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  1. #161
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    I have a question about dps. Would this build make more dps in wind stance? Im too lazy to count the diference in dmg but goin wind stance instead of fire u trade +2 dmg and +1 ki per hit for higher double strike chance, lower hp. Im not sure about the numbers, ehm...., to be exact the diference of double-strike chance of hasted monk in fire stance vs. hasted monk in wind stance, coz Ive heared that haste bonus to DS chance stacks with wind stance so I cant stop thinkin about "ultimate" dps monk (pumped str and wind stance).

  2. #162
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by The0dorus View Post
    I have a question about dps. Would this build make more dps in wind stance? Im too lazy to count the diference in dmg but goin wind stance instead of fire u trade +2 dmg and +1 ki per hit for higher double strike chance, lower hp. Im not sure about the numbers, ehm...., to be exact the diference of double-strike chance of hasted monk in fire stance vs. hasted monk in wind stance, coz Ive heared that haste bonus to DS chance stacks with wind stance so I cant stop thinkin about "ultimate" dps monk (pumped str and wind stance).

    The tradeoff is really +4 damage/attack for +10% doublestrike, since you'd also have to change ToD sets.


    But yeah, when you don't miss Wind Stance does more DPS. Sun Stance is a little better for high AC mobs.

  3. #163
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    The tradeoff is really +4 damage/attack for +10% doublestrike, since you'd also have to change ToD sets.


    But yeah, when you don't miss Wind Stance does more DPS. Sun Stance is a little better for high AC mobs.
    Plus you lose the healing amp from Jidz Tet'ka bracers (and change it for a pointless jump buff) when swapping from sun to wind. That's a big problem for a warforged dark monk intended to raid tank.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  4. #164
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by Cardtrick View Post
    Plus you lose the healing amp from Jidz Tet'ka bracers (and change it for a pointless jump buff) when swapping from sun to wind. That's a big problem for a warforged dark monk intended to raid tank.
    That's only if you intend to continue wearing the Jidz-Tet'ka.

    A Monk going for real DPS would wear the Epic Claw set, especially if they wanted to tank.

    +30% healing amp
    +4 damage
    +20% threat
    +2 exceptional CON (incredibly awesome since it can't go on rings for a Monk)


    Even a Sun Monk would want that.

  5. #165
    Community Member Wraith_Sarevok's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    That's only if you intend to continue wearing the Jidz-Tet'ka.

    A Monk going for real DPS would wear the Epic Claw set, especially if they wanted to tank.

    +30% healing amp
    +4 damage
    +20% threat
    +2 exceptional CON (incredibly awesome since it can't go on rings for a Monk)


    Even a Sun Monk would want that.
    Agreed, Epic Jidz-Tet'ka is somewhat outdated since the OP stopped updating after U5.


    I'd recommend making your Shroud 45 HP item a Goggles slot and just wearing them when tanking bosses (Sneak Attack is inactive when you are the main tank anyway).

    Goggles currently make the best stop-gap slot for shroud HP items as you are reconfiguring your gear layout.

  6. #166
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    Quote Originally Posted by AylinIsAwesome View Post
    The tradeoff is really +4 damage/attack for +10% doublestrike, since you'd also have to change ToD sets.
    I dont understand why +4 dmg. I guess it comes from ToD sets as u said but still no idea how does the stance influences the ToD set u r wearin, why +4 not +2.

  7. #167
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by The0dorus View Post
    I dont understand why +4 dmg. I guess it comes from ToD sets as u said but still no idea how does the stance influences the ToD set u r wearin, why +4 not +2.
    Greater Sun Stance gives you +4 STR, which gives you +2 attack and damage, which is the first 2.


    Th ToD set being worn here is the Shintao Cord and Kyosho's Ring, which gives another +2 attack and damage. A Monk in Greater Wind stance will not be able to keep up Ki generation without using Oremi's necklace, especially against mobs that can't be auto-crit.

    That's why it's a difference of +4.

  8. #168
    Community Member jmonty's Avatar
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    Default high hp monk

    just thought i'd share getting 769hp on my wf monk. he is built a little different than mentaru but as soon as i get a +3 or +4 tome i'll lesser tr into something similar to the OP.

    that is with a ship buff, ddo store pot, earth stance IV, and for just a short time while double madstoned, but oh well. however, it is without exceptional con [i have exceptional con 1 but it puts me to an odd number] and just a +2 tome and 16 starting con, [no level ups into con]. a cloak with a large guild slot instead of a medium would net 5 hp more also.

    since it isn't exactly news that wf monks can get high hp i figured i'd just put it here. no need to make a separate thread.
    Last edited by jmonty; 03-15-2011 at 09:41 AM.

