View Full Version : 12monk / 7Druid / 1Rogue - Storm of a Thousand Fists
tygara
08-24-2012, 07:25 PM
Asura - Storm of the Thousand Fists
12 Monk / 7 Druid / 1 Rogue
I usually dont tend to give my builds out, and dont really claim anything to be my own, but since a lot of people are extremely interested in this one in particular and actually keep bugging me for more info about it, I will for once be a good and helpfull person and give it out.
I am currently using this build on my completionist toon, Mitwo, so I will post it exactely on how I made it, but will aswell give out alternative feats for people who dont have access to the past lives that I personally took.
Pros about the build:
- Very self sufficient (self healing / self buffing)
- Super fast attack speed possible
- Super High dps if everything stays up, otherwise just high dps
- Incredible saves
- High healing amp
- Acceptable AC (not super, but selfbuffed, I can bring myself to around a 55% mischance)
- Very high tactical DCs
Cons about this build
- Lacks a bit in the HP department
- Lacks a bit in the defense department, glass cannon comes to mind in certain occasions if ya dont watch out
- Needs killing blows to fully be at max potential
The build itself:
(36point build) - Lawfull Neutral - Human
16STR
14DEX
14CON
9INT
17WIS
8CHA
Level 1 - Rogue
Feat: Cleave + Power Attack
Level 2 - Monk
Feat: Stunning Fist
Level 3 - Monk
+1 tome all stats
Feat: Completionist (alternative Toughness or skill focus UMD) + 2weapon fighting
Level 4 - Monk
+1 Wisdom
Feat: Fist of Darkness
Level 5 - Monk
Level 6 - Monk
Feat: Past life Monk (alternative improved sunder)
Level 7 - Monk
+2 tome all stats
Feat: Dodge
Level 8 - Druid
+1 Wisdom
Level 9 - Monk
Feat: Past life Barbarian (Toughness)
Level 10 - Monk
Level 11 - Monk
+3 tome (if possible, WIS and DEX are a must in this build!)
Level 12 - Druid
+1 Wisdom
Feat: Improved 2weapon fighting
Level 13 - Druid
Level 14 - Druid
Level 15 - Druid
+4 tome (if possible)
Feat: Improved Critical (Blungeon)
Level 16 - Druid
+1 Strenght
Level 17 - Druid
Level 18 - Monk
Feat: Greater 2weapon fighting
Level 19 - Monk
Level 20 - Monk
+1 Strenght
Level 21 - Epic
Feat: Vorpal Strikes
Level 22 - Epic
Level 23 - Epic
Level 24 - Epic
+1 Strenght
Feat: Improved Martial Arts
Level 25 - Epic
Enhancements:
Not going to give all enhancements out onto how I distributed them, as this normally is variable for every other person according to gear and tomes, but the enhancements that are a MUST HAVE in this build are:
- Druid Fatal Harrier + NatureĀ“s warrior
- Druid Vengefull Hunter
- Human versitility
- Some Healing amp enhancements
- Touch of Death (and all pre reqs lol)
- Ninja Spy II (and all its pre reqs)
- Enough STR and WIS enhancements to equal yourself out and bring those 2 stats as high as possible
Must have Spells:
Level 1:
- Jump
- Pass without Trace
- Rams Might
Level 2:
- Fog Cloud
- Resist energy
- Lesser restoration
Level 3:
- Quench
- Spiderskin
- Protect from energy
Level 4:
- Freedom of Movement
Epic Destiny:
Some people dont really understand why, and actually call me stupid, but this is really a build to be in Legendairy Dreadnought with. Almost everybody claims it should be in Grandmaster, till they really see it in action. Then they somehow understand why. This is a pure Dreadnough build. Dont be tempted to go any other destiny, as youa re giving up too much potential by doing so.
As Twists I really recommand getting Sense weakness (Fury) and Dance of Flowers (Grandmaster)
As Third one, I personally like having Running with Wind (Grandmaster), but there are other options in that slot available. You basically have a t2 twist open for what ever.
My current stats at level 25 unbuffed:
STR: 42
DEX: 32
CON: 30
INT: 16
WIS: 40
CHA: 22
Other notes about this build:
- I do NOT fight in animal form, its a monk unarmed build, not a wolfy or beary cuddly hugger thing lol
- It is a wind stance build. Due to the increadible high attack speed (monk base attack speed + 15% haste + 30% dreadnought haste boost + 25% Fatal Harrier enhancement) you really benefit the most from having as much as possible double strike chance extra.
- The key about this build is to stun a mob, get it down with an action boost, get your extra attack speed buff and directely move on to the next build. The faster you personally play, the better this build will work in the end. If youa re a player who likes to wait around, always be full health, sniff a flower left and right, ... Then this build will never come to its full potential with you. It is an increadible powerfull build but ya have to play it at a superiorly fast speed, the faster, the better.
- Saves on my personal build are +39 fort, +44 refl, +43 will, and that is not buffed at all. No shipbuffs even. So obviously the saves are rather off the charts when ya consider fully raidbuffed with this thing. Highest I have personally seen as of this moment was a +75 fort save, +69 refl (vs traps), +66will (vs enchant)
- HP is rather lowish, but the healing amp possibilities and the UMD make rather will up for that. I cap out around a +58UMD, and my healing amp caps around the 330% mark
- Stunning DC around 68 fully geared, I aint always walking around with that as I have encounted that a +58 is more then enough in most occasions.
- Name of the build was choosen by Ziind so any remarks about that, adress him :p
If people have more questions about this build, feel free to eather mail me on the forums or post them here.
Enjoy
Ziindarax
08-24-2012, 07:48 PM
Having grouped with Mitwo on several occasions using this build, I can verify this build is immensely powerful. How powerful? Let's just say that a maxed out Fury barb doesn't hold a candle to this build once it reaches full potential attack speed. He's striking so fast that the animations don't even complete for some of the martial arts moves.
Elder Purple Worms are not something to sneeze at, and Mitwo was shredding them alive like Mozerrella (they were dead within all of 15 seconds maybe. The same is true of Sineater, a very formidible worm. His build is capable of taking away agro rather quickly from boss monsters if he commits everything (though as of my writing this, and to my knowledge, he has not yet tested agro-pulling from a tank specialized in grabbing and maintaining Agro).
To give a point of reference as to how powerful this build is, in PvP, when Mitwo used a stunning fist on me, he quickly used dreadnought and all those other self-buffs affecting speed. In about .5 seconds, I went from 817 hp (Was in fury of the wild at level 5) to Negative mid-100's in a flash. Keep in mind that this was in spite of my having 13 Adamantine DR, which his attacks did not technically penetrate.
As for the naming, I thought Asura - Storm of the Thousand Fists was appropriate given the extreme DPS and attack speed of this build. It is, quite honestly in my opinion, the most powerful DPS build in the game, and would even put Shade to shame (and his DPS is pretty remarkable mind you; he's killing things rather quickly - on full-party Epic Elite, and the Storm of the Thousand Fists puts that to shame).
As for questions - Tygara, would you care to break down the base weapon damage (including the +[W] buffs)?
hit_fido
08-24-2012, 07:54 PM
Very nice... Mitwo I always learn a lot about the game from you whenever I get to group up a bit on one of your TR's, now here I get to learn some stuff without grouping and trying (in vain) to keep up. Thanks for taking time to post some build hints and strategy.
tygara
08-24-2012, 07:55 PM
http://i281.photobucket.com/albums/kk204/nicoblauwe/dmg-1.png
12 monk levels: 2.5[1d6]
Monk past life: 0.5
Spider Armor: 0.5
Dance (Flowersniffer): 1.5
PA (dreadnought): 0.5
Combat Brute (dreadnought): 1
ML 20 Wraps: 1
------
7.5[1d6]
I am not 100% sure if that is fully accurate, but I think, thats about it
Ziindarax
08-24-2012, 08:03 PM
Another question - do die-boosting robes such as Habiliment stack with the die-boosters from the wraps?
scottmike0
08-24-2012, 08:05 PM
http://i281.photobucket.com/albums/kk204/nicoblauwe/dmg-1.png
12 monk levels: 2.5[1d6]
Monk past life: 0.5
Spider Armor: 0.5
Dance (Flowersniffer): 1.5
PA (dreadnought): 0.5
Combat Brute (dreadnought): 1
ML 20 Wraps: 1
------
7.5[1d6]
I am not 100% sure if that is fully accurate, but I think, thats about it
im lost, in why you choose two weapon fighting when it does not stack with forms of druid..
if it does, then wiki needs to be changed...
hit_fido
08-24-2012, 08:09 PM
3 monk past lives to that total would make a whopping 8.5[1d6] or ~51 unaugmented damage, or am I mistaken?
0.5[w] is for the *active* past life, so only one of those possible... passive monk past life x3 would be +3 damage tho.
im lost, in why you choose two weapon fighting when it does not stack with forms of druid..
if it does, then wiki needs to be changed...
Directly from his post: "I do NOT fight in animal form".
Ziindarax
08-24-2012, 08:20 PM
0.5[w] is for the *active* past life, so only one of those possible... passive monk past life x3 would be +3 damage tho.
Directly from his post: "I do NOT fight in animal form".
Er, yeah, I cleared out the fail math when I realized I was wrong.
scottmike0
08-24-2012, 08:46 PM
Er, yeah, I cleared out the fail math when I realized I was wrong.
er, what does druid 7 have to offer if you do not fight in animal form?
i always thought druid was meant for those builds that like animal form >.<
i guess my thinking is off for the general audience :(
Show me my ways Wise one
tygara
08-24-2012, 09:03 PM
lol, you can fight in animal form, but fact is...
Why would you, when ya get WAY MORE attack speed being in regular humanoid form
A wolf has inate attack speed, a monk has it too
A monks attack speed is way faster then a wolfs attack speed and animations
Hench why in humanoid form and not in wolf
You can now argue all you want, and give me numbers all you. Play this build, and theny ou will understand why that is
Secondairy, when ya fight in wolf, you dotn do nearly as much dmg as when in humanoid monk form
Wolf has their base dmg numbers, and nothing you do to up your unarmed dmg will worf on that
Wolf has 1d10 base (winter wolf) and if ya take the monk pl, suddenly your dmg even DROPS!!! to 1d6 dmg
Why go totally out fo your way then, just stay in humanoid and get the crazy 7.5[1d6] instead of the stupid 1[1d10] from wolf
tygara
08-25-2012, 10:25 AM
Another question - do die-boosting robes such as Habiliment stack with the die-boosters from the wraps?
There are several things that do stack with each other to increase your damage on unarmed attacks
The following all work together:
- Monk levels itself
- (+0.5) Eather spider outfit, Garments of Equilibrium, Alchemical wraps (Byesk studded) or the jidz (Earth stanced)
- (+0.5) Monk past life active feat
- (+0.5) Dreadnought - Improved Power Attack
- (+1)Dreadnought - Combat Brute
- (+0.5 -> 1.5) Flowersniffer - Dance of Flowers
- (+0.25 -> 0.75) Flowersniffer - Dancing with flames (Fire stanced)
- (+1) ML 20 wraps which get an increased dmg die
- (+1) Artificer buff - Deadly weapons
- (+1) Action boost - Human versitility (AC boost) --- I am not sure if this is a bug or not, or if this is something that isnt suppose to work, but currently it is increasing my WD by +1 every time I activate that ability. Not sure if it works with other AC boost enhancements, like the one from Fighter or from Paladin, but HV gives me that effect
If it is listed in the same line, it does NOT stack with anything that is listed in that line
I dont think I forgot anything in the list, but it is perfectly possible that I did
Ziindarax
08-25-2012, 12:25 PM
There are several things that do stack with each other to increase your damage on unarmed attacks
The following all work together:
- Monk levels itself
- (+0.5) Eather spider outfit, Garments of Equilibrium, Alchemical wraps (Byesk studded) or the jidz (Earth stanced)
- (+0.5) Monk past life active feat
- (+0.5) Dreadnought - Improved Power Attack
- (+1)Dreadnought - Combat Brute
- (+0.5 -> 1.5) Flowersniffer - Dance of Flowers
- (+0.25 -> 0.75) Flowersniffer - Dancing with flames (Fire stanced)
- (+1) ML 20 wraps which get an increased dmg die
- (+1) Artificer buff - Deadly weapons
- (+1) Action boost - Human versitility (AC boost) --- I am not sure if this is a bug or not, or if this is something that isnt suppose to work, but currently it is increasing my WD by +1 every time I activate that ability. Not sure if it works with other AC boost enhancements, like the one from Fighter or from Paladin, but HV gives me that effect
If it is listed in the same line, it does NOT stack with anything that is listed in that line
I dont think I forgot anything in the list, but it is perfectly possible that I did
Cool, thanks. And it seems I got the names mixed up, sorry about that. :)
pelaaja
08-25-2012, 01:04 PM
Interesting build. I've thought of 12 monk/8 druid, and fighting in bear form (Touch of Death bear hits :D ), but this looks great, too.
What I'm thinking is though that instead of Improved Sunder (as you suggested as an alternative to PL monk), is picking like Stunning blow as useful? or another toughness?
I also think that stats for 32-point builds are like this:
14 STR
14 DEX
14 CON
9 INT
17 WIS
8 CHA
Even though I might go for 15 WIS, 15 DEX, 15 STR and 10 INT...
Also, what kind of skills are you picking? I assume maxing UMD, concentration, balance and Open lock?
tygara
08-25-2012, 01:53 PM
Interesting build. I've thought of 12 monk/8 druid, and fighting in bear form (Touch of Death bear hits :D ), but this looks great, too.
What I'm thinking is though that instead of Improved Sunder (as you suggested as an alternative to PL monk), is picking like Stunning blow as useful? or another toughness?
I also think that stats for 32-point builds are like this:
14 STR
14 DEX
14 CON
9 INT
17 WIS
8 CHA
Even though I might go for 15 WIS, 15 DEX, 15 STR and 10 INT...
Also, what kind of skills are you picking? I assume maxing UMD, concentration, balance and Open lock?
Stunning blow is not a bad feat to pick up, but personally I dont think this build needs an extra stunner. I rarely miss a stun to begin due to the very high DC on them, and due to the super high attack speed, stuff dies fast enough anyway. Also, stunning fist is on a 6sec cooldown so it recharges rather fast anyway.
I personally welt for full UMD, concentration, mid (9-12points or so) in balance and open lock and spot, and also 16 points in search and DD. Due to the past lifes that I got gathered up, I dont need to really max out the trapskills but didnt dump them eather. Now they are about perfect to even disarm (not no fail) EE traps, so its not perfect, but it works out fine most of the times
As a first lifer, ya cant really go so heavy trap skill in this build though, then the 1 rogue is purely OL and UMD
Also, dont forget, that if ya choose to lower your wisdom, ya have to alternate your level up stat more wisdom based, or ya wont be able at all to take vorpal strikes (23 wis needed) Vorpal strikes is a heavy dps increase feat and is actually really a must on this build, again due to the super high attack speed
Fecerak
08-25-2012, 02:42 PM
I thought fatal harrier and haste didn't stack? In that case you only go from 15% to 25% by having harrier, and you don't gain anything at all unless you have more than 3 stacks.
pelaaja
08-25-2012, 02:46 PM
Stunning blow is not a bad feat to pick up, but personally I dont think this build needs an extra stunner. I rarely miss a stun to begin due to the very high DC on them, and due to the super high attack speed, stuff dies fast enough anyway. Also, stunning fist is on a 6sec cooldown so it recharges rather fast anyway.
