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  1. #21
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by MrCow View Post
    If this is where part of your damage is coming from then it is prudent to keep the kamas. Currently, unarmed strikes (monk style or not) only fire off a single fist attack for Exalted Smite and Divine Sacrifice, even if you have the Two Weapon Fighting feats.
    Absolutely. This build won't ever bother with unarmed combat.
    In addition, it'll only seldom use the monk strikes- Using any strike other than Fists of Light will interupt combo building for Healing Ki.

    Divine Sacrifice and Smite Evil, however, shouldn't get in the way of building combos.

  2. #22
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by Logic View Post
    From what I am reading it seems that dex/wis AC based chars are pointless in epic content (unless you can get AC into 90's). People were telling me yesterday to just go str/con for epic content. They explained it all in this thread http://forums.ddo.com/showthread.php?t=238469

    So maybe start with higher str, con and lower dex/wis? I donno I haven’t hit 20 with my monk yet.
    This character is not a dex/wis build.
    Starting with less dexterity would be a poor idea, as you need 17 base to take Greater Two Weapon Fighting, which is absolutely essential. As you can see, I don't take it any higher than that. The current allocation is the most efficient way to instead increase strength with the statistic points granted every 4 levels.

    14 wisdom (with no more points ever put into it) isn't wisdom based, either. Wisdom provides a large amount of benefits for this build- Higher maximum ki storage, higher spell point total, Will saving throw, Armor Class.

    Although the armor class is unimportant, the others are not, and starting with 1 higher strength would make only a trivial difference at any point in the game.

    To raise strength to 18 starting from 15, you'd have to take eight points out elsewhere. It's just not worthwhile.
    Last edited by SolarDawning; 03-22-2010 at 08:05 PM.

  3. #23
    Community Member Inspire's Avatar
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    Default Similar thoughts;

    Looks alot like my Intimidate build, except I went for Improved Evasion, and Armor Class over DPS.

    Isolate

    My Unyeilding Soveriegnity currently heals me for 3,366, and Curse of Healing is 3 or 6 per attack. Thats with 30% Human, 30% Monk, 10% HotD, 10% Finger Necklace, and 60% Crafted.

    And when Jidz-Tet'ka(25%) comes out I'll be using those over 8 armor bracers(which will hopefully be 8 armor when upgraded to epic).

  4. #24
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    Quote Originally Posted by MrCow View Post
    If this is where part of your damage is coming from then it is prudent to keep the kamas. Currently, unarmed strikes (monk style or not) only fire off a single fist attack for Exalted Smite and Divine Sacrifice, even if you have the Two Weapon Fighting feats.
    Ah I didn't know that. That does make kama's make more sense.

    It's strange though since it seems monk attacks can do double hits if you use them on an attack animation that hits twice.

  5. #25
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    oops
    Last edited by Logic; 03-22-2010 at 09:25 PM. Reason: fail at math

  6. #26
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    Quote Originally Posted by Inspire View Post
    Looks alot like my Intimidate build, except I went for Improved Evasion, and Armor Class over DPS.

    Isolate

    My Unyeilding Soveriegnity currently heals me for 3,366, and Curse of Healing is 3 or 6 per attack. Thats with 30% Human, 30% Monk, 10% HotD, 10% Finger Necklace, and 60% Crafted.

    And when Jidz-Tet'ka(25%) comes out I'll be using those over 8 armor bracers(which will hopefully be 8 armor when upgraded to epic).
    Haha. So what you tank ToD while they heal you with eternal cure minor wounds wands?

    Cool build.

  7. #27
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    Quote Originally Posted by SolarDawning View Post
    This character is not a dex/wis build.
    Starting with less dexterity would be a poor idea, as you need 17 base to take Greater Two Weapon Fighting, which is absolutely essential. As you can see, I don't take it any higher than that. The current allocation is the most efficient way to instead increase strength with the statistic points granted every 4 levels.

    14 wisdom (with no more points ever put into it) isn't wisdom based, either. Wisdom provides a large amount of benefits for this build- Higher maximum ki storage, higher spell point total, Will saving throw, Armor Class.

    Although the armor class is unimportant, the others are not, and starting with 1 higher strength would make only a trivial difference at any point in the game.

    To raise strength to 18 starting from 15, you'd have to take eight points out elsewhere. It's just not worthwhile.
    You only need 17 dex for ITWF and GTWF, not 18 since you're not getting wind stance IV. So starting with 16 dex instead of 15 just saves you a +2 dex tome. I'd do 16str/15dex over 15str/16dex. Either way the difference is small.

