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Khain
08-30-2013, 07:48 AM
Update
Hi, posting high dps meele character(maybe highest) , using quarter staves, having improved evasion, traps skills, good amount sneak attack damage,self heal, good saves, using sireth end game. Best race is human for bonus feat because build is feat starved.

I changed bladeforged build to human build for better self heal and more stuning blow dc. Build is focused on two skills: iron fist and divine sacrifice, those skills have +1 crit multi and very low cooldown. Using those skills on cooldown together with high crit chance u would often see 13-18x4 19-20x7 crits. Traps skills, improved evasion, 9d6 sneakattacks and self heal is good adition to build. Only one backdraw of this build is that doesnt have ranged feats - many shot, so not good sinergy with fotw destiny. If i compare this build with juggernaut build(most versatile dps build), juggi have lower meele damage output(almost 40%), but better burst dps from manyshot + unbridled fury. Overall this build would have more substained damage output then juggernaut, but no ranged combat style and lower sp to self healing(but u can always drink pot).

Human 13 rogue 4 paladin 3 monk

13 rogue for improved evasion, opportunist feat, sneak attack, trap skills and acrobat and assasin enhacement tree

3 monk for feats and henshin enhacement tree (tier3 lighting the candle)

4 paladin for empover heal, divine might ,Courage of Heaven, divine sacrifices and divine grace.

human for bonus feat ,action surge str , human adaptability str and versatility damage boost.

starting points:

32 points
17 str
8 dex
17 con
8 int
8 wis
14 cha


36 points
18 str
8 dex
17 con
8 int
9 wis
14 cha

best past lives: 3xmonk, 3x paladin, 3x barbarian, 3xfighter

puting level points into str

epic destiny:

Legendary Dreadnought - because not having many shot, fotw isnt ideal destiny, its better having more and longest action boost for longer double boost burst dps. Very good clickie here is lighting mace skill - 40 % to get 15% double strike for total 51,5% double strike(58.5% in wind stance).

twists:
rejuvenation cocoon, dance of flower, primal scream

enhacement:
human 8 points - human adaptability str, human damage boost, action surge str, human recovery.
acrobat 32 points: main goal is acrobatic, staf trainings, quick strike, staf specialization, no mercy.
henshin mystic 16 points: main goal is staf tranings, fist of iron and lighting the candle.
assasin 11 points: 2xsneak attacks, heartseeker poison and wenom blades .
paladin 13 points: divine might, divine sacrifices, courage of heaven.

feats:7 from levels, 2 from monk, 3 from epic levels, 1 from human, 2 from rogue
1.level 1 monk1: monk bonus feat: power attack
2. level 1 monk1:human bonus feat: cleave
3. level 1 monk1:stuning blow
4. level 2 monk2:bonus feat: two handed fighting
5. level 3 monk3: magical traning
6. level 6 monk3paladin3: improved stances
7. level 9 rogue2monk3paladin4: greater cleave
8. level 12 rogue5monk3paladin4: improved stances2
9.level 15 rogue8monk3paladin4: improved critical bludgeon
10.level 17 rogue10monk3paladin4: rogue bonus feat:improved evasion
11.level 18 rogue11monk3paladin4: empower heal
12. level 20 rogue13monk3paladin4: rogue bonus feat: oportunist
13. level 21 epic feat: overwhelming critical
14. level 24 epic feat: improved two handed fighting
15. level 27 epic feat: greater two handed fighting

epic destiny feats: prefect two handed fighting, perfect two weapon fighting(5% double strike)
overall 15feats and 2 epic destiny feats

Skills:
traps skills (search,disable device, open lock)
heal
balance
umd

dps rotation:
open attack sequence: quick strike,heartseeker poison ,stuning blow,lighting mace,
repeat sequence:
fist of iron, divine sacrifices, earth strike 3, earth strike 2.
(u can use cleave attaks for better aoe dmg if needed, but cleaves not procing glancing blow with staff so using cleave attaks lower your single targed dps)

enhacement lighting the candle, courage of heaven and wenom blade 100% proc on glancing blow(so it is why iam not using cleave attacks), lighting mace and quick strike double strike chance stacks.

Using wind stance vs high fort enemies and bosses(while not tanking) for more double strike and less hate
Using earth stance vs trash or tanking for bigger crits, more hp, and more hate.

attack speed: +15% acrobatic, +15% haste, +25% morale double strike from quick strike, +8% enhacement double strike from equip,3% artifact from equip +15% enhacement double strike from lighting mace(not stacking with 8%), +3% untyped double strike from oportunist, +7.5% insight double strike from wind stance, +5% from perfect two weapon fighting.

overall dps:
high attack speed: +30% attack speed, + 51.5% double strike substained(90% of the time), 58.5% with lighting maces proc, 30% more if haste boosted.
high crit chance: 40% sireth crit chance: 13-18x3, 19-20x5 in wind stance, using fist of iron for another +1 crit multi
high base dmg: bonuses to dmg from high str(more than 70), enhacements, equip (more then 120 per hit)
BIG critical dmg: 500-600 dmg on 13-18, 800-1000 on 19-20 roll, on helpless target 130% more, damage boosted even more.
great fortification bypass: 30% fort bypass, very handle to having vs bosses
High glancing blow: 60% glancing blow dmg 75% of the time
Sneak attack: 9d6 sneak attack damage
aditional dmg effects from sireth and enhacement: lighting strike, cloudburst, supreme good, courage of heaven, wenom blades, lighting the candle, ki strikes.
4 minute dual boost or 12 min single boost: another +30% attack speed and +20% damage bonus same time or 12 min separately (power of the forgex8, damage boostx8, haste boostx8).