  9. #169
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    How this build has been affected with new changes?

  10. #170
    Community Member LargePiece's Avatar
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    Yeah, I've been wondering that. I'm using a build pretty much the same as this and it seems like the no-auto crit thing means some stuff is a it redundant. Fists of iron for example. How about other people? Any changes?

  11. #171
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    Necro alert.

    I'd love to see an update to this build based on the most recent changes, specifically Stunning Blow vs. Stunning Fist. Does anyone know of a similar build that's more up to date?

  12. #172
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    <casts raise dead>
    Hey, just asking if anyone else has done the same with this build? I followed it pretty much to the letter, but since I hit level 12 I've started using earth stance constantly instead, as it seems to provide better damage, as well as giving the DR bonuses too. I've noticed the smaller amount of ki, but overall I think it's better to fire off less ki strikes but stay in earth stance. Anyone else find this?

  13. #173
    Community Member nolaureltree000's Avatar
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    Quote Originally Posted by PurpleTimb View Post
    Necro alert.

    I'd love to see an update to this build based on the most recent changes, specifically Stunning Blow vs. Stunning Fist. Does anyone know of a similar build that's more up to date?
    i havent found that this build lost anything post-U9 save damage in auto-crit situations. but thats been lost across the board. in fire stance with the Ki generating ToD necklace (cant remember the name off the top of my head) im still running around with a full bar of Ki most of the time.

    this build doesnt stun, at least not with any reliability or consistency. its just a bonus if you get a stun to land, its not something that you bet on. if youre looking for stuns, there are many other builds that are more suited to stunning.


    Quote Originally Posted by Ecoski View Post
    <casts raise dead>
    Hey, just asking if anyone else has done the same with this build? I followed it pretty much to the letter, but since I hit level 12 I've started using earth stance constantly instead, as it seems to provide better damage, as well as giving the DR bonuses too. I've noticed the smaller amount of ki, but overall I think it's better to fire off less ki strikes but stay in earth stance. Anyone else find this?
    earth stance is better defensively for the added CON and DR. fire stance is going to generate more damage due to the increased STR. they both have their applications.

    personally i also cant bring myself to give up the +25% healing amp from the Jidz-Tet'ka bracers that you get in fire stance. thats one thing i find to be a bit lacking in this build is the HA. since going from the listed enhancements in this build to going after monk improved recovery and WF healers friend + Jidz-Tet'ka in fire stance + 20% HA on DT ive gone from getting healed below my HP cap from raid heals to getting fully healed every time. i really feel that its made my toon a whole lot stronger just by switching my enhancements around.

    i dropped all of those strike enhancements that allow your target to take more damage save fists of iron. while tanking i cycle through fists of iron, earth III, earth IV, earth finisher, touch of death, then repeat.

  14. #174
    Community Member Ngha's Avatar
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    +1 Every time someone explains a build like this in this much detail I always learn a tiny bit more to make me a better builder. Now if I could only explain my own builds this well.

  15. #175
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    I was just wondering if swapping out the master and grand master fire stance would free up the APs to chase after the healing amp, and wearing the epic claw set would be more preferable than jidz anyway. It should let you get a higher HA, whilst keeping the high dps and survivability that the earth stance seems to offer. From a healers point of view, surely they'd rather heal the earth stance over the fire stance if earth has more HP, a higher HA and a better DR.

  16. #176
    Community Member Tsuarok's Avatar
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    Quote Originally Posted by Ecoski View Post
    I was just wondering if swapping out the master and grand master fire stance would free up the APs to chase after the healing amp, and wearing the epic claw set would be more preferable than jidz anyway. It should let you get a higher HA, whilst keeping the high dps and survivability that the earth stance seems to offer. From a healers point of view, surely they'd rather heal the earth stance over the fire stance if earth has more HP, a higher HA and a better DR.
    Well, anyone with this build wearing the epic claw set will be level 20 and so will have better dr than E stance gives. The highish strength of the build could make the 3X crit from earth attractive. But as a previous poster pointed out, if you're leaving fire stance, you'll have to wear oremi's necklace, over other, higher DPS options. But hell, grab the claw set anyway and try it out. The claw set is better than Jidz whether you're in fire or earth.