I personally welt for full UMD, concentration, mid (9-12points or so) in balance and open lock and spot, and also 16 points in search and DD. Due to the past lifes that I got gathered up, I dont need to really max out the trapskills but didnt dump them eather. Now they are about perfect to even disarm (not no fail) EE traps, so its not perfect, but it works out fine most of the times
As a first lifer, ya cant really go so heavy trap skill in this build though, then the 1 rogue is purely OL and UMD
Also, dont forget, that if ya choose to lower your wisdom, ya have to alternate your level up stat more wisdom based, or ya wont be able at all to take vorpal strikes (23 wis needed) Vorpal strikes is a heavy dps increase feat and is actually really a must on this build, again due to the super high attack speed
What do you suggest then taking other than improved sunder? Another toughness?
And I remembered that Vorpal Strikes requirement just now. But what if I'd still stick with 14 STR, 15 DEX, 16 WIS and 10 INT, and put all level ups into that just like in Emerald build? All then i'd need is +2 tome for DEX, INT and WIS.
destiny4405
08-25-2012, 02:50 PM
i thought fatal harrier doesn't stack with haste. both have enhancements bonus to speed. at least says so on the papper.
tygara
08-25-2012, 02:58 PM
i thought fatal harrier doesn't stack with haste. both have enhancements bonus to speed. at least says so on the papper.
All I can say about that is, play a melee druid, cast a haste on yourself and see the effect.
I have played in the mean time already 3 druid melee builds all with Fatal Harrier, and I do know very well what stacks and what not ;)
What do you suggest then taking other than improved sunder? Another toughness?
And I remembered that Vorpal Strikes requirement just now. But what if I'd still stick with 14 STR, 15 DEX, 16 WIS and 10 INT, and put all level ups into that just like in Emerald build? All then i'd need is +2 tome for DEX, INT and WIS.
That could indeed work out rather good, but am kind of thinking ya might be too low on STR then. The 42 STR that I got is literly with every single piece of str boosting gear, 3piece abi set, completionist feat, 2enhancements and 3 level ups, if ya already take out the gear and the level ups (and the compl feat) ya lose out on a lot of STR suddenly, might only be beginning 30s suddenly.
I actually truely recommand taking the impr sunder, if I could slot it I would too. That is just too nice of a feat to not take if ya have room for it imo
scottmike0
08-25-2012, 03:47 PM
[QUOTE=tygara;4661933]All I can say about that is, play a melee druid, cast a haste on yourself and see the effect.
I have played in the mean time already 3 druid melee builds all with Fatal Harrier, and I do know very well what stacks and what not ;)
what does fatal harrier give?
and does monk unarmed stack with forms or?
pelaaja
08-25-2012, 04:19 PM
That could indeed work out rather good, but am kind of thinking ya might be too low on STR then. The 42 STR that I got is literly with every single piece of str boosting gear, 3piece abi set, completionist feat, 2enhancements and 3 level ups, if ya already take out the gear and the level ups (and the compl feat) ya lose out on a lot of STR suddenly, might only be beginning 30s suddenly.
I actually truely recommand taking the impr sunder, if I could slot it I would too. That is just too nice of a feat to not take if ya have room for it imo
the STR hasn't been an issue with the Emerald build I started with 14 STR. She has around 28 now, IIRC, but she's not even maxed with all STR things. Only +7 STR item. Well ok, she has help from the stance and Fighter enhancements...
If 14 STR isn't fine, what then is good for 32-point build? What would you recommend?
I can only think of dropping INT to 8, then upping the STR to 15, or 16 if I drop DEX to 14, too. However, I'd probably lose the balance or OL skill then, which would hurt badly. also, if 14 DEX, i'd need +3 tome which I don't ahve nor have money to buy it.
dredre9987
08-25-2012, 05:17 PM
How do you have your destiny setup since a bunch will not work with unarmed?
voxson5
08-25-2012, 07:09 PM
Hi OP,
Is fatal harrier the same as the +alacrity from black dragonscale? (would they stack)
Looks like a very nice build. Wind stance for doublestrike I assume?
wax_on_wax_off
08-25-2012, 09:22 PM
What about 10 rogue/7 Druid/3 monk? 2% less doublestrike but an extra 15.5 SA/hit or so
voxson5
08-25-2012, 09:36 PM
What about 10 rogue/7 Druid/3 monk? 2% less doublestrike but an extra 15.5 SA/hit or so
Big trade offs though, no shadow fade; touch of death, abundant step, and less base Damage (+ loads of other fluff like ki strikes, option for earth 3 etc)
Wouldn't necessarily lose imp. Evasion, but still down a feat.
(love rog sneak attack though :D )
Veriden
08-25-2012, 10:52 PM
I thought fatal harrier and haste didn't stack? In that case you only go from 15% to 25% by having harrier, and you don't gain anything at all unless you have more than 3 stacks.
It stacked when I cast haste on him in monestary. All in all this build is amazing though lets kinda find a way to keep it from the devs. Monks don't need any more nerfs.
wax_on_wax_off
08-25-2012, 11:20 PM
It stacked when I cast haste on him in monestary. All in all this build is amazing though lets kinda find a way to keep it from the devs. Monks don't need any more nerfs.
It's great to be able to see the interaction of different alacrity boosts on the character sheet now. It'd be great to see a screenshot of the full boost applied, I guess it would be 15 haste+15 haste boost+25 fatal for a total possible of 55%.
Hmm, 12 rogue/7 Druid acrobat II could have 15 haste+30 boost+15 acrobat+25 fatal=85% alacrity! Vanshilars needs to fix up his charts it seems ...
tygara
08-25-2012, 11:30 PM
How do you have your destiny setup since a bunch will not work with unarmed?
My dreadnought is setup to work totally with unarmed
I know that a lot is bugged with dreadnought towards unarmed attacking (looking at you, stupid momentum swiing / pulveriser) but fact is, even without those 2 abilities which are actually rather nice, it is still too much of dps to give up. I have my 24point s setup as followed:
t1 legendary tactics 3
t1 Extra action boost 3
t1 strenght
t2 improved PA
t2 strenght
t3 haste boost 3
t3 critical damage 3
t5 devestating critical
t5 advancing blows
t6 masters blitz
Twist:
Fury - t4 sense weakness
Flowersniffer - t2 Dancing with wind
Flowersniffer - t1 Dance of flowers
There is not a single ability in that entire setup that does not work with unarmed strikes that I am aware off, all abilities are focussed to increase dps potential (so nothing wasted on defenses) and it gives a sick combination when combining with high attack speed / air stance / double strikes
It's great to be able to see the interaction of different alacrity boosts on the character sheet now. It'd be great to see a screenshot of the full boost applied, I guess it would be 15 haste+15 haste boost+25 fatal for a total possible of 55%.
Hmm, 12 rogue/7 Druid acrobat II could have 15 haste+30 boost+15 acrobat+25 fatal=85% alacrity! Vanshilars needs to fix up his charts it seems ...
I do not work with rogue haste boost (which only provides due to the single rogue level 15% attack speed)
I do in fact work with the maxed out haste boost from dreadnought, so the full 30%
All in all together, full speed buffs running, it applies to a lvl12 mnk air stanced attack speed (so not earth which slowers it significantely) + Haste 15% + Haste boost 30% + Fatal Harrier 25% = 70%
I can kind of see what you mean with the actobat, it might indeed attack a little faster, but I am convinced that the monk will provide more dps then the acrobat.
Also dont forget that innate, the attack speed (not boosted at all) of a monk unarmed attacking is already faster then a stickbuild, so in the end it might actually equal out.
I would fraps it if I could, the full attack speed, but unfortunately it aint a possibility for me, sorry :(
wax_on_wax_off
08-25-2012, 11:53 PM
My dreadnought is setup to work totally with unarmed
I know that a lot is bugged with dreadnought towards unarmed attacking (looking at you, stupid momentum swiing / pulveriser) but fact is, even without those 2 abilities which are actually rather nice, it is still too much of dps to give up. I have my 24point s setup as followed:
t1 legendary tactics 3
t1 Extra action boost 3
t1 strenght
t2 improved PA
t2 strenght
t3 haste boost 3
t3 critical damage 3
t5 devestating critical
t5 advancing blows
t6 masters blitz
Twist:
Fury - t4 sense weakness
Flowersniffer - t2 Dancing with wind
Flowersniffer - t1 Dance of flowers
There is not a single ability in that entire setup that does not work with unarmed strikes that I am aware off, all abilities are focussed to increase dps potential (so nothing wasted on defenses) and it gives a sick combination when combining with high attack speed / air stance / double strikes
I do not work with rogue haste boost (which only provides due to the single rogue level 15% attack speed)
I do in fact work with the maxed out haste boost from dreadnought, so the full 30%
All in all together, full speed buffs running, it applies to a lvl12 mnk air stanced attack speed (so not earth which slowers it significantely) + Haste 15% + Haste boost 30% + Fatal Harrier 25% = 70%
I can kind of see what you mean with the actobat, it might indeed attack a little faster, but I am convinced that the monk will provide more dps then the acrobat.
Also dont forget that innate, the attack speed (not boosted at all) of a monk unarmed attacking is already faster then a stickbuild, so in the end it might actually equal out.
I would fraps it if I could, the full attack speed, but unfortunately it aint a possibility for me, sorry :(
A screenshot with the 70% alacrity would be cool.
I agree that TWF'ing is more DPS. Important to differentiate between attack speed and doublestrike though.
Certainly a nice opportunity for an acrobat build, something like 12 rogue/7 Druid/1 monk or 13 rogue/7 Druid but that's for another thread.
Arlathen
08-26-2012, 03:29 AM
Ace idea of a build. Nice job, OP.
Unfortunately:
1. A dev is so watching this thread, already. I'd put money on it.
2. Double enhancement bonus to melee alacrity, stacking? I smell Nerf.
3. Enjoy the build while it lasts :(
Until a Dev pops in and says 'WAI' then I won't rush out to build this, or a version of it. That said, I might just go test a Druid 7 with a friendly haste caster to witness it for myself.
Updated Again:
Just did some testing with a level 7 Druid and a friendly Bard. It looks according to swing animation speed there is No stacking - when the fatal harrier buff expired while hasted, there was a small, noticeable decrease in attack speed, which is consistent with going from 25% to 15% alacrity. When I had a 5 stack of Fatal Harrier for 25%, then had a haste caste on me, there was no noticeable speed improvement.
The character sheet does not show any stacking either, simply the full 25% alacrity with both 5 stacks of Fatal Harrier and Haste applied.
~SyZoRe
08-26-2012, 04:23 PM
Hands down, seen it in action, a fcking beast..
mitu will single handedly nerf the whole game :D
Nuryam
08-27-2012, 01:14 AM
Looks awesome. I hope you don't mind me shamelessly copying this build? :P
I got bored with my pure druid around level 11 and have been looking around what to do with him. Had different builds on my drawing board. But this one just delegated them to the temporary archive.
I have a slightly different setup in levels and stats (2nd lifer with paladin past life). And I have a long ways to go before hitting level 25 still. By then they will most likely have changed things around again with regard to melee speed stacking. Right now though with 3 monk and 7 Druid I already notice the synergy.
I noticed you put 2x toughness in the featlist (for people without the past life feats). Did you plan that to offset the -2 to Con from Air Stance?
Gr Nuryam
wax_on_wax_off
08-27-2012, 01:56 AM
Ace idea of a build. Nice job, OP.
Unfortunately:
1. A dev is so watching this thread, already. I'd put money on it.
2. Double enhancement bonus to melee alacrity, stacking? I smell Nerf.
3. Enjoy the build while it lasts :(
Until a Dev pops in and says 'WAI' then I won't rush out to build this, or a version of it. That said, I might just go test a Druid 7 with a friendly haste caster to witness it for myself.
Updated Again:
Just did some testing with a level 7 Druid and a friendly Bard. It looks according to swing animation speed there is No stacking - when the fatal harrier buff expired while hasted, there was a small, noticeable decrease in attack speed, which is consistent with going from 25% to 15% alacrity. When I had a 5 stack of Fatal Harrier for 25%, then had a haste caste on me, there was no noticeable speed improvement.
The character sheet does not show any stacking either, simply the full 25% alacrity with both 5 stacks of Fatal Harrier and Haste applied.
So haste and fatal harrier don't stack?
Still not bad, it's like the old tempest I splash without the feat cost.
Arlathen
08-27-2012, 02:40 AM
So haste and fatal harrier don't stack?
Still not bad, it's like the old tempest I splash without the feat cost.
Yeah, pretty much, but I can still see why the OP build works so well. Fatal Harrier + Haste Boost 4 + Unarmed Base Attack Speed is pretty sick. Combine that with a ungodly amount of Doublestrike (I'm thinking about 19.5% with the right twists) and throwing out massive DC stuns and I can see the build being the next death machine.
I didn't see mention explicitly, but Dark Monk is crying out for Half-Elf as a racial choice as well. 6D6+13 auto sneak damage on stuns would be just an even more sickening.
What I don't think is explained well here is also how well Master's Blitz plays into the picture as well. The build obviously excels against destroying trash fast and efficiently, so combine that with a running Masters Blitz and the DPS output would get even more badass.
One interesting area to look at would be in heavy 6-man group play with some Insta-kill players (PMs & Assassins) stealing kills away from this build. I think the OP mentioned the faster and harder you play the build, the better it is, and in these kind of scenarios would have utilise every ounce of speed to get the kill counters stacking up.
I'm having real difficulty in *not* rolling this build for a go though, it appeals to my inner speed demon in the most complete way since Ranger lost its Tempest 1 speed perk and I TR'd my acrobat...
tygara
08-27-2012, 03:10 AM
Yeah, pretty much, but I can still see why the OP build works so well. Fatal Harrier + Haste Boost 4 + Unarmed Base Attack Speed is pretty sick. Combine that with a ungodly amount of Doublestrike (I'm thinking about 19.5% with the right twists) and throwing out massive DC stuns and I can see the build being the next death machine.
I didn't see mention explicitly, but Dark Monk is crying out for Half-Elf as a racial choice as well. 6D6+13 auto sneak damage on stuns would be just an even more sickening.
What I don't think is explained well here is also how well Master's Blitz plays into the picture as well. The build obviously excels against destroying trash fast and efficiently, so combine that with a running Masters Blitz and the DPS output would get even more badass.
One interesting area to look at would be in heavy 6-man group play with some Insta-kill players (PMs & Assassins) stealing kills away from this build. I think the OP mentioned the faster and harder you play the build, the better it is, and in these kind of scenarios would have utilise every ounce of speed to get the kill counters stacking up.
I'm having real difficulty in *not* rolling this build for a go though, it appeals to my inner speed demon in the most complete way since Ranger lost its Tempest 1 speed perk and I TR'd my acrobat...
Fact is, I intended to play this build mostely solo in epics, and that is also what I am doing the most
The build really excels as a solo build, its definately the best by far I ever played for a melee based build.
I sometimes do play in a party, but then I tend to play with players that really know me and that I do really know myself. I dont really like pugging all that much. Also, if you do play solo, you dont ahve to worry about kill stealers, and if you do play like me in grps of people that you know, you can easy explain to them that the build really turns on getting the killing blows. I havent found a single caster yet that doesnt understand the fact fo jsut not fingering the mob that I am working on and that I got stunned. If you explain it to them that you need the killing blow for this build to really excell, a good player will understand and accept that, and actually play towards the common goal of really pushing the limits as team play.