Tactics:
mainly using stuning blow, some time trip if worked. Equipment focused on + stun.

Stuning blow - dc: somwhere about 60-65, using "heathseeker poison" for another +1 to +4.

equip:
ring1: Seal of House Dun'Robar - stuning +10
ring2: Consuming Darkness - seeker +12 combat mastery +5
helm: black dragon - 3% double strike
armor: black dragon - 20% armor pearcing, 5% dmg
trinket: planar focus prowess - +4dmg +15 physical resistance
cloak: Adamantine Cloak of the Wolf - exceptional seeker +5
bracers: Skirmisher's Bracers - double strike +8%
gloves: Backstabber's Gloves - sneak attack +8 exc. sneek attakc +5
boots: Goatskin Boots - speed xv , fort 115%
belt: str +10 belt
amulet:Alchemist's Pendant - +ki on hit
googles: deadly google of acuracy - +8dmg/+5 attack
weapon: - sireth

pros:
- GREAT SUBSTAINED DPS, maybe best from all meele clases and multiclases using twf or thf
- good saves from divine grace
- traps skills
- improved evasion
- self heal via rejuvenation cocoon
- burst dps (human damage boost + haste boost same time)
- good health about 800 - 900 at lvl 28
- good spell points (450- 38 rejuvenation cocoons)
- good dodge chance
- good tactics dc
- able to solo EE quests

cons:

- no ranged feats, it is pure meele build
- need +1 ki on hit on equip to having enought ki to tosing ki strikes
- no good for new players (u must know game mechanics and is gear dependant)


sory for my english, not my home language:)

any thoughts?

Havok.cry
08-30-2013, 08:13 AM
I am pretty sure fighter 4 would give you more DPS in the kensai tree than paladin 4 would in the KotC tree, and Barb 4 would give even more, but then you wouldn't be able to take monk.

Also, what a TRed Iconic will get you is just conjecture at the moment, I wouldn't be trying to make claims about it being the best option for anything just yet, because you can't actually do it.

Khain
08-30-2013, 08:37 AM
I am pretty sure fighter 4 would give you more DPS in the kensai tree than paladin 4 would in the KotC tree, and Barb 4 would give even more, but then you wouldn't be able to take monk.

Also, what a TRed Iconic will get you is just conjecture at the moment, I wouldn't be trying to make claims about it being the best option for anything just yet, because you can't actually do it.

4 kotc give u 12 to str, 3.5 dmg to evil enemy, divine sacrifices clickie(+1 to crit multi) and bonuses to saves. u can take quicken feat. overall 12.5 dmg + crit clickie for 13 points. but u need good charisma equip.

4 fighter give to u 6 to dmg, +2 from meditation, 3 to action boost, 3 to crit dmg, 9% dodge clickie. not much. barbarian is even worse. overall 8 dmg, 3 action boost 3 crit dmg for about 25 points

so paladin clearly wins

I counted 32 pointed no tred bladeforged, bud tred human with right past life feats is better now. After update 20 u can tr to bladeforged as developers write it somewhere on forum.

Havok.cry
08-30-2013, 09:51 AM
4 kotc give u 12 to str, 3.5 dmg to evil enemy, divine sacrifices clickie(+1 to crit multi) and bonuses to saves. u can take quicken feat. overall 12.5 dmg + crit clickie for 13 points. but u need good charisma equip.

4 fighter give to u 6 to dmg, +2 from meditation, 3 to action boost, 3 to crit dmg, 9% dodge clickie. not much. barbarian is even worse. overall 8 dmg, 3 action boost 3 crit dmg for about 25 points

so paladin clearly wins

I counted 32 pointed no tred bladeforged, bud tred human with right past life feats is better now. After update 20 u can tr to bladeforged as developers write it somewhere on forum.
Was that "12 to strength" a typo or am I missing something? Devs said that TRing iconics were a priority to work on, but that doesn't mean anything till it is actually promised. Kensai gives you 6 from weapon group, up to another +10 from spiritual bond (20 seconds of meditation will fill this out), shattering strike, a fortification debuff, important to anyone relying on SA damage. Reed in the wind, a strike that gives a dodge bonus, and a passive ki regen bonus. over all +16 damage and several strikes, passive ki regen, and more action boosts. It is probably apples and oranges, but I would pick it over paladin.

