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  1. #1
    Community Member -Zyxas-'s Avatar
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    Default Str Wis Stunner Shintao with Amp - Critique?

    I decided to stun better to go with 16 Wis rather than 16 Str, this shouldn't be a problem. Stunning Fist should have a DC of 40, Stunning Blow should have a DC of 35 (I think). 290% Amp with claw set and DT amp runes. Good HP. Solid saves. Anything wrong with it?

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    Zethyrius Gyudel
    Level 20 Lawful Neutral Human Male
    (20 Monk) 
    Hit Points: 361
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 18
    Will: 20
                Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    24
    Dexterity            16                    20
    Constitution         14                    18
    Intelligence          8                     8
    Wisdom               16                    24
    Charisma              8                     8
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Wisdom used at level 7
    +4 Tome of Strength used at level 20
    +4 Tome of Dexterity used at level 20
    +4 Tome of Constitution used at level 20
    +4 Tome of Wisdom used at level 20
     
                Starting            Ending          Feat/Enhancement
               Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               7                 28                   29
    Bluff                -1                 -1                   -1
    Concentration         6                 27                   44
    Diplomacy            -1                 -1                   -1
    Disable Device       n/a               n/a                   n/a
    Haggle               -1                 -1                   -1
    Heal                  3                  7                    7
    Hide                  3                  5                    5
    Intimidate           -1                 -1                   -1
    Jump                  2                  7                    7
    Listen                3                  7                    7
    Move Silently         3                  5                    5
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                   -1
    Spot                  6                 30                   30
    Swim                  2                  7                    7
    Tumble                4                  6                    6
    Use Magic Device      1                 10                   10
     
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Spot (+3)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Human Versatility I
    Enhancement: Improved Concentration I
     
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom I
     
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Luck of Heroes
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Monk Improved Recovery I
    Enhancement: Racial Toughness I
     
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Versatility II
     
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Improved Balance I
    Enhancement: Improved Concentration II
     
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Stunning Blow
    Feat: (Monk Bonus) Toughness
    Enhancement: Adept of Flame
    Enhancement: Monk Wisdom II
     
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Monk Improved Recovery II
     
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Improved Recovery II
     
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Racial Toughness II
     
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Improved Recovery III
     
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
     
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Shintao Monk I
     
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Monk Improved Recovery III
    Enhancement: Shintao Monk II
     
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Master of Bonfires
     
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Weapon Fighting
     
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Monk Wisdom III
     
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Greater Adaptability Strength I
     
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Shintao Monk III
    Enhancement: Grandmaster of the Sun
    Enhancement: Improved Concentration III
     
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
     
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Spot (+2)
    Enhancement: Monk Serenity
    Enhancement: Way of the Patient Tortoise III
    Enhancement: Adept of Rock
    Enhancement: Improved Concentration IV
    EDIT: BTW the +4 tomes are fluff, not required at all. Just felt like adding them in.

    Str = 30-42 (14 base, 5 level, 2 tome, (4 tome), 6 item, (7 item), (3 exceptional), 4 fire stance, (1 litany), 2 rage, 2 ship)
    Dex = doesn't matter, 17-33 (16 base, 1 tome, (2/4 tome), (6/7 item), (1 litany), (3 excep), 2 ship)
    Con = 20-32 (14 base, (2/4 tome), 6 item, 2 exceptional (bracers of claw), (1 excep), (1 litany), 2 rage, 2 ship)
    Int = doesn't matter, 8
    Wis = 26-37 (16 base, -2 Fire, 2 tome, 6 item, (7 item), (3 exceptional), (1 litany), 4 enhancements, (4 switch to water), 2 ship)
    Cha = doesn't matter much, 8-20 (8 base, (2/4 tome), (swap in 6 item), 2 ship)

    HP Breakdown:
    20 "heroic durability" starting HP
    140 (lvl 20 * normal 7 con mod)
    160 (20 lvls * 8 per monk)
    10 draconic vitality from favor (not too hard to get)
    66 Toughness * 3
    20 Toughness Enhancement * 2
    15 Way of the Patient Tortoise * 3
    = 431 not trying much
    45 Greensteel HP item
    20 Toughness slotted or Minos
    30 GFL
    = 526 normal items
    20 (raged)
    20 (con ship buff active)
    = 566