    And I guess the wisdom is just personal preference. I'd do 18 str with 8 wisdom instead of 16str with 14 wis. Your will saves will be high with that paladins charisma. But either way its not a gamebreaking change.

    Dang I wish I didn't just TR into a hafling monk, I'd like to try this build out :P

  8. #28
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by Logic View Post
    You only need 17 dex for ITWF and GTWF, not 18 since you're not getting wind stance IV. So starting with 16 dex instead of 15 just saves you a +2 dex tome. I'd do 16str/15dex over 15str/16dex. Either way the difference is small.

    And I guess the wisdom is just personal preference. I'd do 18 str with 8 wisdom instead of 16str with 14 wis. Your will saves will be high with that paladins charisma. But either way its not a gamebreaking change.

    Dang I wish I didn't just TR into a hafling monk, I'd like to try this build out :P
    Wow. You really got me, Logic.
    It shows that I haven't logged on in a month...

    ...I completely forgot that tomes count for the purposes of qualifying for feats.
    I'm going to change the stat allocation around a bit, thank you.
    +rep. =D

  9. #29
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    Quote Originally Posted by SolarDawning View Post
    Starting Ability Scores: 36 Point Buy
    15 str
    16 dex
    14 con
    14 wis
    8 int
    14 cha

    Final Ability Scores:
    (Note. These scores include +2 tomes, which are easy for me to acquire. They do not presume any higher tomes.
    Only permanent scores are included, not temporary buffs.)

    30 Strength. (15 base + 1 Racial Enhancement + 4 Level Up +2 Tome + 6 Item +2 Sun Stance)
    26 Dexterity. (16 base + 1 racial enhancement +1 Level Up +2 Tome +6 Item)
    22 Constitution. (14 Base + 2 Tome +6 Item)
    22 Wisdom: (14 base -2 Sun Stance +2 Class Enhancement +2 Tome +6 Item)
    10 Int: (8 Base +2 Tome)
    24 Cha: (14 base +2 tome +6 item +2 Class Enhancement)
    16 base + 1 level up + 2 tome gives you 19 base dex.

    Quote Originally Posted by SolarDawning View Post
    This character is not a dex/wis build.
    Starting with less dexterity would be a poor idea, as you need 17 base to take Greater Two Weapon Fighting, which is absolutely essential. As you can see, I don't take it any higher than that. The current allocation is the most efficient way to instead increase strength with the statistic points granted every 4 levels.
    Tomes count towards base dex for granting feats, so 15 starting dex would be fine with +2 tome. No reason to use a level up point into dex either.

  10. #30
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    Quote Originally Posted by SolarDawning View Post
    Wow. You really got me, Logic.
    It shows that I haven't logged on in a month...

    ...I completely forgot that tomes count for the purposes of qualifying for feats.
    I'm going to change the stat allocation around a bit, thank you.
    +rep. =D
    Oh haha you beat me too it.

    Dang I'm killing myself because I just TR'd. I want to try your build so bad :P

  11. #31
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by Logic View Post
    Oh haha you beat me too it.

    Dang I'm killing myself because I just TR'd. I want to try your build so bad :P
    Just changed the stat allocation in the initial post.
    Took one out of starting Dex, put it in Strength, along with the level-up point that was formerly allocated to Dex. Thanks. =)
    I'm keeping Charisma at 14, as 16 base cha is required for the level 10 Divine Might enhancement. Spending a turn attempt for a damage boost is very useful.
    At this point, it's not worth nuking wisdom to scrap another point into strength.

    I'll be starting this build around this weekend, I'll tell you how it works out.

  12. #32
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    Quote Originally Posted by SolarDawning View Post
    I'm including a Superior Ardor I potion from the House P potion vendor in the Healing Ki calculation. They are cheap, and add 75% to the effect, and do not require an item slot.
    The only potions I saw on the House P vendor were 50% bonus. Where were you finding 75% pots?

  13. #33
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by Brother_Solar View Post
    The only potions I saw on the House P vendor were 50% bonus. Where were you finding 75% pots?
    Last patch, temporary effects that increase the effect of a single type of magic had their effects increased by 1.5 times.
    Superior Ardor, which formerly was 50%, is now 75%.
    The descriptions on the potions were not updated to reflect this, but test it out (compared to say, Superior Potency which is 50%) and you'll see it works properly.

  14. #34
    Community Member SolarDawning's Avatar
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    On further consideration, I'm going to chop the starting wisdom down to 12, and raise the starting int to 10.

    This way the build will be able to use Silver Flame favor heal potions without being rendered incapacitated by the -10 to all stats for 30 seconds.
    You never know when you'll need more heals, and they'd be full heals on this build.