  17. #177
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    Quote Originally Posted by Tsuarok View Post
    Well, anyone with this build wearing the epic claw set will be level 20 and so will have better dr than E stance gives. The highish strength of the build could make the 3X crit from earth attractive. But as a previous poster pointed out, if you're leaving fire stance, you'll have to wear oremi's necklace, over other, higher DPS options. But hell, grab the claw set anyway and try it out. The claw set is better than Jidz whether you're in fire or earth.
    Whilst the perfect self gives you DR10, that doesn't work against epic mobs, so in epic, earth dr would have value wouldn't it? The only issue I see is ki, and tbh I'm not sure what I'd have to do with that. Touch of death is still insanely useful as a pseudo intimidate, so I'm not sure how I'd do it. However, before monks managed when strikes cost more ki, so I'm sure it should work fine now

  18. #178
    Community Member nolaureltree000's Avatar
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    Quote Originally Posted by Ecoski View Post
    I was just wondering if swapping out the master and grand master fire stance would free up the APs to chase after the healing amp, and wearing the epic claw set would be more preferable than jidz anyway. It should let you get a higher HA, whilst keeping the high dps and survivability that the earth stance seems to offer. From a healers point of view, surely they'd rather heal the earth stance over the fire stance if earth has more HP, a higher HA and a better DR.
    you can free up the APs to go after HA keeping master and grandmaster fire stance. until you really get geared out, youll need all the dps you can muster to keep aggro on sully when grouping with eSoS barbs and the like. this is a very gear intensive build.

    but once you are geared and have the HA increased youre usually easy enough to heal that you dont need to go into earth stance for the defensive benefits. the only reason id go into earth stance anymore is to tank horoth, but until i can get my 20th ToD completion here for +1 exceptional CON and get the bracers of the claw for +2 exceptional CON, im a bit too low on HP to feel really comfortable tanking him.

    touch of death is a bit hit or miss with such a low WIS score. this build is more about flat out, sustainable DPS than any stuns or touch of death strikes. it still lands in high end content and when tanking raid bosses, but id say at somewhere around 20% of the time. epics even less.

    ill post a complete list of my enchantments later when i log into the game.

    EDIT:
    Monk Serenity
    Way of the Patient Tortoise IV
    Fists of Iron
    Monk Improved Recovery III
    Monk Ninja Spy II
    Eagle Claw Attack (Had 1 AP leftover to spend)
    Winter's Touch (Pre-req for Ninja Spy and almost all my handwraps have icy burst from Ice Games)
    Adept of Rock
    Master of Stone
    Grandmaster of Mountains
    Adept of Flame
    Master of Bonfires
    Grandmaster of the Sun
    Racial Toughness IV
    Improved Jump II (Ninja Spy pre-req)
    Improved Tumbled II (Ninja Spy pre-req)
    Warforged Brute Fighting I
    Warforged Constitution II
    Warforged Healer's Friend II
    Warforged Power Attack I


    for tanking i wear a 10%/15%/20% incite DT and put on Brute Fighting. my normal armor is +5 resistance/20% healing amp/guard DT.
    Last edited by nolaureltree000; 06-26-2011 at 05:08 PM.

  19. #179
    Community Member Gulnar13's Avatar
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    Quote Originally Posted by nolaureltree000 View Post
    earth stance is better defensively for the added CON and DR. fire stance is going to generate more damage due to the increased STR. they both have their applications.

    personally i also cant bring myself to give up the +25% healing amp from the Jidz-Tet'ka bracers that you get in fire stance. thats one thing i find to be a bit lacking in this build is the HA. since going from the listed enhancements in this build to going after monk improved recovery and WF healers friend + Jidz-Tet'ka in fire stance + 20% HA on DT ive gone from getting healed below my HP cap from raid heals to getting fully healed every time. i really feel that its made my toon a whole lot stronger just by switching my enhancements around.

    i dropped all of those strike enhancements that allow your target to take more damage save fists of iron. while tanking i cycle through fists of iron, earth III, earth IV, earth finisher, touch of death, then repeat.
    Actually, now that Mountain deal x3 criticals, in the "middle" tier (between 40 and 120 damage for each fist) mountain is better than both fire and wind. Still, provided you hit on 2+. You also gain a bit of damage of Jidz-Tet'ka (if you're using it) and of Oremi (that you'll be using, since mountain generate less ki than fire) if the monster isn't fire resistant, and if you aren't using the RDS armor/docent.

  20. #180
    Community Member sweez's Avatar
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    Quote Originally Posted by Ecoski View Post
    Whilst the perfect self gives you DR10, that doesn't work against epic mobs, so in epic, earth dr would have value wouldn't it?
    AFAIK, most epic mobs don't break epic DR
    Comfortably [d|n]umb

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