    Stunning Fist DC: 10 base + 10 monk lvls + 10 wraps + 8 normal Wis mod = 38 (can get to 43 with water stance and some extra items)
    Stunning Blow DC: 10 base + 10 wraps + 13 normal Str mod = 33 (can get to 36 with other str items)
    Kukan-Do DC: 10 base + 20 monk lvls + 10 wraps + 0 normal Cha mod = 40 (44 with cha item swapped in, 44 with excep swapped in)
    Tomb of Jade DC: 10 base + 20 monk lvls + 8 normal Wis mod = 38 (up to 43)
    Quivering Palm DC : 10 base + 10 monk lvls + 8 normal Wis mod = 28 (up to 33)
    Dismissing Strike DC: 10 base + 20 monk lvls + 8 normal Wis mod = 38 (up to 43)

    Healing Amp Breakdown:
    130% Monk
    130% Human
    110% DT Eldritch
    120% DT Tempest
    130% Epic Gloves of the Claw
    110% Ship Buff
    = 290% normal, 319% with buff active

    Extra Notes: If you have easy access to +2 tomes, consider 15 Dex/15 Str or 16 Str/15 Dex/15 Wis. The stats can be messed around between 14, 15 and 16 for Str, Dex, and Wis without affecting the build too much. Con is not really worth investing more than 6 points into, especially as a monk.
    Stat totals are the basic stats (first number), with items that anyone should be able to get/have by level 20 or most likely earlier, and absolute maximum stats (including unreasonable, yet possible, exceptional stats).
    Levels COULD be put into Wisdom instead of Strength if really wanted, although this would lower to-hit a lot, which would probably force you to take weapon finesse. This build is trying to stay away from the traditional weak damage finesse path. The 2-3 DC gained by changing the levels would likely not be worth it, especially at the same cost in to-hit. Epics have quite a few instances where to-hit can be a problem on a build that is not min-maxed, so the player would lose out some hits, negating the bonus DC since you won't hit as often.
    Ignore your AC after the lower levels, it will be too hard to get it high enough to be useful and will subtract from your more important focuses, stuns and damage.

    Warforged variant, more HP, less healing amp, slightly higher DCs for stuns:

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    Level 20 Lawful Neutral Warforged Male
    (20 Monk) 
    Hit Points: 359
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 18
    Reflex: 16
    Will: 17
                     Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             15                 22                   22
    Dexterity            15                 17                   17
    Constitution         16                 18                   20
    Intelligence          8                  8                    8
    Wisdom               14                 16                   18
    Charisma              6                  8                    8
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Strength used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
     
                     Starting            Ending          Feat/Enhancement
                    Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                 26                   26
    Bluff                -2                 -1                   -1
    Concentration         7                 28                   39
    Diplomacy            -2                 -1                   -1
    Disable Device       n/a               n/a                   n/a
    Haggle               -2                 -1                   -1
    Heal                  2                  4                    4
    Hide                  2                  3                    3
    Intimidate           -2                 -1                   -1
    Jump                  2                  6                    6
    Listen                2                  4                    4
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                   -1
    Spot                  2                  4                    4
    Swim                  2                  6                    6
    Tumble                6                 26                   26
    Use Magic Device     n/a               n/a                   n/a
     
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Tumble (+4)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Two Weapon Fighting
     
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Toughness
     
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Luck of Heroes
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
     
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Stunning Blow
     
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Improved Two Weapon Fighting
     
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
     
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Greater Two Weapon Fighting
     
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Toughness
     
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
     
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Enhancement: Monk Serenity
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Improved Recovery III
    Enhancement: Shintao Monk I
    Enhancement: Shintao Monk II
    Enhancement: Shintao Monk III
    Enhancement: Adept of Flame
    Enhancement: Grandmaster of the Sun
    Enhancement: Master of Bonfires
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Enhancement: Warforged Healer's Friend III
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Power Attack III
    Enhancement: Warforged Tactics I
    Enhancement: Warforged Tactics II
    Enhancement: Warforged Tactics III
    (Again, Str, Dex, and Wis can be changed up a few points without much harm or benefit. Enhancements might not be optimal, but they can be reset. I did not include enhancements by level for this version, too time consuming.)
    Last edited by -Zyxas-; 03-30-2011 at 06:26 PM.