Master blitz is SICK on this build. I have in this build already been able to keep it up for over 5 minutes (EH Reclaiming the Rift, full party) I should actually with this build go to Weaponshipment Elite and see how long I can keep it going there hehehe. I have personally already with blitz running seen crits that go over 4k damage, and on a monk build that is just ********. We are also talking about just base hits of 450-600 dmg (on helpless mobs), and the attack speed that you put out, that is just asking for dropping mobs in under 2seconds at that moment. To give you a point of reference. 2man EH Trial by Fury, a wizard PM and me on this build, you have at the 4th trial of might the big amount of spider that pop up, with at the end the orange named. Obviously that moment is jsut begging to blitz out, and obviously you got extremely fast everything at max as how it is suppose to be. That orange named died literly in under a second. Got a stun on my first hit, and speed + MB + double strikes did the rest. My buddy, the PM, couldnt even target him to try to finger him. He was shocked as before it we were literly debating who would get the killing blow on him, and he stated that he would try to finger him. For him not to be able to target that named guy, ya can kind of already figure out what dmg output I am talking about at that moment then.
I myself am walking around with a standard 13.5% doublestrike chance, with then obviously the prock from the windstance possible from the sun set.
Also, I know very well that this build should actually be a helf build with the rogue dilletant, and then go 1 artificer instead of the 1 rogue. I will give you full credit for that thoughtproces, as I personally had been debating it myself aswell. Reason I didnt do it is coz that crappy completionist feat has to be bought and I was 1 feat short to be able to make the build with the feats in it that I wants, so unfortunately I didnt have any other option then to go human.
Humperdink
08-27-2012, 10:09 PM
Tygara, thanks much for posting the build. And on your thoughts on how you play it and why you made certain choices. You've definitely giving me some things to think about.
I have a half-Orc 12onk/7fighter/1art that I'm trying to decide which way to take, tank or DPS. My thought was an Earth III/Kensai I high strength and high wisdom LD running at 25% boosted attack speed (from class) chained back to back with the destiny benefits (20 second boost/20 second cool down). Additional number of boosts from class, PrE, race, and epic destiny. Attack bonus as high as possible so full Half-Orc Power Attack can be used. Crowd control with Stunning Fist (55-60DC) and Blow, maybe Trip if can fit in (I like it and seems to be viable again in Epics).
Even without the harrier boost would you still stay in air stance or do you think the extra multiplier on earth stance and 40+HP (+3 con) are a fair but viable trade off?
tygara
08-27-2012, 10:27 PM
Tygara, thanks much for posting the build. And on your thoughts on how you play it and why you made certain choices. You've definitely giving me some things to think about.
I have a half-Orc 12onk/7fighter/1art that I'm trying to decide which way to take, tank or DPS. My thought was an Earth III/Kensai I high strength and high wisdom LD running at 25% boosted attack speed (from class) chained back to back with the destiny benefits (20 second boost/20 second cool down). Additional number of boosts from class, PrE, race, and epic destiny. Attack bonus as high as possible so full Half-Orc Power Attack can be used. Crowd control with Stunning Fist (55-60DC) and Blow, maybe Trip if can fit in (I like it and seems to be viable again in Epics).
Even without the harrier boost would you still stay in air stance or do you think the extra multiplier on earth stance and 40+HP (+3 con) are a fair but viable trade off?
This is jsut me now, but I personally never use anything else then air stance. My old build was a hate tank, 12mnk/6ftr/2pali and in 99% of the fights I ended up tanking in air stance even. People keep giving numbers on the forums and what stance is better and all, and I do in fact read them, but still, they havent gotten me convinced at all yet that earth is now the must-be stance. Air for me is way more dps, and it is very hard to draw me away from that thought process.
Arlathen
08-28-2012, 02:03 PM
Fact is, I intended to play this build mostely solo in epics, and that is also what I am doing the most
The build really excels as a solo build, its definately the best by far I ever played for a melee based build.
I sometimes do play in a party, but then I tend to play with players that really know me and that I do really know myself. I dont really like pugging all that much. Also, if you do play solo, you dont ahve to worry about kill stealers, and if you do play like me in grps of people that you know, you can easy explain to them that the build really turns on getting the killing blows. I havent found a single caster yet that doesnt understand the fact fo jsut not fingering the mob that I am working on and that I got stunned. If you explain it to them that you need the killing blow for this build to really excell, a good player will understand and accept that, and actually play towards the common goal of really pushing the limits as team play.
Its team work at the end of the day, the team that plays together - stays together :)
Master blitz is SICK on this build. I have in this build already been able to keep it up for over 5 minutes (EH Reclaiming the Rift, full party) I should actually with this build go to Weaponshipment Elite and see how long I can keep it going there hehehe. I have personally already with blitz running seen crits that go over 4k damage, and on a monk build that is just ********. We are also talking about just base hits of 450-600 dmg (on helpless mobs), and the attack speed that you put out, that is just asking for dropping mobs in under 2seconds at that moment. To give you a point of reference. 2man EH Trial by Fury, a wizard PM and me on this build, you have at the 4th trial of might the big amount of spider that pop up, with at the end the orange named. Obviously that moment is jsut begging to blitz out, and obviously you got extremely fast everything at max as how it is suppose to be. That orange named died literly in under a second. Got a stun on my first hit, and speed + MB + double strikes did the rest. My buddy, the PM, couldnt even target him to try to finger him. He was shocked as before it we were literly debating who would get the killing blow on him, and he stated that he would try to finger him. For him not to be able to target that named guy, ya can kind of already figure out what dmg output I am talking about at that moment then.
I thought as much hence my comments. Great examples of the build capabilities here. Positively salivating at the ideas running around my head (See below).
I myself am walking around with a standard 13.5% doublestrike chance, with then obviously the prock from the windstance possible from the sun set.
I think you might want to up that as much as you can. Doublestrike is the unsung hero of U14 in my opinion, with random-loot having the bonus now and GMoF opening more opportunity to build on it, I think people will be astounded at the effectiveness if they build for it. I have a Qstaff THF build now that rocks 27% doublestrike, buffing to 42% with Lightning Mace and that is totally cool.
Also, I know very well that this build should actually be a helf build with the rogue dilletant, and then go 1 artificer instead of the 1 rogue. I will give you full credit for that thoughtproces, as I personally had been debating it myself aswell. Reason I didnt do it is coz that crappy completionist feat has to be bought and I was 1 feat short to be able to make the build with the feats in it that I wants, so unfortunately I didnt have any other option then to go human.
I can't deny that with all the work of TRs you've put in taking the Completionist feat seems an auto choice really, so I cant fault you for going Human to get that in.
However, in a different turn of events for myself...
The Monk12/Druid7 is a fantastic idea, and I think I'll take your core idea and develop it into a theme character I've been debating for some time.
Of course, the core build tenets stay the same - Speed, More Speed, Even More Speed on Top and 'Oh, would you like some more Attack Speed sir? How about some Doublestrike on the side too?', and combine it with some little extra nuggets:
1. The build stays primarily unarmed, with as much Unarmed Attack Damage dice, Doublestrike, Alacrity, Stunning and LD Destiny goodies as this build can muster at its core. I have a first life Monk ready for a TR, so I can even pick up the Active PL feat and be on a 34pt life for this.
2. Go Half-Elf, get the 6D6+13 Sneak Damage and find me some Epic Radiance Handwraps (Freely available in Random Loot). Stuns and no-save Blindness means lots of extra damage in all of that crazy attack speed.
3. The build of course has proficiency, while Centered, with Shortswords meaning that GS Radiance weaponry, the Star of Day shortsword and Celestia are also viable options. With the terrific amount of base damage increasing steps available these should be decent DPS options although not as good
4. Blindness - Blindness through the already mentioned Radiance weaponry and also capitilise on the Druid levels through self-buffed Freedom of Movement and throwing out Quickened Sleetstorms (theres no save on Blindness aspect). Great way to simulate having Displacement and automatic Sneak Damage through self-casting.
5. If I'm already taking Quicken for Sleetstorm, then in-combat healing just became viable through spells. I think you already mentioned the Heal-Scroll and Heal-Amp angle, but with Half-Elf & Monk Improved Recovery and Quickened CSW/Vigor spells you never have to slow down to heal when you can jump-cast your way to the next fight.
6. Concordant Opposition - With the increase of defense (AC that matters in Epics, Dodge%) ConOpp accessories and the Torc are on the wane. Well sod that, this build can pick up dual ConOpp shortswords dealing DPS and regenerating SP at the same time! Need to check that dual wielding the Shortswords effectively 'stacks' but I don't see any reason it shouldn't.
I love my theme characters, so will totally play out the Ninja angle on this 'Smoke & Mirrors' build with Sleetstorms, Shortswords and Sneak Attack.
I think I even have a pair of +5 Holy Handwraps of Radiance banked already.... and yes I do, ML22 and AML20 :D
~SyZoRe
08-30-2012, 07:28 AM
Fact is, I intended to play this build mostely solo in epics, and that is also what I am doing the most
The build really excels as a solo build, its definately the best by far I ever played for a melee based build.
I sometimes do play in a party, but then I tend to play with players that really know me and that I do really know myself. I dont really like pugging all that much. Also, if you do play solo, you dont ahve to worry about kill stealers, and if you do play like me in grps of people that you know, you can easy explain to them that the build really turns on getting the killing blows. I havent found a single caster yet that doesnt understand the fact fo jsut not fingering the mob that I am working on and that I got stunned. If you explain it to them that you need the killing blow for this build to really excell, a good player will understand and accept that, and actually play towards the common goal of really pushing the limits as team play.
well casters should do what i did.. i held them when i ran with you.. they will die faster than if i use wail lol
Machination
08-30-2012, 08:42 AM
Nice build, very interesting.
I was just playing with the build planner for my next life, which was going to be mnk12/rog6/ftr2 stick build and I think maybe swap to your build but cleave/great cleave/whirlwind spammer stick build..............
Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
DOOD Monk.druid.rog
Level 20 Lawful Neutral Human Male
(12 Monk \ 1 Rogue \ 7 Druid)
Hit Points: 268
Spell Points: 455
BAB: 14\14\19\24
Fortitude: 16
Reflex: 15
Will: 18
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 16 21
Dexterity 14 17
Constitution 14 17
Intelligence 12 15
Wisdom 16 21
Charisma 8 11
Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Strength used at level 11
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Intelligence used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 8
Bluff -1 0
Concentration 2 3
Diplomacy 3 4
Disable Device 5 20
Haggle 3 4
Heal 3 5
Hide 2 3
Intimidate -1 2
Jump 3 5
Listen 3 5
Move Silently 2 3
Open Lock 6 22
Perform n/a n/a
Repair 1 2
Search 5 20
Spot 7 9
Swim 3 5
Tumble 6 7
Use Magic Device 3 23
Level 1 (Rogue)
Feat: (Human Bonus) Cleave
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Ranger
Feat: (Selected) Power Attack
Level 2 (Monk)
Feat: (Monk Bonus) Dodge
Level 3 (Monk)
Feat: (Monk Bonus) Mobility
Feat: (Selected) Two Handed Fighting
Level 4 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Level 5 (Monk)
Level 6 (Monk)
Feat: (Selected) Past Life: Berserker's Fury
Level 7 (Monk)
Feat: (Monk Bonus) Combat Expertise
Level 8 (Druid)
Level 9 (Monk)
Feat: (Selected) Great Cleave
Level 10 (Monk)
Level 11 (Monk)
Level 12 (Druid)
Feat: (Selected) Spring Attack
Feat: (Druid Wild Shape) Wild Shape: Wolf
Level 13 (Druid)
Level 14 (Druid)
Level 15 (Druid)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Feat: (Druid Wild Shape) Wild Shape: Bear
Level 16 (Druid)
Level 17 (Druid)
Level 18 (Monk)
Feat: (Selected) Whirlwind Attack
Level 19 (Monk)
Level 20 (Monk)
tygara
08-30-2012, 05:59 PM
This could in fact work very well as a stickbuild, but I still think you are better off going with a 13rogue/6fighter/1druid for a stickbuild, might be more dps in the end
Machination
08-30-2012, 11:51 PM
Yeah I was thinking just as a monk life......something different to get through the PL.
This could in fact work very well as a stickbuild, but I still think you are better off going with a 13rogue/6fighter/1druid for a stickbuild, might be more dps in the end
Diyon
09-12-2012, 04:20 PM
It's great to be able to see the interaction of different alacrity boosts on the character sheet now. It'd be great to see a screenshot of the full boost applied, I guess it would be 15 haste+15 haste boost+25 fatal for a total possible of 55%.
Hmm, 12 rogue/7 Druid acrobat II could have 15 haste+30 boost+15 acrobat+25 fatal=85% alacrity! Vanshilars needs to fix up his charts it seems ...
Last I checked, class haste boost enhancements and Dreadnaught haste boost are exclusive.
I am thinking of a 12 rogue/8 druid (may end up changing that split) for TR'ing my berserkrobat (since supreme cleave isn't the awesome thing it was now).
OP:
I really like the sounds of this build. And have a 2nd life monk that I rarely play anymore, so sounds like TR time! I have to ask though, why cleave? You can't get momentum swing, you aren't using it as a prereq for anything else. Is it just there so you can AoE hit stuff? I think I may have to try this monstrosity with half-elf.
emptysands
09-13-2012, 05:31 PM
What's your gear set?
wax_on_wax_off
09-13-2012, 06:28 PM
Last I checked, class haste boost enhancements and Dreadnaught haste boost are exclusive.
I am thinking of a 12 rogue/8 druid (may end up changing that split) for TR'ing my berserkrobat (since supreme cleave isn't the awesome thing it was now).
OP:
I really like the sounds of this build. And have a 2nd life monk that I rarely play anymore, so sounds like TR time! I have to ask though, why cleave? You can't get momentum swing, you aren't using it as a prereq for anything else. Is it just there so you can AoE hit stuff? I think I may have to try this monstrosity with half-elf.
Your objection doesn't make sense, I was incorrect in that post as thought that fatal harrier and haste stacked as that was the premise of the build when the OP posted but there isn't 2 haste boosts there.
Diyon
09-13-2012, 07:42 PM
Your objection doesn't make sense, I was incorrect in that post as thought that fatal harrier and haste stacked as that was the premise of the build when the OP posted but there isn't 2 haste boosts there.
My apologies, I must have just read something wrong there.
tygara
09-14-2012, 12:10 AM
Last I checked, class haste boost enhancements and Dreadnaught haste boost are exclusive.
I am thinking of a 12 rogue/8 druid (may end up changing that split) for TR'ing my berserkrobat (since supreme cleave isn't the awesome thing it was now).
OP:
I really like the sounds of this build. And have a 2nd life monk that I rarely play anymore, so sounds like TR time! I have to ask though, why cleave? You can't get momentum swing, you aren't using it as a prereq for anything else. Is it just there so you can AoE hit stuff? I think I may have to try this monstrosity with half-elf.
It is infact true that haste boost from a class (in this case 15% rogue enhancement haste boost) and haste boost from dreadnought (30% at t3) are exclusing so you have to make a chosie between the 2. Since the dreadnought one provides the biggest boost, you obviously choose for thatone.
I personally like cleave to 2 reasons.
1- Charge MB faster, as cleave is on a 6second cooldown and doesnt slow your attack animations dramatically so it can easy be used in your regular attack circulation. It also provides a +1 WD, so an obvious bonus on top of it.