The only thing paladin brings that would get me to take it instead, is in fact the bladeforged tree itself.

Khain
08-30-2013, 10:12 AM
Was that "12 to strength" a typo or am I missing something? Devs said that TRing iconics were a priority to work on, but that doesn't mean anything till it is actually promised. Kensai gives you 6 from weapon group, up to another +10 from spiritual bond (20 seconds of meditation will fill this out), shattering strike, a fortification debuff, important to anyone relying on SA damage. Reed in the wind, a strike that gives a dodge bonus, and a passive ki regen bonus. over all +16 damage and several strikes, passive ki regen, and more action boosts. It is probably apples and oranges, but I would pick it over paladin.

The only thing paladin brings that would get me to take it instead, is in fact the bladeforged tree itself.

12 str is from divine might enhacement, with new equip +11 to cha u can easy reach 34 cha with ship and potions bufs.
+10 spiritual bond is only for 100 second and fades, so u need every 100 second meditate, i think its not substained damage , u dont need more dodge, u get abou 20% from equip and maybe more, shatering strike need high wisdom to work so i cant count this strike as usefull on higher dificulty. And of course i spend in kotc tree only 13 build points to get bonus dmg, u will need more points to get same result in kensai tree. I still think that 4 kotc is more damage per spend point then 4 fighter, but 12 fighter is more damage as 12 paladin.

RedHost
08-30-2013, 10:20 AM
Was that "12 to strength" a typo or am I missing something?
No, that would be Divine Might.


Devs said that TRing iconics were a priority to work on, but that doesn't mean anything till it is actually promised.
Iconic TRing has been listed as one of the new TR features. It is perfectly reasonable to start planning on, since it has been stated as coming soon.


up to another +10 from spiritual bond (20 seconds of meditation will fill this out)
Talking about Meditation in any conversation about DPS is pretty silly. Having to stop and pop a squat kills your 'per second' anything. The only time that this ability really becomes usable is when the NPC is giving a monolog, as you are better off just continuing to fight than you are actually using it.


Overall, a very interesting build. It is indeed very narrowly focused. A very nifty thought exercise, but it gives up too much in ranged damage and tactics for my own personal taste.

The one point I was a bit confused about is the starting stats. Is it just me, or does that not quite add up right?

Khain
08-30-2013, 10:32 AM
No, that would be Divine Might.


Iconic TRing has been listed as one of the new TR features. It is perfectly reasonable to start planning on, since it has been stated as coming soon.


Talking about Meditation in any conversation about DPS is pretty silly. Having to stop and pop a squat kills your 'per second' anything. The only time that this ability really becomes usable is when the NPC is giving a monolog, as you are better off just continuing to fight than you are actually using it.


Overall, a very interesting build. It is indeed very narrowly focused. A very nifty thought exercise, but it gives up too much in ranged damage and tactics for my own personal taste.

The one point I was a bit confused about is the starting stats. Is it just me, or does that not quite add up right?

Yes, build is focuses on maximize meele dmg with burst dps from action boost, no ranged damage, it is only one backdraw of this build, if u want ranged go to juggernaut build, but this build would have 40% more damage in meele then jugg, but no ranged and lower mana to self heal. To get tactics workable on EE u must sacrifice much i think. I think its very doable selfsufficient meele build. I think its max dps meele build in update 19 and 20. I corected starting points:)

Havok.cry
08-30-2013, 11:10 AM
Spiritual bond allows you to maintain that +10 stack. That has been my experience anyway.

I had forgotten about divine might, that would probably bring it over what fighter would give, so I have no further argument.

Todkaninchen
08-31-2013, 11:42 AM
...

starting points:

32 points
17 str
6 dex
19 con
8 int
6 wis
14 cha

after update 20:

36 points
18 str
6 dex
19 con
8 int
6 wis
14 cha

...

puting level points into str

epic destiny:

...

twists:
grim precision, dance of flower, primal scream

enhacement:

...

acrobat 32 points: main goal is acrobatic, staf trainings, quick strike and staf specialization

...

Skills:
traps skills (search,disable device, open lock)
repair
balance
umd

...

pros:
- GREAT DPS, maybe best from all meele clases and multiclases using twf or thf
- good saves from divine grace
- traps skills
- improved evasion
- self heal via quickened reconstruct
- burst dps (power of the forge + haste boost same time)
- good health about 800 - 900 at lvl 28
- good dodge chance
- good trip dc
- able to solo EE quests

cons:

- need +1 ki on hit on equip to having enought ki to tosing ki strikes
- no good for new players (u must know game mechanics and is gear dependant)
- not much sp to self heal (about 400-500) but u can drink mana potion
- very many clickies but every build post update 19 have many clickies

sory for my english, not my home language:)

any thoughts?

Your trap skills will suck.

You literally don't have a lot of resources when it comes to INT/DEX to help out the number of skill points you're going to need. You'll need all your saves boosts to not die in traps and you're going to need as max-level gear as you can to do anything in level without a pretty decent risk to fail and blow boxes.