  2. #2
    Community Member -Zyxas-'s Avatar
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    Default

    Bump.
    Really, 60+ views and nothing, no "oh that sucks" or "that is just fine"?

  3. #3
    Community Member Dark_Knight_Silver's Avatar
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    Wink

    Using the character planner isnt the easiest method of communicating a new build try a different interface or customize it if you want some feed back

  4. #4
    Community Member -Zyxas-'s Avatar
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    Hmm. First time I used the official builder and I figured that it was the norm. Edited the post to include in-depth breakdowns.

  5. #5
    Community Member DragonTroy's Avatar
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    im no monk expert or anything, but i think uve got a solid build. i assume u are planning on getting something to boost your cha, your umd is a little low, admittedly, not a monk skill but still. everything else seems to be fine with it. although, we will have to see how much worth stunning will be with the coming update(and whether that boost in wis instead of str will be worth it aswell) but, then again, im getting off topic now

  6. #6
    Dual-Wielder of Halflings DevHead's Avatar
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    Why the UMD?

    Also, think about the upcoming change to auto-crits on helpless mobs in U9 and make sure a stunning monk is what you want to use.

  7. #7
    Community Member rodallec's Avatar
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    nice monk build. but what happens now we dont crit when we stun

  8. #8
    Community Member -Zyxas-'s Avatar
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    50% damage boost is 3/4 of the autocrit. Other numbers (flaming, pure good, holy, icy burst, sneak attack, all that) will also be multiplied though. It admittedly won't be quite as good after U9, but with Imp. Crit there's still a 10% crit chance when they're stunned or not. The autocrit would've been quite a bit better dps, but for ki I won't really care much with fire stance.

    Stuns don't just up DPS (it'll still be a boost), they also relieve people's blue bars. Not much cost for a divine to keep this toon up. Arcanes also won't have to dance or hold mobs that are stunned. Stuns help the stunner, other melees, and casters. Hmm, that's everyone.

    I figured the UMD could get to 20 fairly easily for pure good equipment etc, possibly high enough for a chance to use wands/scrolls with items swapped in. Somewhere I saw a thread about how a WF fighter can get enough UMD to have a 90 or 95% chance on heal scrolls, equipment is huge. Maybe it won't be quite that high, but it can still be somewhat useful. (Besides, what other skill would I take? Hide/Move Silently are not my way.)

    Thanks for input, yeah I was considering putting some levels in Wis (or all), if I would put SOME in Wis which levels would be reccommended?
    Last edited by -Zyxas-; 03-27-2011 at 01:34 PM.

  9. #9
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    Am planning something similiar, when I have time I'll look over your build and give you a good review of it In a Quest right now

    Alright, there are 4 stats for a Monk..

    Strength ~ All about damage and to-hit
    Dexterity ~ Armor Class, to-hit (finesse builds)
    Wisdom ~ Armor Class, DC's
    Constitution ~ All about the hitpoints.

    So if you figure you want to build around damage, you're looking for Strength... then you have the choice of either buffing up your hitpoints, and going for some DC's, or going with less hitpoints, and decent ac/dc's..

    Starting with a 15 in strength, wisdom, dexterity, and con you can build a fairly even damage/ac/dc/hp monk, then its just a matter of adjusting from there, for what you want to do.

    If you can get your Monk up to high 70's into the 80's for AC without too much gear dependancy you'll be set for defense, also 500 hitpoints raged is all you will need end-game unless you're planning on being a main tank.

    Figure a 40'ish DC for stunning fist is demanded in anything epic, anything below 40 and its a waste of time.. but worth while for normal questing.

    Hope this is helpful... you're a bit heavy on the healing amp for my tastes, but thats just me
    Last edited by butlerfamilywa; 03-29-2011 at 05:12 AM.

  10. #10
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    If you are looking for the best stunner, then I wouldn't go with Fire stance. I am currently playing a dark path dex/wis in wind stance build and a light path Str/Wis build in fire and I can tell you that the dex/wis build stuns with quite a bit more frequency. This is for 2 reasons...

