Originally Posted by
wyndzen
I wanted to give a heads-up to those of you who have never experienced the monk dark path pain touch enhancement.
It is probably the coolest thing ever that I've experienced in an rpg, and I've been playing rpg's since Sega came out with Phantasy Star in the mid or late 80's.
Here I am, playing a halfling monk, my first ddo char. I originally chose dark path, and even monk itself, because pain touch seemed pretty eye-popping. Usually in DnD, you get damage increases in amounts of something like 2, for a specific weapon, after 4 levels of fighter. Melee types who somehow manage to do 50, or 100 damage, usually get pretty happy about that.
Pain touch takes an enormous amount of enhancements points - 12 of them - since it costs 4 and you have to waste 8 points on 4 utterly useless (unless I am missing something) other enhancements as prereqs, so I am guessing that people often don't gain it. Plus, I've seen some strategy suggestions on monks that always seem to suggest going light path, for some reason. (Use the purple lightning, Luke! Don't be a wuss!)
I think that the devs got how good dark path was for monks, when they gave us a clue with the name "the path of inevitable dominion."
So here I am, playing a monk maximized for AC and to-hit - not some huge barbarian maxed out for damage. I do plenty of damage, because of all the extra dam from stuff like holy and bleeding and two weapon fighting, but I don't sacrifice stuff (like ac) for damage.
I actually waited and didn't take pain touch at lvl 9, which, looking back, was silly, but it just seemed so expensive and I thought that I wanted other stuff.
At lvl 12, I redid my enhancements and took it. Holy heck! The boss is just sitting there innocently, figuring to have another drawn-out fight, and I popped him for 1000. Oh, did you think that pain touch only did a mere 500?
The devs and wiki-writers seem to have left out the minor detail that monks often hit twice with their ki-attacks. I'm assuming that it has to do with twf, because it happens more often than double-strike should. And the save for 1/2 damage on pain touch is full monk level, not half monk level (plus 10 plus wis mod).
Really, you should experience it. Sure, it is probably overpowered, maybe somebody might call it cheesy, but whatever. I take rules and worlds as the devs make them, and don't consider anything right in the rules to be cheesy. There is something so very satisfying about pain touch, especially if you've recently lost some fight to something previously.
POW! 1000 damage, or 500, or at minimum, 250 (unless the mob jumps away, but you can generally wait until he isn't about to leap somewhere). And it is reliable. It doesn't rely on rolling a crit, or landing a stun, or whatever.
I have a hard time believing that anything in the light path for monks is as good as pain touch, but I'm sure others have their own opinions. And it is so fun! The only thing that comes close is Otto's resistable dance - heh. But that is more funny than satisfying in the way that pain touch is satisfying.
DDO is kind of funny in that it doesn't seem at all worried about game balance, probably because there isn't any pk to speak of (all of which I like). Halfling monks, at around lvl 15, have about 1200 hps, and every other race of monk has around 230. (Because halflings get the healing dragonmarks, and other races get ****-tactular dragonmarks.)
I happen to not have fought any beholders since I got pain touch, but the next one I see... hehe.
Pain touch kind of seems to blow normal dps builds and calculations out of the window - heh. I wish that I had a screen shot of two simultaneous hits for normal weapon dam plus 500 neg en damage, but I'm not quick enough with ctrl-p yet for that.