It sounds like you really thought out the combat side, but the trap side you'll probably be gimp without a greater heroism (clicky), Good luck bonuses, a bard on retainer, and the highest bonus for your level gear in INT, DEX, and skills.

If you're serious, I suggest adding upgraded Ventilated Bracers (http://ddowiki.com/page/Ventilated_Bracers) to your shopping list and upgraded Head of Good Fortune (http://ddowiki.com/page/Head_of_Good_Fortune) both about level 12-13 for a combined +7 to your open lock/disable device skills (and whatever the highest open lock and disable item you can get in addition). Upgraded Ioun stones (one for DEX and one for INT) would work too, but those only offer a +1 bonus but can't be worn with the Head of Good Fortune for the Good Luck +2. Alternatively, you could make a green steel item with exceptional skill bonuses on them...

The Spare Hand belt from Cannith challenges might be of interest too you as well, for trapping skills and for boosts to combat feats and UMD. With Tier 3's "Craftable +3" addition, you might be--if you have access to it--able to drop the min level a bit as well.

For searching, the only enhanced bonus to search (which would stack with others) is on a ML 18 item: http://ddowiki.com/page/Wolfinson%27s_Monocular_Enhancer you might like anyway, but would require you to get a higher (than 10) Search item somewhere other than goggle as well.

Assuming you have the skill points to keep levels maxed.

Good luck though.

Drag-
08-31-2013, 07:50 PM
Yes, build is focuses on maximize meele dmg with burst dps from action boost, no ranged damage, it is only one backdraw of this build, if u want ranged go to juggernaut build, but this build would have 40% more damage in meele then jugg, but no ranged and lower mana to self heal. To get tactics workable on EE u must sacrifice much i think. I think its very doable selfsufficient meele build. I think its max dps meele build in update 19 and 20. I corected starting points:)

I think this build is a good build, not best staff build in my opinion, but definitely not max dps build.

I dont see where you are getting 40% more damage over juggernaut in melee so if you could explain that then maybe i will agree with you.

Khain
09-01-2013, 04:25 AM
Your trap skills will suck.

You literally don't have a lot of resources when it comes to INT/DEX to help out the number of skill points you're going to need. You'll need all your saves boosts to not die in traps and you're going to need as max-level gear as you can to do anything in level without a pretty decent risk to fail and blow boxes.

It sounds like you really thought out the combat side, but the trap side you'll probably be gimp without a greater heroism (clicky), Good luck bonuses, a bard on retainer, and the highest bonus for your level gear in INT, DEX, and skills.

If you're serious, I suggest adding upgraded Ventilated Bracers (http://ddowiki.com/page/Ventilated_Bracers) to your shopping list and upgraded Head of Good Fortune (http://ddowiki.com/page/Head_of_Good_Fortune) both about level 12-13 for a combined +7 to your open lock/disable device skills (and whatever the highest open lock and disable item you can get in addition). Upgraded Ioun stones (one for DEX and one for INT) would work too, but those only offer a +1 bonus but can't be worn with the Head of Good Fortune for the Good Luck +2. Alternatively, you could make a green steel item with exceptional skill bonuses on them...

The Spare Hand belt from Cannith challenges might be of interest too you as well, for trapping skills and for boosts to combat feats and UMD. With Tier 3's "Craftable +3" addition, you might be--if you have access to it--able to drop the min level a bit as well.

For searching, the only enhanced bonus to search (which would stack with others) is on a ML 18 item: http://ddowiki.com/page/Wolfinson%27s_Monocular_Enhancer you might like anyway, but would require you to get a higher (than 10) Search item somewhere other than goggle as well.

Assuming you have the skill points to keep levels maxed.

Good luck though.

You can handle all traps through epics without effort. Yes you need equip for that such as stat tomes, skill tomes, gear with bonuses to search, open lock and disable divace, GH, luck bonus, that why this build isnt for new players. Build have good hp and improved evasion so traps doing half damage, no wory about being hit from trap.

Soulfurnace
09-01-2013, 04:46 AM
Your trap skills will suck.

You literally don't have a lot of resources when it comes to INT/DEX to help out the number of skill points you're going to need. You'll need all your saves boosts to not die in traps and you're going to need as max-level gear as you can to do anything in level without a pretty decent risk to fail and blow boxes.

It sounds like you really thought out the combat side, but the trap side you'll probably be gimp without a greater heroism (clicky), Good luck bonuses, a bard on retainer, and the highest bonus for your level gear in INT, DEX, and skills.

For searching, the only enhanced bonus to search (which would stack with others) is on a ML 18 item: http://ddowiki.com/page/Wolfinson%27s_Monocular_Enhancer you might like anyway, but would require you to get a higher (than 10) Search item somewhere other than goggle as well.

Trap skills are a joke. +15 item, +7 tools, max ranks, +6 int skills, +5 enhanced will get you through every trap - int skills and enhanced are only needed for things like Cabal though. :P

Not dying in traps? That's down to skill and improved evasion - no gear required, though it helps.