2- Once MB is active, it really gives you a true benefit to really start prepping the next mob which is already smashing on you while you are working on the stunned mob to keep MB going. Same goes for keeping your attack speed from FH up, if you use every 6sec your cleave attack you are in fact already prepping your next target so that it is in fact less HP that you gotta take down once ya truely start going out on that mob to keep all bonusses up.
Diyon
09-14-2012, 04:39 AM
I personally like cleave to 2 reasons.
1- Charge MB faster, as cleave is on a 6second cooldown and doesnt slow your attack animations dramatically so it can easy be used in your regular attack circulation. It also provides a +1 WD, so an obvious bonus on top of it.
2- Once MB is active, it really gives you a true benefit to really start prepping the next mob which is already smashing on you while you are working on the stunned mob to keep MB going. Same goes for keeping your attack speed from FH up, if you use every 6sec your cleave attack you are in fact already prepping your next target so that it is in fact less HP that you gotta take down once ya truely start going out on that mob to keep all bonusses up.
That is more or less what I was looking for, thank you.
slimkj
09-19-2012, 12:57 PM
All I can say about that is, play a melee druid, cast a haste on yourself and see the effect.
I have played in the mean time already 3 druid melee builds all with Fatal Harrier, and I do know very well what stacks and what not ;)
See, I'm tempted by this build for my next Monk life TR, but I'm wondering if this is not WAI if they are both typed equally in the description text. Perhaps its stacking has been overlooked and is due a fix? I know in the past any supernice attack rates have been nerfed (like how Monks used to be in Windstrike) and replaced with Doublestrike, to reduce server load...
So I wonder if this is due a nerf, from reading the thread so far. I'll probably take a gamble and roll one anyway; can just TR it again I guess.
Diyon
09-19-2012, 01:10 PM
See, I'm tempted by this build for my next Monk life TR, but I'm wondering if this is not WAI if they are both typed equally in the description text. Perhaps its stacking has been overlooked and is due a fix? I know in the past any supernice attack rates have been nerfed (like how Monks used to be in Windstrike) and replaced with Doublestrike, to reduce server load...
So I wonder if this is due a nerf, from reading the thread so far. I'll probably take a gamble and roll one anyway; can just TR it again I guess.
I believe someone confirmed later in the thread that they do not stack. Therefore, any nerfage that may come isn't from something bugged or not WAI.
OP: Was thinking about gearing, what sort of handwraps do you use? Ones with +10 stun? Or do you use a Dun'robar ring for that?
slimkj
09-19-2012, 04:43 PM
Yeah I noticed that from the rest of thread and meant to come back and edit but slipped my mind, sorry!
korsat
09-20-2012, 07:06 PM
may I have the damage breakdown? Referring to the X(1d6)+48 in the pics :)
sorry if you have already posted and I've just skipped it.
Kalevor
10-04-2012, 10:50 AM
I have 1 question:
-From my personal experience with a monk triying to reach enough counters to activate Master Blitz (Seems to take forever...and i have cleave too). How much time takes for you to reach the 50 counters??
fognozzel
10-09-2012, 01:01 PM
Does Combat Brute actually work with hand wraps? My monk maxed out LD but there was no increase in weapon damage displayed on the character sheet. Of course it could just be a display bug, but it would be hard to tell one way or the other.
Regardless, thanks for posting this. Really interesting stuff.
flipstre
10-12-2012, 09:15 AM
How different will it be if it is wf instead. atm it is lvl 14 wf light monk i will GR/LR it according to your build.
How will it affect the build? with lvl ups going to wis
sandypaws
10-17-2012, 08:05 AM
Thank you very much for posting this build. I look forward to trying it!
A question, though: It seems like a lot of the perks are built around having trash on-hand to kill and boost counters. How does it do when this is not the case? Would you suggest another ED for raids like, say, LoB and MA?
tygara
10-19-2012, 09:13 AM
Thank you very much for posting this build. I look forward to trying it!
A question, though: It seems like a lot of the perks are built around having trash on-hand to kill and boost counters. How does it do when this is not the case? Would you suggest another ED for raids like, say, LoB and MA?
I dont tend to change my ED, since no other ED will give the amount of extra dmg that the LD gives
I know very well that with the high amount of fortification some bosses have, you may be doubt if it is really worth it, but all I can say is then that you gotta make sure that your entire party has the fort debuff arsenal covered, that makes more then up for not needing to change out of LD ever imo.
How different will it be if it is wf instead. atm it is lvl 14 wf light monk i will GR/LR it according to your build.
How will it affect the build? with lvl ups going to wis
You have the base of the build typed out here, so all I can say is change the build to suite it towards your needs
I refuse to butcher or change my own build around for every person who would like a little change added to it, coz it would jsut take way too much of my time and effort towards that to be honest. The base build is well layed out that I dont think it would be hard at all to change it towards your needs and playstyle.
Next to that, I also refure to make melee WFs to be honest, dont like em at all, since imo human or helf monks are the best choise to go (with Horc a close follower)
I have 1 question:
-From my personal experience with a monk triying to reach enough counters to activate Master Blitz (Seems to take forever...and i have cleave too). How much time takes for you to reach the 50 counters??
It honestely kind of depends on the situation and how fast mobs obviously come
I honestely never had any severe issues with not being able to charge my MB fast enough, if it takes too long imo in combat, I just charge it out of combat and then restart all over with my charges for attack speed, doesnt take too long to have thatone back at full anyway
may I have the damage breakdown? Referring to the X(1d6)+48 in the pics :)
sorry if you have already posted and I've just skipped it.
Already posted in this thread, page 1
pelaaja
10-19-2012, 12:06 PM
Thinking about those EDs:
Would changing Sense Weakness to Piercing Clarity be a viable idea?
I've also thought of just using some other EDs like Dance of Flower, Hail of Blows and Running with the wind. 6% chance to doublestrike and 1.5[W] more damage. (That is, if Heal and Wind stacks).
Been planning to start this build with my 2nd life TR:
15 STR
15 DEX
14 CON
10 INT
16 WIS
8 CHA
Going to buy +3 WIS tome so I can put 2 ability scores into STR. I could also drop DEX to 14 and increase STR to 16, but then I'd get TWF only at lvl 4 (and have to take a lvl of druid probably at lvl 3, then take a monk at lvl 4)
tygara
10-22-2012, 12:18 AM
Thinking about those EDs:
Would changing Sense Weakness to Piercing Clarity be a viable idea?
I've also thought of just using some other EDs like Dance of Flower, Hail of Blows and Running with the wind. 6% chance to doublestrike and 1.5[W] more damage. (That is, if Heal and Wind stacks).
Been planning to start this build with my 2nd life TR:
15 STR
15 DEX
14 CON
10 INT
16 WIS
8 CHA
Going to buy +3 WIS tome so I can put 2 ability scores into STR. I could also drop DEX to 14 and increase STR to 16, but then I'd get TWF only at lvl 4 (and have to take a lvl of druid probably at lvl 3, then take a monk at lvl 4)
Sense weakness is a lot of extra dps on a monk due to the very high attack speed
IMO that is literly a must have twist, so I honestly never really tried any other high trist-point ability (next to the the maxed out haste boost when I was leveling other destinies as I am addicted to attack speed lol)
According to what I saw myself, but dont take my word on it, as I can be wrong, its been a while since I played that thing since I am TRing again already, is that the hail of blows does stack with the running with wind ability
Obviously for every unarmed attack build, dance of flowers is akind of a must have twist, 1.5 extra WD is a lot on a monk lol.
I truely recommand getting that +3dex though, the lower your dex is to start, the most you can free up for wis and str which are really the power abilities in this particular build. Although even with 15 dex, starting stats seem well balanced, should work out perfect to get it to the point where you want it to get for your own playstyle.
Diyon
10-23-2012, 07:47 AM
How to go about this one.......... how about I tell you that the only things that didn't exist in pnp (3.5e) is bard/pally, barb/pally, druid/pally, monk/barb, and monk/bard. In pnp a druid can be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil. A monk can be any lawful alignment, so a lawful neutral druid/monk could exist. Also, this assumes you are talking about a druid/monk, taking "durid" to be a typo.
Actually you can have an exmonk/barbarian or an exbarbarian/monk, or an exmonk/bard. You can do this with those others but they lose a lot more. There is a feat for multiclassing bard and paladin, as well as some other combinations. (Monks and paladins can't go back to lvl'ing those classes after multiclassing in 3.5e).
the613
10-23-2012, 08:04 AM
Actually you can have an exmonk/barbarian or an exbarbarian/monk, or an exmonk/bard. You can do this with those others but they lose a lot more. There is a feat for multiclassing bard and paladin, as well as some other combinations. (Monks and paladins can't go back to lvl'ing those classes after multiclassing in 3.5e).
Okay, didn't think about that, but that just pushes my point further.
tygara
10-23-2012, 08:29 PM
Can we drop this stupid conversation already.
This thread is about a build and the possible different combinations/abilities/whatevers of that build.
If you wanne discuss pnp vs ddo, and how OP monks are, go and make your own thread.
I dont want mine to get locked over your discussions.
Some people enjoy this or other monk/druid builds, so give them some roon to actually discuss it instead of trying to ruin the fun with getting the thread locked.
Am reporting all this bullox to get it cleaned up, thnx
the613
10-25-2012, 03:11 AM
Sorry, I just get frustrated when I see people compare DDO and pnp. Anyway, I don't have druid yet, but I'm going to be looking for this when I do get it.
EDIT: Any way to do this without +3 tomes? I'm going to try to work my monk up and tr him again once I get druid, but he doesn't have any +3 tomes yet (has full +2s).
tygara
10-27-2012, 11:10 AM
I honestly dont know about stat division without the +3s
The most important stats are obviosuly str and wis, but ya aswell need your 17dex for 2weap fighting
So if ya do it without +3s, ya will need to definatly start with a 15dex, and relook your wisdom to be able to take at lvl 20+ vorpal strikes which requires 23 wisdom
Might be hard to do without the +3s but definately not impossible I would figure
Skillless
11-16-2012, 01:56 PM
Looks like an amazingly effective build! Been running caster lives and it's time for a break and do a little melee dps for a change (no melee PL's yet, wiz/wiz/fvs).
My biggest question is how well does it level up to 20? I know you said you can solo on EH, did it work just as well leveling to 20 compared to a light monk (especially a helf/cleric dily)? I mostly pug, but sometimes it's easier with work/life to run solo. Thanks!
MrCow
11-16-2012, 05:11 PM
My biggest question is how well does it level up to 20?
I make a character with the same level split to play with this month and found it particularly easy to level. Personally, though, I like to front-load the druid levels (so I have Druid level 7 at character level 9) as Ice Storm and Reaving Roar are very potent in the mid-levels (tapering off around level 16, but still useful).
SealedInSong
11-16-2012, 05:55 PM
Also, I know very well that this build should actually be a helf build with the rogue dilletant, and then go 1 artificer instead of the 1 rogue. I will give you full credit for that thoughtproces, as I personally had been debating it myself aswell. Reason I didnt do it is coz that crappy completionist feat has to be bought and I was 1 feat short to be able to make the build with the feats in it that I wants, so unfortunately I didnt have any other option then to go human.
Would this be mostly to capitalize on h-elf sneak attack without getting redundant sneak dice and gain a few artificer infusions?
Love the look and flavor of this build--thanks very much for sharing.
You mentioned earlier that if it weren't for completion you would have used helf and you would have replaced rogue with arti. Other than the rogue sneak not stacking with helf dilly, why take arti over rogue?
pelaaja
12-11-2012, 06:48 AM
You mentioned earlier that if it weren't for completion you would have used helf and you would have replaced rogue with arti. Other than the rogue sneak not stacking with helf dilly, why take arti over rogue?
While they don't stack, Helf's dilly SA gives more damage than one lvl of rogue.
jsaving
12-11-2012, 03:48 PM
You mentioned earlier that if it weren't for completion you would have used helf and you would have replaced rogue with arti. Other than the rogue sneak not stacking with helf dilly, why take arti over rogue?
The OP says he took the rogue level for sneak attack, traps, and UMD. Judged on that standard alone, a rogue dilly 12monk/7druid/1arti gives the same OL/UMD benefits that a 1rogue build while offering more sneak attack dice (at least at high levels). Additionally you gain an iron companion that can be summoned at-will for lever-flipping, a modest number of extra spell points along with a couple of situationally useful spells, access to a few decent wands, and the ability to use repeaters. So, you're gaining a fair amount of versatility and a little bit more power by opting for 1arti (though the OP's original 1rogue setup is certainly viable as well).
purplebelly
12-14-2012, 11:37 PM
I just thought i 'ought to ask if you really think that vorpal strikes is better then overwhelming critical for Epic hard or Epic Elite content? Its just in my experience on my pure monk vorpal was mostly just getting in the way... I used grandmaster earth stance and had normal crits for over 100 (120-150) and but on vorpals i only got 100 or 0(immune) maybe the occasional insta-kill(off with your head)
i wanted to ask if you thought that the build could be done with OW:Critical and use earth stance for big crits and still benefit from the massive attack speed (fatal harrier/haste/monk base/dreadnaught(or rogue) haste boost)
Would work well or be wasting potential?
emptysands
12-15-2012, 06:04 AM
I just thought i 'ought to ask if you really think that vorpal strikes is better then overwhelming critical for Epic hard or Epic Elite content? Its just in my experience on my pure monk vorpal was mostly just getting in the way... I used grandmaster earth stance and had normal crits for over 100 (120-150) and but on vorpals i only got 100 or 0(immune) maybe the occasional insta-kill(off with your head)
i wanted to ask if you thought that the build could be done with OW:Critical and use earth stance for big crits and still benefit from the massive attack speed (fatal harrier/haste/monk base/dreadnaught(or rogue) haste boost)
Would work well or be wasting potential?
Human 12monk / 7Druid / 1Rogue will have: 7 (base) + 3 (monk) + 1 (human) + 2 epic = 13 feats.
To get OC+IMA you'd then have:
(5) Power Attack,IC,Cleave,Great Cleave, OC
(3) TWF, IWF, GTWF,
(3) Stunning Fist, IMA, PL: Monk
(2) Toughness, Dodge
You might switch PL: Monk for Improved Sunder or Completionist.
tygara
12-15-2012, 07:05 AM
I just thought i 'ought to ask if you really think that vorpal strikes is better then overwhelming critical for Epic hard or Epic Elite content? Its just in my experience on my pure monk vorpal was mostly just getting in the way... I used grandmaster earth stance and had normal crits for over 100 (120-150) and but on vorpals i only got 100 or 0(immune) maybe the occasional insta-kill(off with your head)
i wanted to ask if you thought that the build could be done with OW:Critical and use earth stance for big crits and still benefit from the massive attack speed (fatal harrier/haste/monk base/dreadnaught(or rogue) haste boost)
Would work well or be wasting potential?
Okey, here we go again
Feel free to use your earth stance and OC crit theory
I wont even go into a discussion over it
Read th thread again, as this is a speed build which benefits from double strikes and such, so iow earth stance, no thnx
If you want earth stance and OC, do so, but this build will NOT benefit at all from that setup, look for another build if you play like that. This is an air build
OC is not bad, dont gt me wrong, but I prefere to dump thatone since you need both cleave and gr cleave and its too feat intenive as a build already as it is to really waste feats, hence why I choose for vorpal strikes
jskinner937
01-06-2013, 02:21 AM
I noticed the same thing in my life as a druid when it was first introduced...all these wolves running around and I was using twf in human form and leading kill counts because the damage per second was better. I thought of a similar monk build for my main when after I accomplish completionist (still 3 more lives) but with a slight level split difference...
