If you made min2 longswords with healing amp instead of actual good damage (good burst/holy) you wouldn't be able to bypass pit fiend DR.
If you made min2 longswords with healing amp instead of actual good damage (good burst/holy) you wouldn't be able to bypass pit fiend DR.
I think the GS healing AMP weapons, including triple POS, would need to be situational. If your running shroud you can manage just fine with 300% heal amp. The poor clerics are keeping the Frenzied WF Barb alive and mass cures will be topping you up just fine.
At other times your also using vorpals, portal beaters etc.
Toastermage asks: Brown or white?
I personally think that switching out the triple positive 30% amp for the epic gloves and full dps weapons is a good move. However, it may be easier to start off with the triple positive until you get the gloves made.
Can anyone tell me for sure if Divine Sacrifice is bugged with handwraps?
If it isn't, and the devs don't change the way Epic Bracers of the Claw work, I'm switching to handwraps.
Stunning Fist will finally get a bit of use.
Its basically +1 ToHit (from BAB) vs. 6 damage from sneak attack every hit (that you don't have agro) AND 5 uses of Rogue haste boost AND decent UMD scores AND open a heck of a lot of locks with no skill point investment (other than the 4 freebies for level 1) AND +2 reflex save.
Seriously, virtually any level of anyother class would probably be better than 13 paladin. 8 monk if you wish (+1 ToHit from BAB wipes out the only plus from paladin 13, AND gives you +1 saves AND better slow fall AND some minor stuff you'll probably never use (+1 to WOB healing tics, +1 DC to Stunning Fist, +1 to damage from 1d10 die for handwraps).
If I didn't take the rogue level, my alternates would probably be one of:
Fighter (effectively gives you one extra toughness for 20 more HP) - a good choice if you want to max intimidate
Ranger (Favored Enemy Evil Outsiders, Bow Strength for more ranged damage if you don't mind reactivating stance every time) - a good choice if you like to solo a lot
Wizard (lots of SP, ability to use arcane wands, Extend metamagic to make those Divine Favors stay up longer or Mental Toughness for an extra 105 SP, bringing the total extra to +235 SP at level 20) - a good choice if you like playing backup healer at lower levels
UMD becomes really useful after you've assembled the gear required to reliably use the level 40 scrolls. A typical setup would be (this is not an exclusive list, just one for typical stuff):
+6 charisma from items
+3 exc charisma from items (lot of people make a +9 charisma GS weapon just to use UMD)
1 charisma (enhancement)
14 starting charisma +10 = 24, or +7 to UMD
+3 golden cartouche
+6 charisma skills GS item
+2 head of good hope
+4 greater heroism clickie from X Cipher
23 UMD (From skill)+22 from above list, = 45 UMD, or enough to use all the best scrolls (heal, resurrection, waves of exhaustion, etc)
As you can see, other than for race restricted gear, UMD doesn't begin to shine till you have a lot of dedicated gear to support it. But once you've assembled it, it can be quite handy.
Last edited by Jamma; 08-27-2010 at 11:26 AM.
Question concerning the level progression...
I really like the concept of this build so I decided to give it a try. I had a level 12 paladin I was getting bored with, so I LR'd her into this build. But I have a question about the level progression.
Since it was originally a pure pally, I had to use a +3 heart to switch in the level 1 rogue, the level 2 monk, and the level 4 monk. That leaves me with only one more switch, the level 5 monk. But instead of doing another LR with a +1 heart, would it be detrimental to just take my next level (level 13) as monk? That would avoid spending more points on the heart, but I just want to make sure it wouldn't mess anything up. If I take monk at level 13, that would still technically be my 3rd monk level, and I should be able to select path of harmonious balance, correct?
If I'm getting the right impression from half elf, it may be that they'll be the new solar phoenixes depending on what stuff they can get (pretty sure they'll be getting most of the human and elf enhancements which means the healing amp is also theirs).
Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind
Erm, I think you messed up the Healing Ki. In the compendium it says it heals 1d4 per two MONK LEVELS. You put it at 10d4, which would be if you were pure monk. For 7 levels of monk in your build, it should be 3d4 healing..... Plus your modifiers again, but still. Unless the compendium lies. And to my experience the compendium is fairly accurate.
EDIT: This would put the average healing from the healing ki at 73.8.
Last edited by -Zyxas-; 09-10-2010 at 11:20 PM.
Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind
Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind
as someone already mentioned : what about the incoming half elf race ? Will it be better for this build ? And what about the new shintao pre ?
I don't think theres clarity on all the available Human bits available in half elf, it's very possible healing amp will not be on the list (correct me if I am wrong please). I hope it will.
Toastermage asks: Brown or white?