View Full Version : pure Ninja Spy weapon: wraps/short swords/both?
GlassJaw
10-30-2013, 11:25 AM
I'm still fairly new to the monk class but I dabbled with a dark path Ninja Spy pre-U19 and I'm thinking about doing some respeccing. I still want to stay pure and primarily Ninja Spy but I'm wondering about weapon choice.
Since the NS can use short swords, is that the best bet? If so, is it still worth taking Stunning Fist? Or will DPS still be better with wraps?
Todkaninchen
10-30-2013, 01:49 PM
I'm still fairly new to the monk class but I dabbled with a dark path Ninja Spy pre-U19 and I'm thinking about doing some respeccing. I still want to stay pure and primarily Ninja Spy but I'm wondering about weapon choice.
Since the NS can use short swords, is that the best bet? If so, is it still worth taking Stunning Fist? Or will DPS still be better with wraps?
Everything except Stunning Fist works with short swords (and kama, for what it's worth), but not everything in ninja spy works with handwraps.
Mostly, I think the real advantages to short swords critical hits (range, primarily), vorpal/ninja poison effects, more weapon proc slots, and DEX-to-Damage, if you build that way. If you're built max-DEX or DEX/WIS or plan on using Legendary Dreadnought at epic levels, short swords are nice. They also work in a wind stance with targets susceptible to vorpal (max number of hit rolls per time). Fists of Iron ("a melee attack with +3[W] damage, +1 critical threat range, and +1 Critical Damage Multiplier") also works with melee weapons as well.
Otherwise, stun-and-cleave-and-beat down works. Your base damage gets a lot higher than your typical shortsword, but your crit range will always be lower (especially if you get the capstone) if you don't choose improved critical: bludgeon. If you go Improved Critical: Piercing, you should have a "double +1" crit range with the ninja spy capstone (typically 16-20 on a normally 19-20 shortsword vs. 19-20 on wraps with Imp Crit: Bludgeon selected).
Also, there are some interesting blades out there. Zephyr (base damage: 2[2d4] +4) is interesting at level 10 (or 6, if you find an old, non-slotted version). Tiefling Assassin's Blade ( 1d6 +2 damage, but a 15-20 crit range, poison, and wounding) is interesting from level 4 to about 10. Star of Day (cleric comm turn in, epic ML20, "Sun Blade's big brothers" with a base damage of 2[1d10] +6...) look interesting too. (Also look like Bastard Swords...) but at least on of the random procs they spawn with require you to be good...
One last thing. If you choose to do the prereq's for Whirling strikes, turns out you also can get DEX to hit and DEX to damage with longswords...
Atremus
10-30-2013, 02:21 PM
My go to weapons on my Shinteo/spy
Sireth (I have the UMD to meet the Good Req as Lawful Neutal)
Celestias for odd DR (still missing a second one)
Grave wraps for all trash
Something for QP
A good undead wrap (Mabar is open currently)
I mostly use wraps because Grave Wraps are amazing and use the spear or Celestia on bosses. And don't forget a throwing star from the FR challenges. Make the level 24 version
TeacherSyn
10-30-2013, 02:24 PM
To add to the first response,
Keeping your options open should not be a problem. The short swords work to deliver Ninja Poison and give you DR bypassing, especially in lower levels. Good to use on fleshies from time to time. A pair of Holy/Ghostbane kamas and a returning Holy or elemental shuriken complete the requirements to handle bludgeon/piercing resistant zombies and elevated/distant targets.
Otherwise, going unarmed most of the time gives you the best overall DPS and access to Stunning Fist. I always imagine my ninja thinking like Batman, always anticipating and equipped with the finest toys.
Lesser Vampirism weapons are helpful. The Stonedust Handwraps are popular and fusible with a Staff of the Shadow to make the Vampiric version. They are good stunning handwraps at mid-level. Also look to the Ivy Wraps for similar properties and a different way to deliver constitution poison.
GlassJaw
10-30-2013, 03:26 PM
Awesome, thanks for the help everyone.
Is it worth taking Imp Crit in both bludgeoning and piercing? My monk is halfling and will be a Wis/Dex build with enough Str for PA/C/GC.
Atremus
10-30-2013, 03:39 PM
I personally only have IC blunt. I think pierce will come down to the amount of time spent using short swords and playstlye.
Not sure you will miss it to be honest
TeacherSyn
10-31-2013, 01:41 PM
I personally only have IC blunt. I think pierce will come down to the amount of time spent using short swords and playstlye.
Not sure you will miss it to be honest
Agreed on IC: Bludgeoning. It's essential for unarmed damage or you'll only crit at 20. Take IC: Piercing only if you plan to spend a lot of time with the shortswords--and if you have enough feat slots without sacrificing something else.
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