12m/7d/1f helf w/ rogue dilly
Although I had a few different feats than you, this would give you the extra feat you seeked to go rogue dilly. Other than losing traps and a few umd points, what other con would be associated with that level split?
pelaaja
01-06-2013, 06:35 AM
I noticed the same thing in my life as a druid when it was first introduced...all these wolves running around and I was using twf in human form and leading kill counts because the damage per second was better. I thought of a similar monk build for my main when after I accomplish completionist (still 3 more lives) but with a slight level split difference...
12m/7d/1f helf w/ rogue dilly
Although I had a few different feats than you, this would give you the extra feat you seeked to go rogue dilly. Other than losing traps and a few umd points, what other con would be associated with that level split?
a "few" UMD points you say is actually quite big... you lose 13 UMD points, and at least able to unlock doors.
Just asking: What would be your Fighter feat then? Only thing I can think of is that if you have already Past life:Monk feat, you take the fighter for improved sunder.
jskinner937
01-09-2013, 03:51 AM
My feat would be cleave because I too want to fit in completioinist after all the hard work, although I would take cleave on a later life instead of 1. I personally find UMD hardly useful anymore since if I need a particular buff like nightshield, gh, teleport, etc. I have a clickie for it. But that just IMO.
pelaaja
01-09-2013, 05:46 AM
My feat would be cleave because I too want to fit in completioinist after all the hard work, although I would take cleave on a later life instead of 1. I personally find UMD hardly useful anymore since if I need a particular buff like nightshield, gh, teleport, etc. I have a clickie for it. But that just IMO.
Taking Cleave as the feat isn't worth it, because Momentum Swing and Lay Waste doesn't work well in unarmed, for example. Besides, it slows your attack pattern way too much
jskinner937
01-09-2013, 05:56 AM
I find that cleave is a great attack on a monk just for the +1W dmg and the ability to hit more than one mob. Great cleave sucks that is the one that slows the attack sequence, but cleave if timed right doesn't affect it.
pelaaja
01-09-2013, 05:57 AM
I find that cleave is a great attack on a monk just for the +1W dmg and the ability to hit more than one mob. Great cleave sucks that is the one that slows the attack sequence, but cleave if timed right doesn't affect it.
It will when you're attacking so fast. :rolleyes:
jskinner937
01-09-2013, 06:25 AM
True, probably will take some skill to get the timing down for sure.
jskinner937
01-09-2013, 06:30 AM
Only thing I wish this build could offer and something I contemplated on my own is the lack of the regenerate spell. That spell is all a monk would ever need to self heal in almost any situation. Sure you could scroll it, but its just not as effective. Another split I thought of was going 11 druid/9monk, but you would lose alot in the process namely abundant step and another 5% movement.
pelaaja
01-09-2013, 07:33 AM
Only thing I wish this build could offer and something I contemplated on my own is the lack of the regenerate spell. That spell is all a monk would ever need to self heal in almost any situation. Sure you could scroll it, but its just not as effective. Another split I thought of was going 11 druid/9monk, but you would lose alot in the process namely abundant step and another 5% movement.
...and Heal scrolls aren't good enough?
If you really want Regenerate, go 13 druid/6 monk/1 fighter/rogue or something.
jskinner937
01-09-2013, 04:27 PM
Actually regen is a level 7 spell so only viable split is 15 druid 5 monk, what I was referring to gives you greater vigor and pancrea. If you want UMD I could see taking the level of rogue or arty, but I don't know about you I would only use scrolls in between fights because your dps go down a lot when switching. Plus you still fail on a 1 with a scroll. I just like the over time heals on my toons I have tested...cast and forget it...back to hitting stuff. Or in those really brutal fights just keep it up.
jskinner937
01-09-2013, 05:20 PM
Oh and I forgot to mention...you still have an 85% success rate on heal scrolls with access to level 7 spells whicj is more than adequate to heal between fights or the turn and flee and jump cast if necessary. I personally am enjoying the 17/3 split, but no imp evasion in EE solo without it is a stretch. Ice Ellie form with icy mantle makes the mob fights much easier although. If only I could have a no fail reflex Anyone try tempest with FH btw?
comotose
01-09-2013, 11:30 PM
I have been playing around with this build alot and I have to say it is hella fun. I am just trying to come up with a good gear set to finalize it with. Obviously your bracers, belt and armor are sun soul, outside of that I really dont know where else to go with it. Any advice on that would be great. After doing some Looking I am pretty sure I want Min2 in one of the armor slots. Either Helm, Cloak or Goggles.
Helm: ?
Necklace: Grim's Bracelet w Goodluck +2
Trinket:Planar Focus of Subterfuge Wis +3
Belt: Sun Soul
Bracers: Sun Soul
Cloak: ?
Gloves: Nether Grasps/PDK Gloves
Boots: ? Treads of Falling Shadow's ?
Ring 1: insightful Str 2 Dun Robar Combat Mastery +5
Ring 2: ?
Goggles: ?
Armor: +8 Wis Spider-spun Caparison
ormsbygore
01-10-2013, 03:31 AM
There are several things that do stack with each other to increase your damage on unarmed attacks
The following all work together:
- Monk levels itself
- (+0.5) Eather spider outfit, Garments of Equilibrium, Alchemical wraps (Byesk studded) or the jidz (Earth stanced)
- (+0.5) Monk past life active feat
- (+0.5) Dreadnought - Improved Power Attack
- (+1)Dreadnought - Combat Brute
- (+0.5 -> 1.5) Flowersniffer - Dance of Flowers
- (+0.25 -> 0.75) Flowersniffer - Dancing with flames (Fire stanced)
- (+1) ML 20 wraps which get an increased dmg die
- (+1) Artificer buff - Deadly weapons
- (+1) Action boost - Human versitility (AC boost) --- I am not sure if this is a bug or not, or if this is something that isnt suppose to work, but currently it is increasing my WD by +1 every time I activate that ability. Not sure if it works with other AC boost enhancements, like the one from Fighter or from Paladin, but HV gives me that effect
If it is listed in the same line, it does NOT stack with anything that is listed in that line
I dont think I forgot anything in the list, but it is perfectly possible that I did
I started reading this thread and it got me thinking about how to improve my Zombie Monk abomination. Then I saw this post and had to test a few things out. The only things I could test against were, ML20 Wraps, Garments and Jidtz.
First off, Zombie Form adds (+0.5), and stacks with Wraps and Garments.
Then I decided to test the Garments and Jidtz against each other, and as expected they didn't stack...but when I went into Zombie Form it gave me (+1)...after seeing that I swapped out each item individually and each one was giving (+0.5), and they stacked with eachother...(now I'm even more sad that I made my GS HP item...bracers)
I'll have to test the rest of the list against the Zombie Form once I get them on the character. Still haven't leveled him to 25 yet...
jskinner937
01-10-2013, 11:46 AM
One thing I can tell you is people are gonna give you a varying opinion here. But for me I am allways swapping gear out depending if I am soloing or raiding and going all out dps. But here is my typical gear setup that I am currently using with the swaps following for each slot.
Helm: Min2 or Purple Dragon Knight
Goggles: Tharnes or ConOp or Air3
Necklace: Oremis or Shintao Cord or Torc or Silver Flame Trinket
Trinket: Litany or Planar of Prowess or PL Ioun Stone or VP Ioun Stone or Voice
Cloak: Wolf Cloak or Epic Cloak of Night or min2
Belt: Knosts or Epic Spare Hand
Boots: Treads of Falling Shadow or Epic Rock Boots or ConOp or Boots of Propulsion
Gloves: PK Gloves or Epic Charged Gautlets or Epic Claw
Bracers: Way of Sun Soul or Epic Bracers of Wind or ConOp
Rings: House of Dun Robar or Encrusted or Shintao or Seal of Avrthral or Epic ring of Bucaneer
Armor: Epic Frozen Tunic or Spider-Spun Caprisan
You usually run with fairly full pack as an unarmed toon.
tygara
01-15-2013, 01:41 PM
Actually regen is a level 7 spell so only viable split is 15 druid 5 monk, what I was referring to gives you greater vigor and pancrea. If you want UMD I could see taking the level of rogue or arty, but I don't know about you I would only use scrolls in between fights because your dps go down a lot when switching. Plus you still fail on a 1 with a scroll. I just like the over time heals on my toons I have tested...cast and forget it...back to hitting stuff. Or in those really brutal fights just keep it up.
Sorry buddy, but UMD doesnt go by that rule
If you roll a 1 on a umd roll, and you would succeed, you do
1s do not apply at all (same as with OL, DD, Search , and a few others)
Snarglefrump
01-15-2013, 07:35 PM
This build is similar thematically to my Jack of Fists (http://forums.ddo.com/showthread.php?p=4596746) build (Monk 12 / Ranger 6 / Rogue 2), which likewise puts a focus on hits/second. I've linked to your Storm of a Thousand Fists from the class-variations section of the Jack of Fists, in the interest of helping people find related build ideas.
I also have an Items that proc when you hit something (http://forums.ddo.com/showthread.php?t=362800) thread, which lists gear that may be of interest to anyone with a high hits/second build.
tygara
01-21-2013, 10:13 AM
Thnx for the link, snargle
I have played your variation before, really enjoy the run speed that monk/ranger can put out, I love speed builds (run and attack lol) and th-atone definately puts out both at a crazy level.
In reality though the Storm puts out a higher attack speed, but your run speed is jsut way faster lol.
Rated you for the link ;)
paraplegic
01-21-2013, 01:01 PM
http://i281.photobucket.com/albums/kk204/nicoblauwe/dmg-1.png
12 monk levels: 2.5[1d6]
Monk past life: 0.5
Spider Armor: 0.5
Dance (Flowersniffer): 1.5
PA (dreadnought): 0.5
Combat Brute (dreadnought): 1
ML 20 Wraps: 1
------
7.5[1d6]
I am not 100% sure if that is fully accurate, but I think, thats about it
Could you give us what equipment you wear?
I'll probably will try this build next life. But i want to farm the items one
jskinner937
01-23-2013, 06:57 PM
Sorry buddy, but UMD doesnt go by that rule
If you roll a 1 on a umd roll, and you would succeed, you do
1s do not apply at all (same as with OL, DD, Search , and a few others)
No but they do with a concentration check failure which is what I was referring to as quicken does not apply to scrolls.
TheRicH
01-26-2013, 01:47 AM
Thnx for the link, snargle
I have played your variation before, really enjoy the run speed that monk/ranger can put out, I love speed builds (run and attack lol) and th-atone definately puts out both at a crazy level.
In reality though the Storm puts out a higher attack speed, but your run speed is jsut way faster lol.
Rated you for the link ;)
Cute build but I decided to go with Druid 11 Monk 9 Grandmaster of flowers and I do fight in either Winter wolf or Dire Bear form depending on the situation. I see you went with a solo build. Mine is a party build going with monk buffs that help the group. Damage on my build is great coupled with the sneak attack bonus and by using fatal harrier I usually get in the killing blows, once maxed out fatal harrier in a CITW run and was an engine of destruction.
Sarlona
Jokake EarthCaller
Cynist Boltblasta
Shaveris Morda
Snarglefrump
01-26-2013, 02:28 AM
In reality though the Storm puts out a higher attack speed
Sort of. Ranger's Tempest 1 provides a 10% bonus to offhand attacks, giving it a larger number of sustained strikes/minute. Druid's Fatal Harrier is faster after killing 4 mobs in quick succession.
Assuming both toons are in Greater Wind Stance (7.5% doublestrike) and have a 6% doublestrike item, then using Vanshilar's Attack Speed Index (http://forums.ddo.com/showthread.php?t=275144)we have:
Fatal Harrier with 3 kills or Haste: 111.3 attacks/minute * (1 + 13.5% doublestrike + 80% off hand) = 215.4 strikes/minute
Fatal Harrier after 4 kills: 117.4 attacks/minute * (1 + 13.5% doublestrike + 80% off hand) = 227.2 strikes/minute
Fatal Harrier after 5 kills: 123.4 attacks/minute * (1 + 13.5% doublestrike + 80% off hand) = 238.8 strikes/minute
Tempest with Haste: 111.3 attacks/minute * (1 + 13.5% doublestrike + 90% off hand) = 226.5 strikes/minute (nearly tied with Fatal Harrier after 4 kills)
They're both fast builds. I wouldn't mind playing either of them. :-)
Sillk
01-26-2013, 03:09 AM
Sort of. Ranger's Tempest 1 provides a 10% bonus to offhand attacks, giving it a larger number of sustained strikes/minute. Druid's Fatal Harrier is faster after killing 4 mobs in quick succession.
Assuming both toons are in Greater Wind Stance (7.5% doublestrike) and have a 6% doublestrike item, then using Vanshilar's Attack Speed Index (http://forums.ddo.com/showthread.php?t=275144)we have:
Fatal Harrier with 3 kills or Haste: 111.3 attacks/minute * (1 + 13.5% doublestrike + 80% off hand) = 215.4 strikes/minute
Fatal Harrier after 4 kills: 117.4 attacks/minute * (1 + 13.5% doublestrike + 80% off hand) = 227.2 strikes/minute
Fatal Harrier after 5 kills: 123.4 attacks/minute * (1 + 13.5% doublestrike + 80% off hand) = 238.8 strikes/minute
Tempest with Haste: 111.3 attacks/minute * (1 + 13.5% doublestrike + 90% off hand) = 226.5 strikes/minute (nearly tied with Fatal Harrier after 4 kills)
They're both fast builds. I wouldn't mind playing either of them. :-)
What's the Attack Speed Index say if you run Fatal Harrier (Druid 7), Tempest I (Ranger 6), Adept of Wind (Monk 7)?
(I'm reading it, but you seem to have a handle on applying it)
paraplegic
01-31-2013, 03:44 PM
Well i have been trying to mke this build but as a 34 points characters:
here is what i will try. any advice is welcome.
Take a look at the enhancements and feats in case i missed something.
About equiment what should i worry?