Everyone is gimp without proper gear/buffs, though requiring bard is taking it too far. Heard of EE? That's basically a gear/destiny/build check.

If you're relying on int/dex for traps, you're doing it wrong :)

Todkaninchen
09-01-2013, 03:13 PM
Trap skills are a joke. +15 item, +7 tools, max ranks, +6 int skills, +5 enhanced will get you through every trap - int skills and enhanced are only needed for things like Cabal though. :P

Not dying in traps? That's down to skill and improved evasion - no gear required, though it helps.

Everyone is gimp without proper gear/buffs, though requiring bard is taking it too far. Heard of EE? That's basically a gear/destiny/build check.

If you're relying on int/dex for traps, you're doing it wrong :)

INT/DEX works for me, but like I was suggesting...

...the gear to do it...

...or--in other words--pretty much what you were saying (except the half damage from improved evasion).

Although, in hindsight, I have probably overbuilt for traps and INT or DEX-to-damage to the point I don't see blown trap boxes anymore. So, ignore my over-high standards and carry on.

Rogann
09-01-2013, 05:50 PM
Trap skills are a joke. +15 item, +7 tools, max ranks, +6 int skills, +5 enhanced will get you through every trap - int skills and enhanced are only needed for things like Cabal though. :P

Not dying in traps? That's down to skill and improved evasion - no gear required, though it helps.

Everyone is gimp without proper gear/buffs, though requiring bard is taking it too far. Heard of EE? That's basically a gear/destiny/build check.

If you're relying on int/dex for traps, you're doing it wrong :)

The spell wards in the new EE content need something like 96-100 to disable. There's little spell ward's in the new content but still. I couldn't get the wards on my 18 Int pure rogue. A 18wiz/2rogue had to take a few trys just to disable it.

Rogann
09-01-2013, 05:56 PM
13 rogue, 6 monk, 1 fighter is a better build.

Kyshara
09-01-2013, 09:06 PM
The guy is right about spell wards. My toon is Pally 14 Rogue 5 Monk 1, 20 ranks in trap skills, +15 from items, +9 from int, +4 from gh, etc bla bla bla and with a result of 78 on dice I got critical failure while running EE Friends in Low Places, so I don't think you can count your trap skills for EE, but it will surely work on EH though

Nightmanis
09-01-2013, 10:42 PM
Currently trying out a PDK 15 Barb 4 Barb 1 Fighter Staff build. Supreme cleave (mostly for times with a dedicated healer) frenzy, tiny barb rages, Slaughter, 11 Haste and Human Damage boosts (at level 15!!) with all the extra tiddly bits from Acrobat for damage and special attacks. Seems like a fun build, heavy on the clicky attacks but I've grown to enjoy them. Sit and spam all sorts of attacks, go str based because hey it's just easier 99% of the time.

I've come to the conclusion that unless you're an Int Assassin or a Mechassassin (soon as I get Shadar-kai I WILL have one) you're not gonna be able to do the traps on EE. Which honestly makes me happy, I've been waiting for them to make traps actually a challenge.

And Rogann, there is no clear cut "Better Build." Although I'd rather not use bladeforged for anything besides juggs or sorcs.

Khain
09-02-2013, 02:31 PM
13 rogue, 6 monk, 1 fighter is a better build.

hmm maybe, but i dont know what u get from 1 fighter.

Khain
09-02-2013, 02:33 PM
The guy is right about spell wards. My toon is Pally 14 Rogue 5 Monk 1, 20 ranks in trap skills, +15 from items, +9 from int, +4 from gh, etc bla bla bla and with a result of 78 on dice I got critical failure while running EE Friends in Low Places, so I don't think you can count your trap skills for EE, but it will surely work on EH though

i think that build can handle traps, u must count skill tomes, skill boost, about 28 int and all of items, but iam not 100% sure.

voodoogroves
09-02-2013, 02:52 PM
Do Henshin and Acrobat crit both stack?

If so, Pal 4/ Monk 6 / Rogue 10 seems like it'd be better.

Theolin
09-02-2013, 03:03 PM
Do Henshin and Acrobat crit both stack?

If so, Pal 4/ Monk 6 / Rogue 10 seems like it'd be better.

The damage bonuses do - you can only have 1 tier 5 thou
The reed in the wind does not, same timer

unbongwah
09-03-2013, 08:46 AM
13 rogue, 6 monk, 1 fighter is a better build.
I prefer druid splash: Ram's Might, Shillelagh, open up Heal skill, access to Emp Heal feat for Rejuv Cocoon.

Nightmanis
09-03-2013, 03:49 PM
I prefer a half orc 1 fighter 2-3 barb build so I can have 14 Haste boosts :D

Emerge2012
09-04-2013, 12:16 AM
I prefer druid splash: Ram's Might, Shillelagh, open up Heal skill, access to Emp Heal feat for Rejuv Cocoon.

