First I would like to say I will be borrowing a bit from Martens' format because simply a copy paste from the character generator is not going to be adequate. First I will discuss starting stats, then other breakdowns such as; gear, feats, enhancements, play-style, all suggestions, comments and questions are welcome.
Objective:
The point was to use Mountain Stance to its fullest potential, while trying to maximize attack score and dps as much as possible without gimping saves, ac, or other peripherals.
Starting Stats&&Full set of +2's at Level 7&&:
Strength - 18
Dexterity - 15 **+3 Dexterity needed for Wind IV, otherwise using Sun IV until you pull/buy a +3 may be a better option imo**
Constitution - 16
Intelligence - 6
Wisdom - 15
Charisma - 6
Standing Stats:
AC Breakdown(extra point into wisdom enhancement also*post-post changes*):
Smoke II Helm(+45 hp, Smoke II) is replaced by Mineral II helm(+45 hp, +5 Protection, Heavy Fort)
Standing Ac in Earth IV Stance:
53 + 1(Barkskin) + 1(Haste) + 4(Inspire Heroics) + 5(Paladin Aura) + 4(Shield Wand) + 2(Recitation) + 2(Defensive Fighting) = 72 AC
Fire III = 73 AC
Water III = 75 AC
Wind III = 75 AC
*Potential of more with a Chattering Ring or other gear swaps. One of the benefit's of having Earth IV is that you gain more ki by getting hit, so having unstoppable AC might start to affect ki gen*
Epic/Endgame Gear Load-out:
This is really the meat of the build and where the power comes from. The Epic Monk bracer's allow me to raise my unarmed dice step to 2d14, furthermore Earth Stance increases my critical multiplier by a factor of "1". For a total of 2d14 x3 19-20. Unarmed seems to be the most optimal choice for this build.
Even when using weapons which allow me to have a 4x multiplier seems lackluster compared to fists. The bursts on equipment when using my main wraps total 3(Holy Burst, Shocking Burst, and Flaming Burst) and a Force Damage Ritual. Also it is good to note that the Epic wraps display the radiant burst quite a bit, and the high enhancement bonus is most definitely a plus.
When I am using my stunner's it goes to 4(Holy Burst, Shocking Burst, Flaming Burst, Icy Burst) with Force Crit Ritual(1d4). Concerning the goggle slot, I will be swapping it with Raven's Sight as needed; and will be waiting to slot the rest of my equipment until I get the seal, hence the empty sockets.
Also the Shintao set allows for a nice boost in damage and attack score by +2. Ki generation is a issue sometimes but exercising patience is key when using Earth Stance, I have had to pick my strikes a bit more carefully from the Fire IV/Oremi combo and manage my Ki more diligently; but all in all I have seen a increase in dps - although the pace took some getting used to. P.S. Earth Finisher is lovely with its x5 crit.
Feats(listed in order taken):
Dodge, Stunning Fist, Power Attack, Past Life: Disciple of the Fist, Monk Path: Dark, Toughness, Two Weapon Fighting, Improved TWF, Improve Critical: Bludgeon, Greater TWF, Improved Sunder
Enhancements:
In a nutshell I wanted Void IV line, with good threat generation, and a Grandmaster in at least 1 stance. I choose fire to be able to switch as needed. Only choose to be a Master of Earth for obvious reasons. This can be switched around a bit, but getting the Void IV line is key. Crane is not the monster that it used to be but the extra Ki does indeed help and there is a difference I have found between having it and not having it.
Level 1 (Monk)
Enhancement: Improved Jump I
Enhancement: Improved Tumble I
Level 2 (Monk)
Enhancement: Monk Wisdom I
Enhancement: Orcish Brute Fighting I
Enhancement: Way of the Elegant Crane I
Enhancement: Void Strike I
Level 3 (Monk)
Enhancement: Orcish Strength I
Level 4 (Monk)
Enhancement: Static Charge
Enhancement: Improved Jump II
Enhancement: Improved Tumble II
Level 5 (Monk)
Enhancement: Porous Soul
Enhancement: Way of the Elegant Crane II
Level 6 (Monk)
Enhancement: Monk Ninja Spy I
Enhancement: Orcish Brute Fighting II
Level 7 (Monk)
Enhancement: All-Consuming Flame
Enhancement: Winter's Touch
Level 8 (Monk)
Enhancement: Orcish Strength II
Level 9 (Monk)
Enhancement: Adept of Wind
Enhancement: Void Strike II
Level 10 (Monk)
Enhancement: Orcish Brute Fighting III
Enhancement: Adept of Rock
Level 11 (Monk)
Enhancement:: Touch of Death
Level 12 (Monk)
Enhancement: Fists of Iron
Enhancement: Monk Ninja Spy II
Level 13 (Monk)
Enhancement: Master of Thunder
Enhancement: Adept of Flame
Level 14 (Monk)
Enhancement: Orcish Brute Fighting IV
Level 15 (Monk)
Enhancement: Master of Stone
Level 16 (Monk)
Enhancement: Master of Bonfires
Enhancement: Adept of Rain
Level 17 (Monk)
Enhancement: Void Strike III
Level 18 (Monk)
Enhancement: Grandmaster of the Sun
Level 19 (Monk)
Enhancement: Master of the Sea
Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Void Strike IV
General Bar setup and Combat Screen:
Good base number's imo. If you want to see how those hits would be as a critical hit, just do (First # x 3 = Critical Hit#). Also note that while in Earth Stance all of my bursts will hit for 2d10 instead of the usual 1d10, 3d10 when my 3x Earth Finisher connects and I roll a 19 or 20.
Example Bar Setup:
**PLEASE NOTE BY NO MEANS IS THIS THE BEST BAR SETUP, YMMV**
Here we have:
Void Strike IV, VS III, VS II, Fire IV, ToD, Water III, Earth III, Wind III, Dark Strike(Interchangeable), Wraps you are using.
I then have stunning fist keyed to my "F" key. And ToD is keyed to "Q" key, "E" key is used for pots, unbalancing strike, improved sunder or quivering palm when it can be used.
Keeps everything within reach.
There should never be a time when you are pressing nothing.
Conclusion:
All in all this build has been a blast. I have tried to minimize the weaknesses and play on the strengths of the toon. And I am satisfied as the final version of Quis. It took lots of time, grinding and xp, but it was worth it. Please post or PM with any questions, and please please please please. Let me know how I can update as needed and feel free to nitpick and criticize. We are here to learn eh?
Thanks,
Quis