Character Generated Using: DDO Character Generator (http://www.ddochargen.com)
Direct Link to Build: http://www.ddochargen.com/home.aspx?build=40895
Monk 12 / Druid 7 / Rogue 1
Male Human - Lawful Neutral
__________________________________________________ ______________
PAST LIVES SELECTED:
Monk (1)
__________________________________________________ ______________
LEVEL 1
Race Selected: Male Human
Alignment Selected: Lawful Neutral
Class Selected: Rogue (Rogue 1)
Abilities Raised: STR: 16, DEX: 14, CON: 14,
INT: 9, WIS: 16, CHA: 9
Skills Ranks Raised: Balance +4 (4), Concentration +2 (2),
Disable Device +4 (4), Jump +4 (4), Open Lock +4 (4),
Search +4 (4), Spot +3 (3), Tumble +1 (1), UMD +4 (4)
Feats Selected: Power Attack, Cleave
__________________________________________________ ______________
LEVEL 2:
Class Selected: Monk (Monk 1 / Rogue 1)
Skills Ranks Raised: Concentration +1 (3), Disable Device +0.5 (4.5),
Search +0.5 (4.5), UMD +0.5 (4.5)
Feats Selected: Stunning Fist
__________________________________________________ ______________
LEVEL 3:
Class Selected: Monk (Monk 2 / Rogue 1)
Skills Ranks Raised: Concentration +1 (4), Disable Device +0.5 (5),
Search +0.5 (5), UMD +0.5 (5)
Feats Selected: Stunning Blow, Toughness
Tomes Applied: STR: +1, DEX: +1, CON: +1, INT: +1,
WIS: +1, CHA: +1
Favor Bonus Granted: Coin Lord Finishing School (400 Coin Lord Favor)
Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
__________________________________________________ ______________
LEVEL 4:
Class Selected: Monk (Monk 3 / Rogue 1)
Abilities Raised: WIS: 18
Skills Ranks Raised: Concentration +1 (5), Disable Device +0.5 (5.5),
Search +0.5 (5.5), UMD +1 (6)
Feats Selected: Path of Inevitable Dominion
__________________________________________________ ______________
LEVEL 5:
Class Selected: Monk (Monk 4 / Rogue 1)
Skills Ranks Raised: Concentration +1 (6), Disable Device +0.5 (6),
Search +0.5 (6), UMD +1 (7)
__________________________________________________ ______________
LEVEL 6:
Class Selected: Monk (Monk 5 / Rogue 1)
Skills Ranks Raised: Concentration +1 (7), Disable Device +0.5 (6.5),
Search +0.5 (6.5), UMD +1 (8)
Feats Selected: Two Weapon Fighting
__________________________________________________ ______________
LEVEL 7:
Class Selected: Monk (Monk 6 / Rogue 1)
Skills Ranks Raised: Concentration +1 (8), Disable Device +0.5 (7),
Search +0.5 (7), UMD +1 (9)
Feats Selected: Dodge
Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2,
WIS: +2, CHA: +2
__________________________________________________ ______________
LEVEL 8:
Class Selected: Monk (Monk 7 / Rogue 1)
Abilities Raised: WIS: 20
Skills Ranks Raised: Concentration +1 (9), Disable Device +0.5 (7.5),
Search +0.5 (7.5), UMD +1 (10)
__________________________________________________ ______________
LEVEL 9:
Class Selected: Monk (Monk 8 / Rogue 1)
Skills Ranks Raised: Concentration +1 (10),
Disable Device +0.5 (8), Search +0.5 (8), UMD +1 (11)
Feats Selected: Past Life (Disciple of the Fist)
__________________________________________________ ______________
LEVEL 10:
Class Selected: Monk (Monk 9 / Rogue 1)
Skills Ranks Raised: Concentration +1 (11),
Disable Device +0.5 (8.5), Search +0.5 (8.5), UMD +1 (12)
__________________________________________________ ______________
LEVEL 11:
Class Selected: Monk (Monk 10 / Rogue 1)
Skills Ranks Raised: Concentration +1 (12),
Disable Device +0.5 (9), Search +0.5 (9), UMD +1 (13)
Tomes Applied: STR: +3, DEX: +3, CON: +3, INT: +3,
WIS: +3, CHA: +3
__________________________________________________ ______________
LEVEL 12:
Class Selected: Monk (Monk 11 / Rogue 1)
Abilities Raised: STR: 20
Skills Ranks Raised: Concentration +2 (14),
Disable Device +0.5 (9.5), Search +0.5 (9.5), UMD +1 (14)
Feats Selected: Improved Critical (Bludgeoning)
__________________________________________________ ______________
LEVEL 13:
Class Selected: Monk (Monk 12 / Rogue 1)
Skills Ranks Raised: Concentration +1 (15),
Disable Device +0.5 (10), Search +1 (10.5), UMD +1 (15)
__________________________________________________ ______________
LEVEL 14:
Class Selected: Druid (Monk 12 / Druid 1 / Rogue 1)
Skills Ranks Raised: Concentration +1 (16),
Disable Device +1 (11), Search +0.5 (11), UMD +1 (16)
__________________________________________________ ______________
LEVEL 15:
Class Selected: Druid (Monk 12 / Druid 2 / Rogue 1)
Skills Ranks Raised: Concentration +1 (17),
Disable Device +1 (12), Search +0.5 (11.5), UMD +1 (17)
Feats Selected: Improved Two Weapon Fighting
__________________________________________________ ______________
LEVEL 16:
Class Selected: Druid (Monk 12 / Druid 3 / Rogue 1)
Abilities Raised: STR: 21
Skills Ranks Raised: Concentration +1 (18),
Disable Device +1 (13), Search +0.5 (12), UMD +1 (18)
__________________________________________________ ______________
LEVEL 17:
Class Selected: Druid (Monk 12 / Druid 4 / Rogue 1)
Skills Ranks Raised: Disable Device +1 (14),
Search +1 (13), UMD +1 (19)
__________________________________________________ ______________
LEVEL 18:
Class Selected: Druid (Monk 12 / Druid 5 / Rogue 1)
Skills Ranks Raised: Concentration +1 (19),
Disable Device +0.5 (14.5), Search +1 (14), UMD +1 (20)
Feats Selected: Greater Two Weapon Fighting
__________________________________________________ ______________
LEVEL 19:
Class Selected: Druid (Monk 12 / Druid 6 / Rogue 1)
Skills Ranks Raised: Concentration +1 (20),
Disable Device +0.5 (15), Search +1 (15), UMD +1 (21)
__________________________________________________ ______________
LEVEL 20:
Class Selected: Druid (Monk 12 / Druid 7 / Rogue 1)
Abilities Raised: STR: 22
Skills Ranks Raised: Concentration +2 (22), UMD +2 (23)
Enhancements Selected: Druid Shifting Rake I,
Improved Jump I, Improved Tumble I, Human Improved Recovery I,
Way of the Patient Tortoise I, Monk Improved Recovery I,
Druid Beastial Nature I, Druid Aggravate I, Racial Toughness I,
Improved Tumble II, Improved Jump II, Static Charge,
Porous Soul, Way of the Patient Tortoise II, All-Consuming Flame,
Monk Ninja Spy I, Winters Touch, Adept of Wind, Touch of Death,
Druid Vengeful Hunter I, Druid Natures Warrior I, Monk Improved Recovery II,
Human Improved Recovery II, Human Adaptability Strength I,
Monk Ninja Spy II, Master of Thunder, Druid Toughness I,
Druid Strength I, Druid Wisdom I, Druid Toughness II,
Racial Toughness II, Human Versatility I, Rogue Sneak Attack Training I,
Human Greater Adaptability Wisdom I, Druid Wisdom II,
Rogue Haste Boost I, Monk Improved Recovery III
Stats at End of Level 20:
HP:320 SP:407 AC:21 FORT:16 REFL:15 WILL:20 BAB:+15/+15/+20/+25
STR:24(+7) DEX:17(+3) CON:17(+3) INT:12(+1) WIS:24(+7) CHA:12(+1)
Balance:11, Bluff:1, Concentration:29, Diplomacy:3,
Disable Device:16, Haggle:1, Heal:7, Hide:7, Intimidate:3,
Jump:13, Listen:7, Move Silently:7, Open Lock:7, Perform: n/a,
Repair:1, Search:16, Spot:10, Swim:7, Tumble:6, UMD:24
BTW level progresion and some feats are missplaced, ( for example my past life and twf feat chain i feelt like it was a bit late
ISMisst
01-31-2013, 10:01 PM
been playing this toon for awhile
just not sure if i a missing something
2nd life toon
currently at
38/32/26/10/36/19 unbuffed stats
stun fist 57 unbuffed
have all twists done. ie sense weakness, running wind, dance flowers
have cleave, improved sunder, trip
all epic geared out
but having hard time getting master blitz loaded quick
maybe because run with guildies that are also uber, i dunno
Desdemonte
02-05-2013, 12:42 PM
Just curious about skills- do you put everything into concentration, balance and jump or do you max out UMD and put all other points into search and disable? Doesn't look like this would be much of a trapper, with an end search and DD of 10 each
Pilgrim1
02-09-2013, 01:42 PM
The new epic black dragon armor from u17 looks like it has fatal harrier built into it, its unlikely that the armor stacks with the druid ability. Do you think that peace of armor will make this build obsolete, maybe 12 monk/6 ranger/? is the new setup?
WruntJunior
02-10-2013, 05:47 AM
The new epic black dragon armor from u17 looks like it has fatal harrier built into it, its unlikely that the armor stacks with the druid ability. Do you think that peace of armor will make this build obsolete, maybe 12 monk/6 ranger/? is the new setup?
I presume you're talking about Relentless Fury on the dragonscale. That's a max of one stack of 5% higher damage. Fatal Harrier is attack speed. I'd assume they stack.
To the OP, this build is interesting...thinking about doing it to my monk (only have 3 monk past-lives, though :P).
comotose
02-23-2013, 07:03 AM
I presume you're talking about Relentless Fury on the dragonscale. That's a max of one stack of 5% higher damage. Fatal Harrier is attack speed. I'd assume they stack.
To the OP, this build is interesting...thinking about doing it to my monk (only have 3 monk past-lives, though :P).
I have been playing this for a while and absolutely love it. Tried it initially as a 1st life then immediately started tring to get my fighter lives out of the way and to get to 36pt build. Headed back into the final life for a while with the build. Cant wait to start working on gearing it out to really see what I can do with it.
Maelodic
02-24-2013, 07:48 AM
I actually prefer Reaving Roar to fatal harrier.
Freedom of Movement, gather them all up to red dungeon alert, throw down a sleet storm and blow them all up, and that way you don't have to maintain your stacks either if you just can't get those killing blows.
Steveohio
02-24-2013, 10:51 PM
^ Would be better for lower levels, but not higher levels/epics.
To the OP. I really dig this build, but sadly, I can't ever play a build that I've seen someone else run, as much as I want too.
Have something something simliar I plan on posting once its up in levels, but it maybe on par, or better than this.
Hint: Acrobat + barbarian + druid.
Dieterstrife
02-25-2013, 12:35 AM
I'm personally runnin a 12 Rogue/7 druid/1 Monk version of this build. I don't really have any relevant past lives, but I only have 1 complaint for the whole build and it's the same one Tygara had. Figured up I'm going to have at about 550hp at lvl 25 in any destiny that doesn't give hp innately.
Now, I know to fix this problem I could go dreadnought and because I'm a rogue I get to not take haste boost. Also I went acrobat (screw the 2d6 damage from Assassin, Knockdown immunity is 100% better) and this also means I can take Momentum swing and use Sireth to help charge Masters.
However, I end up with the problem of not having enough str to make it worth while and Primal looks like a lot of fun.
The reaving roar idea seems interesting, but fatal is just such a massive power trip that I can't really give it up.
comotose
02-28-2013, 08:24 AM
I noticed last night that on the Combat Brute ability it says, (does not apply to handwraps) So does that mean you are missing out on the entire ability as a monk, the +1W or what? Its not a huge deal because it only applies when an action boost is going anyway but I was really curious about that one.
DarkSable
03-04-2013, 05:43 PM
Level 1 - Rogue
Feat: Cleave + Power AttackHow's your to-hit?
I've been playing around with a build like this, but I just feel like having the hits to BaB PLUS Power Attack's drawbacks...
It seems to me like this build would function better with precision and quick draw instead of those two feats - or is the loss of DPS enough to counteract the benefits of those feats?
(I don't figure I need cleave, as, as far as I know, Masters' Blitz will still charge from trip, sunder, and, in quests, stunning blow.)
jskinner937
03-07-2013, 08:47 AM
It makes a difference when you have PL fighters and completionist. Otherwise you might be better of taking PA for the pre-reqs, but leaving off.
DarkSable
03-07-2013, 11:37 PM
It makes a difference when you have PL fighters and completionist. Otherwise you might be better of taking PA for the pre-reqs, but leaving off.
Ahh, that makes sense. Just to check, which pre-reqs are you referring to? Ones within the build itself, or ones within Legendary Dreadnought?
CoasterHops
03-08-2013, 03:18 AM
I love the basic premise of this build (all about speed of attacks) as a result I would like to borrow the idea and build a different* build but based around the Fatal Harrier speed boost.
Basically the tenets of the build are very similar but there are obviously significant differences: 12Ranger (Tempest) 7 Druid, 1 mnk.
I would like to build it as a Tempest II ranger, even as a Human though and going 12rng/7druid/1mnk I dont think its possible to fit in Whirling Steel Strike for longswords(+pre reqs) and Overwhelming Critical (+pre reqs) and Stunning Blow.
Does anyone think the required feats are doable in anyway or would it be better to build it for Khopeshes? (One less feat needed.)
Snarglefrump
03-08-2013, 10:41 AM
I love the basic premise of this build (all about speed of attacks) as a result I would like to borrow the idea and build a different* build but based around the Fatal Harrier speed boost.
Basically the tenets of the build are very similar but there are obviously significant differences: 12Ranger (Tempest) 7 Druid, 1 mnk.
I would like to build it as a Tempest II ranger, even as a Human though and going 12rng/7druid/1mnk I dont think its possible to fit in Whirling Steel Strike for longswords(+pre reqs) and Overwhelming Critical (+pre reqs) and Stunning Blow.
If you're going for maximum attack speed, go with handwraps. They're about 11% faster than two-weapon fighting.
CoasterHops
03-08-2013, 01:09 PM
If you're going for maximum attack speed, go with handwraps. They're about 11% faster than two-weapon fighting.
I understand that handwraps are about 11% faster but Tempest isn't meant to allow the additional 20% (to 100%) offhand procs when using handwraps. Also I believe Tempest I grants an innate 5% bonus to aatack speed that stacks with all other bonuses, so this goes someway to making up for it.
Also having only 2 levels of monk means 3.5(1d6) with Dance of Flowers (utilising reinforced fists and no monk past life) whereas if I'm swinging Oathblades we are talking 4.5(1d10) with a rapier threat range. Drow longswords would be 5(1d8) with the same threat range.
At the end of the day its a concept build, but of course some sort of stunning is really required to get the additional helpless damage, was looking at maybe a Alchemical - Adamantine Earth/Air/Water longsword. Gaining the 6% double strike from the Air Tier II, and the greater stone prison.
Theres always the option of a 6monk/6ranger/8druid build I guess lol........ Better with handwraps, could use shortswords (Im looking at you Celestias and Rebellions) and of course still has many shot for the insane Burst DPS, (Have a Pinion already) the best thing about a split like that is that dodge is a prereq for both tempest and ninja spy.... this is an option i guess lol.
Of course someone is likely going to tell me that Tempest I and II does grant the additional offhand handwrap procs then it is a no brainer, a monk past life will be necessary and wraps will be the primary weapon, until then I'm looking at other options hehe.
Arlathen
03-12-2013, 10:13 AM
I love the basic premise of this build (all about speed of attacks) as a result I would like to borrow the idea and build a different* build but based around the Fatal Harrier speed boost.
Basically the tenets of the build are very similar but there are obviously significant differences: 12Ranger (Tempest) 7 Druid, 1 mnk.
I would like to build it as a Tempest II ranger, even as a Human though and going 12rng/7druid/1mnk I dont think its possible to fit in Whirling Steel Strike for longswords(+pre reqs) and Overwhelming Critical (+pre reqs) and Stunning Blow.
Does anyone think the required feats are doable in anyway or would it be better to build it for Khopeshes? (One less feat needed.)
I run a Ranger12/Druid 7/Monk 1 build myself (totally different theme and style, but still), and Fatal Harrier just doesn't work for this style of melee build. I've dropped it and not missed it one bit. It doesn't work on a Ranger simply because they just don't have the ability to get the killing blows like what this Monk build does.
JustMe_ca
03-13-2013, 02:52 AM
I did two barbarian past lives with a 12 barbarian/7 druid/1 rogue as a way to deal with the lack of self sufficiency of barbarian. My order was slightly different - 1 rogue, 1 barbarian, then all the druid to get access to the druid goodness in the levels it will actually help, then finish with barbarian.