This, this, this, and this. I'm currently doing a 13rogue/6monk/1druid.

Quickened Recons are awesome but I'll take a Cocoon with an extra 100 spell power behind it.
Shillelagh and Ram's Might add 7.5 to 10 damage per hit depending on what staff you use end game.
Qstaff specilizations through tier 4 in both Henshin/Acrobat is another +1/+2 attack/damage.
Spend 3ap in each of Assassin/NinjaSpy for another 2d6 sneak
Beguile if chosen is still a very nice ability for EE and costs a whopping 4ap

FOTW isn't a perfect fit for staff builds but it's not bad either. Higher attack speeds mean recharged adrenalines and recharged adrenalines on AOE's means WGAF about your tact dc's. Adrenaline'd Lay Waste (twisted), Momentum Swing (twisted), Cleave, Great Cleave, Fist of Iron, Sly Flourish. Single targets are similar - Quick Strike, Adrenaline'd Fist of Iron, Flourish, Ki, Ki, repeat as needed. Remember that some staves (such as Stout Oak Walking Stick) have a base x3 crit mod. That means x4 on a monk or rogue staffer, x5 on Fist of Iron, x7 on a 19-20, and then multiply the finished total by 5 on adrenaline. Unbridled Fury is kinda nice when you can use Fist of Iron every 3 seconds to coincide with the auto adrenalines. And out of that 30 seconds can keep up 38% doublestrike for 20 seconds.

In the end I think Paladin is really good for saves in EE but not so sure it's the best damage. Also I'm too lazy to quote posts but Juggernaut builds have absolutely nothing on either of these damage wise and barbarians shouldn't be mentioned in the same breath until their personal healers cease taking up an additional party slot. Kensei fighters are being grossly overrated at the moment as well.

Adelair
09-05-2013, 03:20 PM
What would the progression be on this build, from level to level? I've wanted to try something similar as a human. No past lives to pick from, so it's not as optimized as this would be.

GlassJaw
09-05-2013, 05:39 PM
I prefer druid splash: Ram's Might, Shillelagh, open up Heal skill, access to Emp Heal feat for Rejuv Cocoon.

Correct me if I'm wrong, but won't Ram's Might and Shillelagh both have a duration of 1 min? Do you constantly recast it? Seems like that would get annoying. I'm not experienced with this build by any means but I can't imagine you'd have too many spell points.

Note that this is from the perspective of a solo, non-EE player who doesn't mind running with a cleric hireling on occasion.

Khain
09-06-2013, 05:24 AM
I prefer druid splash: Ram's Might, Shillelagh, open up Heal skill, access to Emp Heal feat for Rejuv Cocoon.

yes, druid splash is better on lower levels but later after u have sireth weapon is better having paladin splash because shillealagh do not stack with sireth, you can get empower heal feat and heal skill from paladin4 too. And cha to str is better then rams might.

Skavenaps
09-06-2013, 06:51 AM
Did you even tried that build? I doubt so.

Why you wanna reconstruct if you will have near no sp?

20sp from pal 4, 200 from archimagi item and then what? a GS you need to fit ? lets says you end with 400 sp and you dont use any for buffing or anyother thing.

Bladeforged SLA reconstruc cost 35 SP (could be 25/45, dont remember now) so 400/35 = 11 reconstructs then you are out of sp.

Yeah you can then swap to scrolling.. but thats not near the same that quickened reconstruct.

unbongwah
09-06-2013, 08:33 AM
yes, druid splash is better on lower levels but later after u have sireth weapon is better having paladin splash because shillealagh do not stack with sireth, you can get empower heal feat and heal skill from paladin4 too. And cha to str is better then rams might.
Well, for your build, druid splash isn't an option, since you're BF and have to start pally. I was responding specifically to the rog 13 / monk 6 combo; a single lvl of pally adds nothing there, although you could splash cleric or FvS instead for Divine Might while still getting Emp Heal. You're right that Shillelagh does nothing for Sireth, but some of us are less fixated on optimal gear layouts than others. :o

Carpone
09-06-2013, 01:37 PM
12 Monk/7 Rogue/1 Druid works well. Wings + free stance feat > Opportunist for Shadowfell content.

If you must have Paladin levels (due to being Bladeforged), then 9 Monk/6 Paladin/5 Rogue nets you everything you need.

There's no compelling reason to build a toon capable of disarming Shadowfell spellwards. Like every other trap in the game, they can be avoided or mitigated through other actions.

Fennario
09-06-2013, 03:56 PM
Correct me if I'm wrong, but won't Ram's Might and Shillelagh both have a duration of 1 min? Do you constantly recast it? Seems like that would get annoying.

They are both 5 minutes with 1 level of druid. That's the same duration as a shield clicky, which a lot of people manage to keep refreshed. As far as whether that's annoying or not, I guess that's up to the individual.

Khain
09-13-2013, 04:30 PM
I prefer druid splash: Ram's Might, Shillelagh, open up Heal skill, access to Emp Heal feat for Rejuv Cocoon.

