or one of the many Tempest hybrids I have been seeing would be best suited, but then I began to examine handwraps.
This post: http://forums.ddo.com/showthread.php?t=181368 intrigued me, particularly what Gadget2775 has to say about unarmed combat: "Unarmed TWF is faster than Armed simply because the Armed animation takes longer to complete."
In another post, Eladrin confirms this: http://forums.ddo.com/showpost.php?p=2418836&postcount=54
All weapon styles should have the same number of main hand attacks per minute if you stand there holding down the attack button. (Except monk unarmed combat, which is around 10-12% faster. Flurry of blows!)"
Its possible this info is outdated, but it seems to still be true today.
So, if I am reading into everything right, then wearing handwraps (which use the same animation as monk unarmed combat) as a level one monk with TWF gives you the same benefits as Tempest I Alacrity, Tempest III penalty to hit reduction (no penalty for unarmed), and the addition (which it seems nothing else gives) of having your full STR MOD apply to offhand DMG. That seems pretty potent.
You can then add to the Unarmed Monk Alacrity with some combination of:
Wind Stance I-IV: 15-30% static boost (with partial enhancement bonus that does not stack with Haste)
Rogue/Fighter Haste Boost I-IV:15-30% boost for 20 seconds
Some Possible Configurations (Will assume a 10% alacrity for monk Unarmed Animation):
Fighter 12/Monk 6:
Alacrity: 10%(unarmed)+15%(WSII)+30%(FHBIV)+5%(Haste)=60% Boost to Attack Speed (25% unbuffed)
Problems: Not sure what is to be done about the other 2 levels. Could just punt and go Fighter 14/Monk 6. Monk 7-8 is seriously underwhelming as are most of the monk enhancements at this level (unless I'm missing something?)
Fighter 18/Monk 2:
Alacrity: 10%(unarmed)+10%(WSI)+30%(FHBIV)+7.5%(Haste)=57.5% Boost to Attack Speed (20% unbuffed)
Problems: Would like to have that extra 5% unbuffed AS. Monk unarmed damage is only 1d6. Loss of +1 AC. This is the build I'm leaning toward as it boasts Kensai III and maybe the most selectable feats possible in a build (?)
Any help with this build would be appreciated, as well as reasons as to why it doesnt stack up. I'm not going to do a full Char Gen report, just give the basics.
The Shotokan (gotta name your build right?)
Drow 18 Fighter/2 Monk (Human probably a better choice, but no 32 pt access)
Starting Attributes:
STR: 16
DEX: 16
CON: 12
INT: 10
WIS: 14
CHA: 10
Level Bonuses: +1 Dex at lvl 4, +4 STR the remaining
Levels and Feats:
1: Monk
Two Weapon Fighting
Toughness (Monk Bonus)
2: Monk
Dodge (Monk Bonus)
3: Fighter
Weapon Focus: Bludgeoning (Fighter Bonus)
Power Attack
4: Fighter
Mobility (FB)
5: Fighter
6: Fighter
Weapon Specialization: Bludgeoning (FB)
Spring Attack
7: Fighter
8: Fighter
ITWF (FB)
9: Fighter
Imp. Crit: Bludgeoning
10: Fighter
Greater Weapon Focus: Bludgeoning (FB)
11: Fighter
12: Fighter
GTWF (FB)
?
13: Fighter
14: Fighter
Greater Weapon Spec.: Bludgeoning (FB)
15: Fighter
?
16: Fighter
?
17: Fighter
18: Fighter
Superior Weapon Focus (FB)
Combat Expertise (if can find +3 INT tome)
19: Fighter
20: Fighter
Improved Trip (if Combat Expertise available)
Enhancements are easily respecced so I wont get into that right now. The real problem is what to do with my extra feats. Stunning Blow? With Handwraps lacking weighted? would it still be useful? More Toughness? Some Skill or Save Boost Feats?
Also how do you feel about my assertion that TWF+Handwraps+Alacrity Bonuses>THF+Quarterstave+Alacrity Bonuses?