I found it a lot of fun at the low levels - extremely self sufficient, but I also found that reaving roar was more useful in getting more kills :D On the downside - her healing ability was a little too light to make it really self sufficient at level 18 (this is with 3 pally past lives... and other healing amp enhancements).
As a whole, it was a very fun way to get through a barbarian past life, though mitwo would likely say it was a gimp.
CoasterHops
03-13-2013, 03:50 AM
I run a Ranger12/Druid 7/Monk 1 build myself (totally different theme and style, but still), and Fatal Harrier just doesn't work for this style of melee build. I've dropped it and not missed it one bit. It doesn't work on a Ranger simply because they just don't have the ability to get the killing blows like what this Monk build does.
I don't seem to have too many issues getting kills in my current Tempest Life - 12Ranger/6fighter/2mnk - Centred with dual Oathblades. Ideally the idea of the build is something that can tackle difficult solo content (when the kills are all yours) or to work cooperatively with others who know the builds tactics.
Sometimes getting kills seems hard sometimes its easy, sometimes its all about how you run your toon.
The monk version has as advantages over the Ranger version - Stunning Fist which is superior to stunning blow, Touch of death, run speed, 5% more double strike (maybe) and maybe attk speed (does a monk have greater rate of attks than a Tempest II?)
The Tempests Advantages are - 100% offhand attacks which may cancel out monk attk speed, the ability to mix and match weapon sets, vastly superior Crit Rate 15 - 20 with Oathblades or Drow Longswords, Higher Crit Damage coupled with faster blitz charging (overwhelming crit + pre reqs), ranger sprint boost, ability to pile on fairly decent damage from a distance (manyshot)
Don't get me wrong I have my own very capable end game monk and I am a huge fan of monks and monk types, but in this instance I'm looking for something different to play, Tempests are like pretty much dead now so I'm looking for a reason to TR and continue to play one.
zarthak
03-18-2013, 08:24 AM
is this build stil viable? i was thinking of TRing into this after im done gearing my fighter ( i need 22 more comms :( )
DarkSable
03-18-2013, 05:44 PM
is this build stil viable? i was thinking of TRing into this after im done gearing my fighter ( i need 22 more comms :( )
Still viable? Of course it is - why wouldn't it be?
(As for the comms, run The Druid's Deep chain a few times on casual - you'll get them in no time.)
zarthak
03-23-2013, 03:42 PM
is this ok for this build? http://ddodestiny.info/#d/legendary_dreadnought/s/b3,c3,e,h,j,l3,n3,u,x,z
zarthak
03-24-2013, 12:46 AM
how do you get a 40 wisdom tygara? and a 68 stun DC, i have all the right gear but im still wondering how.
edit: i got the 40 wis, i only have a 59 stun DC at lvl 22
Seljuck
03-28-2013, 08:59 AM
I like idea of that build. It looks lovely. Here is my next life version of that build. Advices most welcome.
Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Isioviel
Level 25 Lawful Neutral Human Female
(12 Monk \ 1 Rogue \ 7 Druid \ 5 Epic)
Hit Points: 450
Spell Points: 519
BAB: 14\14\19\24
Fortitude: 17
Reflex: 16
Will: 22
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 25)
Strength 16 24
Dexterity 14 18
Constitution 14 18
Intelligence 9 12
Wisdom 17 28
Charisma 8 12
Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Strength used at level 11
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Intelligence used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11
+4 Tome of Strength used at level 15
+4 Tome of Dexterity used at level 15
+4 Tome of Constitution used at level 15
+4 Tome of Wisdom used at level 15
+4 Tome of Charisma used at level 15
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 25)
Balance 6 36
Bluff -1 6
Concentration 4 34
Diplomacy -1 6
Disable Device 3 24
Haggle -1 6
Heal 3 14
Hide 2 13
Intimidate -1 8
Jump 7 25
Listen 3 14
Move Silently 2 13
Open Lock 6 13
Perform n/a n/a
Repair -1 7
Search 3 23
Spot 3 14
Swim 3 12
Tumble 6 15
Use Magic Device 3 11
Level 1 (Rogue)
Feat: (Human Bonus) Cleave
Feat: (Past Life) Past Life: Artificer
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Bard
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Rogue
Feat: (Selected) Power Attack
Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 3 (Monk)
Feat: (Selected) Dodge
Feat: (Monk Bonus) Toughness
Level 4 (Monk)
Ability Raise: WIS
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Level 5 (Monk)
Level 6 (Monk)
Feat: (Selected) Two Weapon Fighting
Level 7 (Monk)
Feat: (Monk Bonus) Improved Sunder
Level 8 (Druid)
Ability Raise: WIS
Level 9 (Monk)
Feat: (Selected) Past Life: Berserker's Fury
Level 10 (Monk)
Level 11 (Monk)
Level 12 (Druid)
Ability Raise: WIS
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Druid Wild Shape) Wild Shape: Wolf
Level 13 (Druid)
Level 14 (Druid)
Level 15 (Druid)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Feat: (Druid Wild Shape) Wild Shape: Bear
Level 16 (Druid)
Ability Raise: STR
Level 17 (Druid)
Level 18 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 19 (Monk)
Level 20 (Monk)
Ability Raise: STR
Enhancement: Druid Beastial Nature I
Enhancement: Druid Fatal Harrier
Enhancement: Druid Nature's Warrior I
Enhancement: Druid Shifting Rake I
Enhancement: Druid Shifting Rake II
Enhancement: Druid Vengeful Hunter I
Enhancement: Human Adaptability Wisdom I
Enhancement: Human Greater Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Static Charge
Enhancement: Way of the Patient Tortoise I
Enhancement: Way of the Patient Tortoise II
Enhancement: Touch of Death
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Winter's Touch
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Improved Jump I
Enhancement: Improved Jump II
Enhancement: Improved Tumble I
Enhancement: Improved Tumble II
Enhancement: Druid Strength I
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Enhancement: Druid Toughness I
Enhancement: Druid Toughness II
Enhancement: Druid Toughness III
Level 21 (Monk)
Feat: (Monk Bonus) Vorpal Strikes
Level 22 (Monk)
Level 23 (Monk)
Level 24 (Monk)
Ability Raise: WIS
Feat: (Monk Bonus) Improved Martial Arts
Level 25 (Monk)
generalfoley
03-29-2013, 03:08 PM
Me gusta :d
~Dark_Sable
05-05-2013, 03:48 AM
This build is going to get very, very interesting when the enhancement update passes.
I'm thinking either 18 monk / 3 druid or 15 monk / 2 fighter / 3 druid. Both halfling.
tygara
05-18-2013, 07:34 PM
I did two barbarian past lives with a 12 barbarian/7 druid/1 rogue as a way to deal with the lack of self sufficiency of barbarian. My order was slightly different - 1 rogue, 1 barbarian, then all the druid to get access to the druid goodness in the levels it will actually help, then finish with barbarian.
I found it a lot of fun at the low levels - extremely self sufficient, but I also found that reaving roar was more useful in getting more kills :D On the downside - her healing ability was a little too light to make it really self sufficient at level 18 (this is with 3 pally past lives... and other healing amp enhancements).
As a whole, it was a very fun way to get through a barbarian past life, though mitwo would likely say it was a gimp.
You got that right
Anything you make is gimp :p
Jk, I actually have been thinking of something in the same kind of way to do 2 more barb past lifes
Since ya cant splash it with monks, I find those the more annoying past lifes to get done myself, since I dont really have any good leveling weapons next to handwraps, and the self sufficiency just isnt the same as that of monks :(
Silvias
06-07-2013, 11:12 AM
that build is fun. I made a dude a long time ago was also super fas tattack speed, just a flavor build but I am going to retry it now with a few mods.
The first time I did 12 monk 6 rogue (acrobat) 2 fighter and I would use a staff and be in wind stance with the acrobat clicky, man I would attack fast. but now I wanna try it with 7 monk 7 druid 6 rogue and go wind stance, fatal harrier, acrobat clicky, amg it would be fast I think. Or maybe 12 rogue 7 druid 1 monk, not sure I got to hit the builder, but I think I got a staff that has a super high base damage, not sure I think it called ironwood or some *****. anyway someone help me figure out which of those builds would be the fastest attacker lmao!
Silvias
06-21-2013, 02:01 AM
The one thing I can not figure out on this build is how you get in Master's Blitz. I thought u needed to do combat tactic feats to build up to Master's Blitz, and monk stunning fist does not build the counter, so you use shatter/sunder and trip to build up to Master's Blitz?
I am not giving a hard time, it is clear I am missing something here and would like to be informed because I am about to TR into this build
Zaalaos
06-26-2013, 02:11 AM
The one thing I can not figure out on this build is how you get in Master's Blitz. I thought u needed to do combat tactic feats to build up to Master's Blitz, and monk stunning fist does not build the counter, so you use shatter/sunder and trip to build up to Master's Blitz?
I am not giving a hard time, it is clear I am missing something here and would like to be informed because I am about to TR into this build
Cleave is considered tactical feat, so you can just spam it while running to get your stacks up. No need to hit anything.
eden2760
07-08-2013, 04:01 PM
Tygara,
Thanks for posting the build. It looks like a LOT of fun. I wonder if you could critique this rendition. I read through the thread, and figured I would try this with 1 arti, vs 1 rogue. I don't have many past lives to speak of, but have 3 monk. I'm steering away from the trap-skills a bit, as I figure without the relevant past-lives I might not make the cut even in EH.
With that said, I'd like your feedback on the skills/enhancements in particular.
Thanks!
Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Dragonnbaito Storm
Level 25 Lawful Neutral Half-Elf Male
(12 Monk \ 1 Artificer \ 7 Druid \ 5 Epic)
Hit Points: 410
Spell Points: 853
BAB: 14\14\19\24
Fortitude: 17
Reflex: 14
Will: 23
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 25)
Strength 16 25
Dexterity 14 18
Constitution 14 18
Intelligence 9 13
Wisdom 17 27
Charisma 8 12
Tomes Used
+1 Tome of Strength used at level 2
+1 Tome of Dexterity used at level 2
+1 Tome of Constitution used at level 2
+1 Tome of Intelligence used at level 2
+1 Tome of Wisdom used at level 2
+1 Tome of Charisma used at level 2
+2 Tome of Strength used at level 6
+2 Tome of Dexterity used at level 6
+2 Tome of Constitution used at level 6
+2 Tome of Intelligence used at level 6
+2 Tome of Wisdom used at level 6
+2 Tome of Charisma used at level 6
+3 Tome of Strength used at level 10
+3 Tome of Dexterity used at level 10
+3 Tome of Constitution used at level 10
+3 Tome of Intelligence used at level 10
+3 Tome of Wisdom used at level 10
+3 Tome of Charisma used at level 10
+4 Tome of Strength used at level 14
+4 Tome of Dexterity used at level 14
+4 Tome of Constitution used at level 14
+4 Tome of Intelligence used at level 14
+4 Tome of Wisdom used at level 14
+4 Tome of Charisma used at level 14
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 25)
Balance 2 29
Bluff -1 6
Concentration 6 37
Diplomacy -1 6
Disable Device n/a n/a
Haggle -1 6
Heal 3 13
Hide 2 13
Intimidate -1 6
Jump 3 14
Listen 3 13
Move Silently 2 13
Open Lock n/a n/a
Perform n/a n/a
Repair -1 6
Search -1 6
Spot 7 29
Swim 3 12
Tumble n/a 11
Use Magic Device 3 29
Level 1 (Artificer)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Past Life) Past Life: Monk
Feat: (Past Life) Past Life: Monk
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Power Attack
Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 3 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Two Weapon Fighting
Level 4 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Level 5 (Monk)
Level 6 (Monk)
Feat: (Selected) Past Life: Disciple of the Fist
Level 7 (Monk)
Feat: (Monk Bonus) Dodge
Level 8 (Monk)
Level 9 (Monk)
Feat: (Selected) Toughness
Level 10 (Monk)
Level 11 (Monk)
Level 12 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Level 13 (Monk)
Level 14 (Druid)
Level 15 (Druid)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 16 (Druid)
Level 17 (Druid)
Level 18 (Druid)
Feat: (Selected) Greater Two Weapon Fighting
Level 19 (Druid)
Level 20 (Druid)
Enhancement: Druid Beastial Nature I
Enhancement: Druid Fatal Harrier
Enhancement: Druid Nature's Warrior I
Enhancement: Druid Shifting Rake I
Enhancement: Druid Shifting Rake II
Enhancement: Druid Vengeful Hunter I
Enhancement: Improved Rogue Dilettante I
Enhancement: Human Adaptability Strength I
Enhancement: Human Greater Adaptability Wisdom I
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Human Versatility IV
Enhancement: Static Charge
Enhancement: Way of the Patient Tortoise I
Enhancement: Way of the Patient Tortoise II
Enhancement: Way of the Patient Tortoise III
Enhancement: Touch of Death
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Winter's Touch
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Jump I
Enhancement: Improved Jump II
Enhancement: Improved Tumble I
Enhancement: Improved Tumble II
Enhancement: Druid Strength I
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Enhancement: Druid Toughness I
Enhancement: Druid Toughness II
Level 21 (Druid)
Feat: (Selected) Vorpal Strikes
Level 22 (Druid)
Level 23 (Druid)
Level 24 (Druid)
Feat: (Selected) Improved Martial Arts
Level 25 (Druid)
Any update on how the new enhancements will affect this build?
Xorlandu
08-06-2013, 09:43 PM
The druid part of the build will be what's in trouble. One of the reasons for the 7 druid levels were for reaving roar while leveling and fetal harrier at higher levels (least the way I lvled the build).
Last I checked on the new enhancements both of those were nerfed pretty hard. Damage on roar is way down and the duration of fetal harrier was hit pretty hard. On live some quests I had trouble keeping fetal harrier going, can't even think how annoying it will be when the duration is about half that for the new enhancements.
The other aspects of the druid are still good. Class with sp based on wis paired with monk a wis based class so you have a decent sp pool for cocoon and some good spells like rams might, freedom of movement and ice storm. Still have a puppy to pull levers for the few quests it's needed.
I personally wont be using the build anymore cause of the reaving roar/fetal harrier changes. If I take 6 ranger levels instead I still get a fair amount of sp for cocoon, still have rams might, and FoM is on equipment when I need it. Also get all the free feats from ranger for twfing and many shot (blitzed many shot is fun to see).
It has been a fair amount of time since I checked the enhancements though so not 100% sure reaving roar and fetal harrier are still in bad shape.
brlftz
08-21-2013, 04:14 PM
so, any update on how badly screwed this build is with the new enhancements?
korsat
10-08-2013, 02:37 PM
so, any update on how badly screwed this build is with the new enhancements?
yes, dwarf 15m/3druid/2fighter
Nightmanis
10-09-2013, 04:02 PM
yes, dwarf 15m/3druid/2fighter
This. Bout all I can tell you. Still build for stuns, but hey now you can abuse the living hell out of QP alongside it. So bash a few enemies, quiver a couple, stun some and just keep running out like a stabbed rat killing everything.
moneman
10-13-2013, 05:28 AM
Hi all,
I made my personal revision of that buid and I got two results. Both are made to go with a staff and max attack speed, doublestrike and critical hits.
The drawback from both is the lack of a powerfull selfhealing, much appreciated lately.
Here you have, both base 32 pts builds with just a +1 Stat tome, the difference is just on enhancements, so I just post the 2nd build enhancement details.