Druid splash is good on lower levels, later is better having paladin levels, because:
level 1 druid, 6 monk:
-shillelang: doesnt stack with sireth quarterstaf, so it is useless spell later
-paladin open heal skill too and have acces to emp. heal
-rejuv. cocoon: no need, because u are bladeforged with reconstruct spell
-rams might: this is only one good adition from druid
-acess to 25% incorporeability from ninja
- 3d6 sneak attack from ninja tree
- beguile: nice debuf, not working on red named
4 paladin, 3 monk:
- divine might: very nice dps and tactics boost;
- acess to emp. heal, heal skill
- divine sacrifice: nice clicky with only 2s cooldown
- courage of heaven: 1d6 vs evil-nice dps boost

Defense:divine might is +7 to tactics DC, without this u would have problems lands your stuning blow or trips, i think that workable tactics is better then another 15% incoroperability from 6monk.
offense: 10 dmg from divine might, 3.5 dmg from courage of heaven - its direct damage
offense: 3d6 sneak attack - 10.5 dmg - working only if not agro

Fennario
09-13-2013, 06:03 PM
Druid splash is good on lower levels, later is better having paladin levels, because:
level 1 druid, 6 monk:
-shillelang: doesnt stack with sireth quarterstaf, so it is useless spell later
-paladin open heal skill too and have acces to emp. heal
-rejuv. cocoon: no need, because u are bladeforged with reconstruct spell
-rams might: this is only one good adition from druid
-acess to 25% incorporeability from ninja
- 3d6 sneak attack from ninja tree
- beguile: nice debuf, not working on red named
4 paladin, 3 monk:
- divine might: very nice dps and tactics boost;
- acess to emp. heal, heal skill
- divine sacrifice: nice clicky with only 2s cooldown
- courage of heaven: 1d6 vs evil-nice dps boost

Defense:divine might is +7 to tactics DC, without this u would have problems lands your stuning blow or trips, i think that workable tactics is better then another 15% incoroperability from 6monk.
offense: 10 dmg from divine might, 3.5 dmg from courage of heaven - its direct damage
offense: 3d6 sneak attack - 10.5 dmg - working only if not agro


All very true, but you forget to mention that 3 monk also denies you access to tier 5 Henshin enhancements. So your list is incomplete of all the options you would give up.

Now I know that every build is different and not all would go the same route that I did.

I have a standard 13/6/1 rogue/monk/druid like a lot of people. Instead of maxing the Acrobat tree like most, I maxed the Henshin tree. This means that I trade the ability to jump far every 15 seconds (Vault), for Void Strike and Balance in Dawn. I still retain Staff Specialization, as it is a tier 5 ability in either tree. I just feel that the awesomeness of Void Strike outweighs Vault. Balance in Dawn is pretty cool too. Vault is fun though, so other people's opinions may vary.


Void Strike: Void Ki Melee Attack: You have learned to make attacks backed by pure Ki energy. On Hit: 10d6 Force damage. On Vorpal: Your enemy is erased from existence. (Activation Cost: 15 Ki. Cooldown: 3 seconds)


Balance in Dawn: Select a melee attack that opposes your philosophy:

Every Light Casts a Shadow: Dark Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d4 Negative Levels. If the target dies within 10 seconds, all nearby enemies suffer 1d2 Negative Levels. (Cost: 15 Ki. Cooldown: 12 seconds) Requires Path of Harmonious Balance

Shadows Cannot Exist Without Light: Light Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d6 Light damage every 2 seconds for 10 seconds. This can stack up to 10 times. If the target dies within 10 seconds, all allies around the target receive 100 Positive Energy healing. (This healing effect is unaffected by Spell Power.) (Cost: 15 Ki. Cooldown: 6 seconds) Requires Path of Inevitable Dominion

unbongwah
09-13-2013, 06:52 PM
-paladin open heal skill too and have acces to emp. heal
Pally only opens Emp Heal if you take at least 4 lvls, since they can't cast spells before then.

-rejuv. cocoon: no need, because u are bladeforged with reconstruct spell
Not the build I was replying to. :)

Instead of maxing the Acrobat tree like most, I maxed the Henshin tree. This means that I trade the ability to jump far every 15 seconds (Vault), for Void Strike and Balance in Dawn.
So you think Void Strike is worth it, then? Did you go light or dark on your monk?

Khain
09-16-2013, 04:26 AM
Did you even tried that build? I doubt so.

Why you wanna reconstruct if you will have near no sp?

20sp from pal 4, 200 from archimagi item and then what? a GS you need to fit ? lets says you end with 400 sp and you dont use any for buffing or anyother thing.

Bladeforged SLA reconstruc cost 35 SP (could be 25/45, dont remember now) so 400/35 = 11 reconstructs then you are out of sp.

Yeah you can then swap to scrolling.. but thats not near the same that quickened reconstruct.