    1. Fire stance penalizes Wis
    2. Wind produces more strikes and hence, more saves are necessary for the mob...

    That being said, when my Str/Wis build Horc hits.....he hits like a ton of bricks.

    If stunning is the centerpiece, then Wind Dex/Wis is the way to go.
    Last edited by edgarallanpoe; 03-29-2011 at 08:03 AM.

  11. #11
    Community Member -Zyxas-'s Avatar
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    Fire stance does penalize Wis. By 2. 1 DC. As stated, if you really want you can always swap to water stance too. This is not built to have the ultimate stuns, just usable/good stuns. Dex/Wis is going to be very hard to use after U9, coming soon, so I went away from that path. I always get double procs on special abilities with fire stance, with Wind it would be 2.1 procs with the 10% doublestrike, not that much better IMO. If Stunning was the complete focus of the build I would go that way though.

    AC will be terrible, I'm fine with that. It takes a lot of tweaking to get good AC on most monks anyway (usually Dex based). I also considered 15 Str and 15 Dex if you have easy access to +2 tomes, so I suppose the reader can always make that swap if they wanted to. (Hmm could edit to include this...)

    My goal was a well-rounded monk, with stun ability, yet the DPS of a Str/Fire monk. The amp looked nice to put in since I hate having to have a healer babysit me, and light can help keep myself up a bit.

  12. #12
    Community Member IgorHackNSlasher's Avatar
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    I'm assuming +3 ex str from cape of the roc? Where are you getting the ex wis and dex from? If your planning on using rings for either then your going to be sacrificing DPS. Personally If I were going for a stunner build I'd put all my level ups in wis. You should be able to get in the mid 40's which is almost a nofail stunn in epics.

  13. #13
    Community Member -Zyxas-'s Avatar
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    Edited original post with some more opinions and options for variation.

  14. #14
    Community Member AtomicMew's Avatar
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    Personally, I would never make a stunner build as a human. I would choose helf, dwarf or WF for the enhancements.

    Helf with fighter dill will get you +2-3 DC and +1 str at the cost of 10% healing amp. That is very much worth it IMO.

    Also, did you purposely leave Jid'z Tetka out of the healing amp calc? Do you really have epic claw set? If not, I wouldn't count on having it.

    With helf, healing amp:
    DT robes: 1.1,1.2
    Jid'z Tetka: 1.25
    Monk: 1.3
    Racial: 1.2

    Total: 2.574

    2.5 is a decent enough break point and doesn't rely any hard to get gear. You basically want to get healing amp total to just above multiples of 1/2, due to FoL, which is the most important consideration IMO.

    With Ship buffs and claw, you can break 3.5. Going human does not break any higher multiple, so it really isn't worth it IMO.

  15. #15
    Community Member -Zyxas-'s Avatar
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    Quote Originally Posted by AtomicMew View Post
    Personally, I would never make a stunner build as a human. I would choose helf, dwarf or WF for the enhancements.

    Helf with fighter dill will get you +2-3 DC and +1 str at the cost of 10% healing amp. That is very much worth it IMO.

    Also, did you purposely leave Jid'z Tetka out of the healing amp calc? Do you really have epic claw set? If not, I wouldn't count on having it.

    With helf, healing amp:
    DT robes: 1.1,1.2
    Jid'z Tetka: 1.25
    Monk: 1.3
    Racial: 1.2

    Total: 2.574

    2.5 is a decent enough break point and doesn't rely any hard to get gear. You basically want to get healing amp total to just above multiples of 1/2, due to FoL, which is the most important consideration IMO.

    With Ship buffs and claw, you can break 3.5. Going human does not break any higher multiple, so it really isn't worth it IMO.
    There's already a build for Helf stunning. I didn't want to make the same thing. And this is also good for anyone who doesn't have helf, it's rather expensive (and VIP is not worth it in the long run, why would you get it for a short time anyway?). There is a WF version, you commented on not doing helf/wf/dwarf. I agree with helf being worth it, although sometimes having 35% more amp is useful... but not useful enough.

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