Comments appreciated!:
Character Plan by DDO Character Planner Version 04.19.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 28 Lawful Neutral Half-Elf Male
(14 Monk \ 3 Rogue \ 3 Druid \ 8 Epic)
Hit Points: 348
Spell Points: 685
BAB: 14\14\19\24
Fortitude: 16
Reflex: 18
Will: 19
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 28)
Strength 14 15
Dexterity 14 15
Constitution 16 16
Intelligence 8 8
Wisdom 16 23
Charisma 8 8
Tomes Used
+1 Tome of Wisdom used at level 3
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 28)
Balance 2 16
Bluff -1 7
Concentration 3 14
Diplomacy -1 7
Disable Device n/a n/a
Haggle -1 7
Heal 3 14
Hide 2 10
Intimidate -1 7
Jump 2 16
Listen 3 14
Move Silently 2 10
Open Lock n/a n/a
Perform n/a n/a
Repair -1 7
Search -1 7
Spellcraft -1 7
Spot 3 14
Swim n/a n/a
Tumble n/a n/a
Use Magic Device -1 7
Level 1 (Monk)
Feat: (Selected) Cleave
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Monk Bonus) Power Attack
Level 2 (Monk)
Feat: (Monk Bonus) Dodge
Level 3 (Monk)
Feat: (Selected) Mobility
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Level 4 (Monk)
Level 5 (Monk)
Level 6 (Monk)
Feat: (Selected) Great Cleave
Feat: (Monk Bonus) Zen Archery
Level 7 (Rogue)
Level 8 (Rogue)
Level 9 (Rogue)
Feat: (Selected) Spring Attack
Level 10 (Druid)
Level 11 (Druid)
Feat: (Druid Wild Shape) Wild Shape: Wolf
Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Level 14 (Monk)
Level 15 (Monk)
Feat: (Selected) Ten Thousand Stars
Level 16 (Monk)
Level 17 (Monk)
Level 18 (Monk)
Feat: (Selected) Grand Master of Forms
Level 19 (Monk)
Level 20 (Druid)
Level 21 (Epic)
Feat: (Selected) Epic: Improved Martial Arts
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Feat: (Selected) Epic: Vorpal Strikes
Level 25 (Epic)
Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Holy Strike
Level 27 (Epic)
Feat: (Selected) Epic Destiny: Epic Mage Armor
Level 28 (Epic)
Feat: (Epic Destiny) Epic Destiny: Forced Escape
Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
Enhancement: Half-Elf - Human Adaptability: Strength (Rank 1)
Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
Enhancement: Half-Elf - Human Greater Adaptability: Constitution (Rank 1)
Enhancement: Half-Elf - Human Versatility: Defense Boost (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Half-Elf - Improved Recovery (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Half-Elf - Action Surge: Strength (Rank 1)
Enhancement: Half-Elf - Dilettante: Dexterity (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Way of the Patient Tortoise (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Quick Strike (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Quick Strike (Rank 2)
Enhancement: Henshin Mystic (Mnk) - Quick Strike (Rank 3)
Enhancement: Henshin Mystic (Mnk) - Staff Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 1)
Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 2)
Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 3)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Agility (Rank 1)
Enhancement: Ninja Spy (Mnk) - Agility (Rank 2)
Enhancement: Ninja Spy (Mnk) - Agility (Rank 3)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Staff Control (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Staff Training (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Thief Acrobatics (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Thief Acrobatics (Rank 2)
Enhancement: Thief-Acrobat (Rog) - Thief Acrobatics (Rank 3)
Enhancement: Thief-Acrobat (Rog) - Staff Training (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Haste Boost (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Haste Boost (Rank 2)
Enhancement: Thief-Acrobat (Rog) - Haste Boost (Rank 3)
Enhancement: Thief-Acrobat (Rog) - Staff Training (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Shadow Dodge (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Shadow Dodge (Rank 2)
Enhancement: Thief-Acrobat (Rog) - Shadow Dodge (Rank 3)
Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 1)
Enhancement: Nature's Warrior (Drd) - Shifting Rake (Rank 1)
Enhancement: Nature's Warrior (Drd) - Shifting Rake (Rank 2)
Enhancement: Nature's Warrior (Drd) - Shifting Rake (Rank 3)
Enhancement: Nature's Warrior (Drd) - Flight (Rank 1)
Enhancement: Nature's Warrior (Drd) - Flight (Rank 2)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 1)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 2)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 3)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 1)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 2)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 3)
and
Character Plan by DDO Character Planner Version 04.19.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
Enhancement: Half-Elf - Human Adaptability: Wisdom (Rank 1)
Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Half-Elf - Improved Recovery (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
Enhancement: Ninja Spy (Mnk) - Poisoned Darts (Rank 1)
Enhancement: Ninja Spy (Mnk) - Wave of Despair (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 1)
Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 2)
Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 3)
Enhancement: Ninja Spy (Mnk) - Poisoned Soul (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Agility (Rank 1)
Enhancement: Ninja Spy (Mnk) - Agility (Rank 2)
Enhancement: Ninja Spy (Mnk) - Agility (Rank 3)
Enhancement: Ninja Spy (Mnk) - Poison Exploit (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sting of the Ninja (Rank 1)
Enhancement: Ninja Spy (Mnk) - Impending Doom (Rank 1)
Enhancement: Ninja Spy (Mnk) - Deadly Exploits (Rank 1)
Enhancement: Ninja Spy (Mnk) - Deadly Exploits (Rank 2)
Enhancement: Ninja Spy (Mnk) - Deadly Exploits (Rank 3)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Touch of Death (Rank 1)
Enhancement: Ninja Spy (Mnk) - Shadow Double (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Staff Control (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Stick Fighting (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Staff Training (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Thief Acrobatics (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Thief Acrobatics (Rank 2)
Enhancement: Thief-Acrobat (Rog) - Thief Acrobatics (Rank 3)
Enhancement: Thief-Acrobat (Rog) - Staff Training (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Quick Strike (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Quick Strike (Rank 2)
Enhancement: Thief-Acrobat (Rog) - Quick Strike (Rank 3)
Enhancement: Thief-Acrobat (Rog) - Haste Boost (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Haste Boost (Rank 2)
Enhancement: Thief-Acrobat (Rog) - Haste Boost (Rank 3)
Enhancement: Thief-Acrobat (Rog) - Staff Training (Rank 1)
Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
Enhancement: Nature's Warrior (Drd) - Shifting Rake (Rank 1)
Enhancement: Nature's Warrior (Drd) - Shifting Rake (Rank 2)
Enhancement: Nature's Warrior (Drd) - Shifting Rake (Rank 3)
Enhancement: Nature's Warrior (Drd) - Athletic (Rank 1)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 1)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 2)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 3)
Enhancement: Nature's Warrior (Drd) - Hide of the Crocodile (Rank 1)
Enhancement: Nature's Warrior (Drd) - Hide of the Crocodile (Rank 2)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 1)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 2)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 3)
Both have Vorpal, improved martial arts, Zen archery and 10K Stars. The first one has little more sneak and base damage, and the secon one is a deep ninja with Touch of death and shadow double (6 secs. 100% doublestrike? cool)
The point is:
A) 15% attack speed from rogue, +15% Grand air stance, 30% rogue boost, +5/25% Fatal harrier = +30/+85% attack speed.
B) 25% Doublestrike (Quick strike), +10% Grand air stance = +35% or 100% (shadow double) doublestrike.
C) 5d6 Sneak attack + ninja poison line.
Thanks all
Lonnbeimnech
10-13-2013, 07:02 AM
B) 25% Doublestrike (Quick strike), +10% Grand air stance = +35% or 100% (shadow double) doublestrike.
dont forget
Lightning Mace: Active Ability: (Cooldown 12 seconds) Melee Attack On Hit 100 Electrical damage. On Critical Gain +15% enhancement bonus to melee doublestrike for 6 seconds. On Vorpal Target takes 10d100 Electrical damage. Requires a Club, Greatclub, Heavy Mace, Light Mace, Morningstar, or Quarterstaff to be equipped in your main hand.
unbongwah
10-13-2013, 09:35 AM
yes, dwarf 15m/3druid/2fighter
With the nerfs to RR/FH, I was thinking monk 16 / druid 2 / ftr 2. The extra monk lvl gets you +0.5[W], adamantine ki strike, and +1 monk DCs; while druid 2 still lets you get doublestrike action boost & Vengeful Hunter, as well as Ram's Might, Heal skill & Emp Heal (for Rejuv Cocoon). As always, either Wind stance for doublestrike & atk speed or Earth stance for +1 crit multiplier, PRR, and threat amp.
Something like this:
Character Plan by DDO Character Planner Version 04.19.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 28 Lawful Neutral Dwarf Female
(2 Fighter \ 16 Monk \ 2 Druid \ 8 Epic)
Hit Points: 434
Spell Points: 1500208
BAB: 15\15\20\25\25
Fortitude: 21
Reflex: 14
Will: 21
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 28)
Strength 14 16
Dexterity 15 17
Constitution 16 20
Intelligence 10 12
Wisdom 16 27
Charisma 6 8
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
Level 1 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Power Attack
Level 2 (Monk)
Feat: (Monk Bonus) Two Weapon Fighting
Level 3 (Druid)
Feat: (Selected) Stunning Blow (swap for Quicken Spell in epics)
Level 4 (Monk)
Ability Raise: WIS
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 5 (Monk)
Level 6 (Fighter)
Feat: (Fighter Bonus) Great Cleave
Feat: (Selected) Improved Sunder
Level 7 (Monk)
Level 8 (Monk)
Ability Raise: WIS
Feat: (Monk Bonus) Stunning Fist
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Level 11 (Monk)
Level 12 (Monk)
Ability Raise: WIS
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Level 14 (Monk)
Level 15 (Fighter)
Feat: (Selected) Empower Healing Spell
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Level 16 (Monk)
Ability Raise: WIS
Level 17 (Monk)
Level 18 (Druid)
Feat: (Selected) Grand Master of Forms
Feat: (Druid Wild Shape) Wild Shape: Wolf
Level 19 (Monk)
Level 20 (Monk)
Ability Raise: WIS
Enhancement: Dwarf - Dwarven Toughness (Rank 1)
Enhancement: Dwarf - Dwarven Constitution (Rank 1)
Enhancement: Dwarf - Dwarven Toughness (Rank 1)
Enhancement: Dwarf - Dwarven Constitution (Rank 1)
Enhancement: Dwarf - Dwarven Tactics (Rank 1)
Enhancement: Dwarf - Dwarven Tactics (Rank 2)
Enhancement: Dwarf - Dwarven Tactics (Rank 3)
Enhancement: Kensei (Ftr) - Kensei Focus: Martial Arts (Rank 1)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 1)
Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 2)
Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Martial Arts (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
Enhancement: Kensei (Ftr) - Haste Boost (Rank 3)
Enhancement: Kensei (Ftr) - Tactics (Rank 1)
Enhancement: Kensei (Ftr) - Tactics (Rank 2)
Enhancement: Kensei (Ftr) - Tactics (Rank 3)
Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 1)
Enhancement: Nature's Warrior (Drd) - Aggravate (Rank 1)
Enhancement: Nature's Warrior (Drd) - Aggravate (Rank 2)
Enhancement: Nature's Warrior (Drd) - Aggravate (Rank 3)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 1)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 2)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 1)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 2)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 3)
Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
Enhancement: Shintao (Mnk) - Protection from Tainted Creatures (Rank 1)
Enhancement: Shintao (Mnk) - Iron Hand (Rank 1)
Enhancement: Shintao (Mnk) - Argent Fist (Rank 1)
Enhancement: Shintao (Mnk) - Deft Strikes (Rank 1)
Enhancement: Shintao (Mnk) - Deft Strikes (Rank 2)
Enhancement: Shintao (Mnk) - Deft Strikes (Rank 3)
Enhancement: Shintao (Mnk) - Smite Tainted Creature (Rank 1)
Enhancement: Shintao (Mnk) - Iron Skin (Rank 1)
Enhancement: Shintao (Mnk) - Iron Skin (Rank 2)
Enhancement: Shintao (Mnk) - Iron Skin (Rank 3)
Enhancement: Shintao (Mnk) - Fists of Iron (Rank 1)
Enhancement: Shintao (Mnk) - Jade Strike (Rank 1)
Enhancement: Shintao (Mnk) - Dismissing Strike (Rank 1)
Enhancement: Shintao (Mnk) - Wisdom (Rank 1)
Enhancement: Shintao (Mnk) - Instinctive Defense (Rank 1)
Enhancement: Shintao (Mnk) - Wisdom (Rank 1)
Enhancement: Shintao (Mnk) - Violence Begets Violence (Rank 1)
Enhancement: Shintao (Mnk) - Empty Hand Mastery (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 1)
Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 2)
Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 3)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Agility (Rank 1)
Level 21 (Epic)
Feat: (Selected) Epic: Improved Martial Arts
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Ability Raise: WIS
Feat: (Selected) Epic: Vorpal Strikes
Level 25 (Epic)
Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
Level 27 (Epic)
Feat: (Selected) Epic: Epic Damage Reduction (or Blinding Speed)
Level 28 (Epic)
Ability Raise: WIS
Feat: (Epic Destiny) Epic Destiny: Tactician
Diyon
10-13-2013, 01:03 PM
The point is:
A) 15% attack speed from rogue, +15% Grand air stance, 30% rogue boost, +5/25% Fatal harrier = +30/+85% attack speed.
B) 25% Doublestrike (Quick strike), +10% Grand air stance = +35% or 100% (shadow double) doublestrike.
C) 5d6 Sneak attack + ninja poison line.
Thanks all
I'm afraid I'm going to have to give you a speeding ticket. Fatal Harrier is the same bonuse as air stance, they don't stack (nor with haste). And because of the duration nerf to harrier, I don't bother with it. People for some reason keep thinking they stack but they've been that way since release.
dont forget
Lightning Mace: Active Ability: (Cooldown 12 seconds) Melee Attack On Hit 100 Electrical damage. On Critical Gain +15% enhancement bonus to melee doublestrike for 6 seconds. On Vorpal Target takes 10d100 Electrical damage. Requires a Club, Greatclub, Heavy Mace, Light Mace, Morningstar, or Quarterstaff to be equipped in your main hand.
Something to note. Lightning Mace by description won't stack with normal item doublestrike (which is now apparently an enhancement bonus rather than it's old morale status). I've tested this on my druid. 50% doublestrike standing (6% on item), activate Celerity for 50% enhancement. Total=94% doublestrike.
moneman
10-13-2013, 04:25 PM
I'm afraid I'm going to have to give you a speeding ticket. Fatal Harrier is the same bonuse as air stance, they don't stack (nor with haste). And because of the duration nerf to harrier, I don't bother with it. People for some reason keep thinking they stack but they've been that way since release.
Oooo, bad luck, so 1 less level of druid. Final recount 15/2/3 ?
I would suggest ignoring druid, a reason to keep it is +6 Dmg on crits and the beautifull goodie: Spell "Shillelagh" +1[W] on my staff, is it worth?
The 15th monk level means: Quivering Palm
ISMisst
06-13-2018, 06:18 PM
still using this build on my main, doseone. have gear and only 3 pastlives and go still fun.hell through a ice storm and then go stun them and beat the hell
Oooo, bad luck, so 1 less level of druid. Final recount 15/2/3 ?
I would suggest ignoring druid, a reason to keep it is +6 Dmg on crits and the beautifull goodie: Spell "Shillelagh" +1[W] on my staff, is it worth?
The 15th monk level means: Quivering Palm
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