Spell points: 111 base from paladin with 24-25 wis; yelow augment - 250sp, green steel or guild augment:80sp, overall 441sp.
reconstruct 25sp, 441/25=17 recons + scroling if out of combat. U can have some items (http://ddowiki.com/page/Item:Mysterious_Bauble)to recover spell points + potions if u go pure solo EE.

revuation cocon is good too, take human as class, take magical training as human bonus feat, trade quicken for emp. heal. It is about three times more cocons as reconstruct. But u lost some dps as human.

Revuation cocon cost one twist, as bladeforged u can twist e.g. grim precision -> more dps.

Khain
09-16-2013, 04:45 AM
All very true, but you forget to mention that 3 monk also denies you access to tier 5 Henshin enhancements. So your list is incomplete of all the options you would give up.

Now I know that every build is different and not all would go the same route that I did.

I have a standard 13/6/1 rogue/monk/druid like a lot of people. Instead of maxing the Acrobat tree like most, I maxed the Henshin tree. This means that I trade the ability to jump far every 15 seconds (Vault), for Void Strike and Balance in Dawn. I still retain Staff Specialization, as it is a tier 5 ability in either tree. I just feel that the awesomeness of Void Strike outweighs Vault. Balance in Dawn is pretty cool too. Vault is fun though, so other people's opinions may vary.


Void Strike: Void Ki Melee Attack: You have learned to make attacks backed by pure Ki energy. On Hit: 10d6 Force damage. On Vorpal: Your enemy is erased from existence. (Activation Cost: 15 Ki. Cooldown: 3 seconds)


Balance in Dawn: Select a melee attack that opposes your philosophy:

Every Light Casts a Shadow: Dark Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d4 Negative Levels. If the target dies within 10 seconds, all nearby enemies suffer 1d2 Negative Levels. (Cost: 15 Ki. Cooldown: 12 seconds) Requires Path of Harmonious Balance

Shadows Cannot Exist Without Light: Light Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d6 Light damage every 2 seconds for 10 seconds. This can stack up to 10 times. If the target dies within 10 seconds, all allies around the target receive 100 Positive Energy healing. (This healing effect is unaffected by Spell Power.) (Cost: 15 Ki. Cooldown: 6 seconds) Requires Path of Inevitable Dominion



6 monk can make good dps because Shadows Cannot Exist Without Light, but i am not trying this skill yet. 1d4 negative levels every 3 seconds would be very good portion of dps if u can handle ki. Also it is -2 to -8 to saves VS stuning blow,trip. Here is option to go 13 rogue 6monk 1fvs, trade divine sacrifices for Shadows Cannot Exist Without Light as light monk, but u must turn off lighting the candle enhacement because u need more +ki on hit. Also cleric is better option if i count best staff in game now, so:

human 13rogue 6 monk 1 cleric:

- from 12 level points:+2d6 sneak attack, 1d6 wenom blades (spending in human tree only 11points and 11 in cleric tree vs 21 points in bladeforged tree and 13 in paladin tree)
- Shadows Cannot Exist Without Light ( u dont have enough ki to use void strike, u canot use lighting the candle because -1 ki on hit)
- divine might (only cost 7 level points)
- more SP (about 100-150) but activating divine might cost 15sp.
- must twist cocon( no grim precision twist)
-+6 str from human tree
--------------------------------------------------
+4.5dmg from human str+1.7 glancing blow + 7 sneak attack + 3.5 wenom blades= +9.7 dmg per hit + 7 sneak attack
+ 1d4 negative levels - 20dmg per sec(vs cr 25) (15ki pre 3sec)

BF 13rogue4Pal 3 monk:

- divine sacrifices
- divine might
- lighting the candle + courage of heaven
- grim precision
- +6 dmg improved power attack
+ 3 dmg from weapon attachment
---------------------------------
+9 dmg +3.4 glancing blow+7.9(4.5*1.75 -glancing proc) fire+ 6.6 force(3d10 force on crit) + 6.1(3.5*1.75 - courage of heaven)= +33 dmg per hit
+ 15% fort bypass, + divine sacrifice + ki strike (5ki per 3sec but -1ki from lighting the candle)- 20 dmg per sec

conclusion:
6monk 1cleric split is good option, because negative levels help entire party and helps with using tactics(-2 to -8 saves). This two quarter staff build have very similiar dps, cleric split using cocon for self heal, paladin split reconstruction. Both build are very good.

Khain
09-16-2013, 05:02 AM
12 Monk/7 Rogue/1 Druid works well. Wings + free stance feat > Opportunist for Shadowfell content.

If you must have Paladin levels (due to being Bladeforged), then 9 Monk/6 Paladin/5 Rogue nets you everything you need.

There's no compelling reason to build a toon capable of disarming Shadowfell spellwards. Like every other trap in the game, they can be avoided or mitigated through other actions.

4d6 sneak attack, 3% DS, 10% fort bypass > 1 bonus feat, wings.

Khain
09-16-2013, 12:19 PM
Changing race to human and reworked enhacement for better self heal and more stuning DC.