  15. #35
    Community Member DarkSpectre's Avatar
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    +1 Rep to Op. The Solar Phoenix definitely got my attention as one of the more interesting melee builds I've seen in a while.
    "Khyber Server" The Crown Jewel of DDO Main Alts. Darkelvis, Thickelvis, Almostelvis, Holyelvis, Lil-elvis

  16. #36
    Founder Brother_Solar's Avatar
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    Quote Originally Posted by SolarDawning View Post
    Last patch, temporary effects that increase the effect of a single type of magic had their effects increased by 1.5 times.
    Superior Ardor, which formerly was 50%, is now 75%.
    The descriptions on the potions were not updated to reflect this, but test it out (compared to say, Superior Potency which is 50%) and you'll see it works properly.
    Wow! Yep, testing is conclusive. The potion IS providing more than a 50% bonus. Nifty!

    +1 for the info.

  17. #37
    Community Member Alexandryte's Avatar
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    Theres just one minor problem...the whole self healing is with the assumption that the finisher is 10d4



    The exact wording is "Activate this finisher to heal all nearby allies for 1d4 points of positive energy plus an additional 1d4 per every 2 monk levels


    You would only heal for 4d4 before enhancements/gear. Unless, of course, the wording is off and does not properly reflect in-game behavior.

  18. #38
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    Quote Originally Posted by Alexandryte View Post
    Theres just one minor problem...the whole self healing is with the assumption that the finisher is 10d4



    The exact wording is "Activate this finisher to heal all nearby allies for 1d4 points of positive energy plus an additional 1d4 per every 2 monk levels


    You would only heal for 4d4 before enhancements/gear. Unless, of course, the wording is off and does not properly reflect in-game behavior.
    I believe it works off of character levels, not monk levels, so 10d4 at lv20 regardless of multiclass. I do not know if this is working as intended, but I think its the way it works.

    Its not the first, nor the last, ability that functions differently than its description :P

  19. #39
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by Logic View Post
    I believe it works off of character levels, not monk levels, so 10d4 at lv20 regardless of multiclass. I do not know if this is working as intended, but I think its the way it works.

    Its not the first, nor the last, ability that functions differently than its description :P
    Yup, it's been tested on other builds and has been shown to be based off of character level. =D

  20. #40
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    Quote Originally Posted by Depravity View Post
    This would have been faster/more complete, but my DSL is afraid of lightning.

    Fired up my pally mutt (15 pal/3 monk/2 wiz), who happens to have empower and maximize. Devotion IV, HotD II, human healing amp III, monk healing amp I, and 10% on DT robes.
    Got halfway through and realized I was wearing Torin's choker, so I had superior potency going.
    Sat in the lobster alternately casting ardor on myself, meditating, doing little showoffy combat moves, and farting out clouds of healing ki. Not as many sample points as I'd really like, but it was boring.


    Code:
                           Empowered   Empowered
    Sup Pot VI  Sup Ardor  Sup Pot VI  Sup Ardor
            78        133          89        121
           108        104          89        125
            97        129         133        133
           108        104         114        133
           125        121          97        133
           108        100          93        139
           108        110          74        125
            85        110          81         85       
           100        114         104        100
           125        121         108        118
    avg    104.2      114.6        98.2      121.2
    Overall avg w/ Sup Pot VI: 101.2
    Overall avg w/ Sup Ardor: 117.9
    These are roughly what I'd expect: 175/150 = 1.1666....

    Empower values swung outside the unempowered numbers, both high and low, so I would surmise that it had no effect on things.

    I'd also like to point out that there seems to be evidence against healing ki using Turbines patented "magic" dice that are half static (ie 1d4 would become 1d2+2);
    81 / (1.3*1.2*1.1*1.1*1.75*1.4) ~= 17.5
    A 1d3+1 is ruled out as well - that's a minimum of 20 on 10 rolls.
    There's also a problem in the math, somewhere, in that:
    17*(1.3*1.2*1.1*1.1*1.75*1.4) ~= 78.6 and
    18*(1.3*1.2*1.1*1.1*1.75*1.4) ~= 83.2

    So something isn't stacking the way I think it's stacking. I tried rounding after multiplying 17 and 18 by the output amps (1.75 for ardor, 1.4 for devotion), then the healing input amps, but no such luck. I'll try her out on atavern heal later to see if I can figure it out.

    According to this thread http://forums.ddo.com/showthread.php?t=196673
    the devotions enhancements add (not multiply) with potentcy/ardor.

    So instead of 1.4*1.75 you would have 1.4+1.75. Maybe that's why things aren't working out quite right? I donno.

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