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  1. #1
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    Default Helven Godhand variant: Critique please

    Hello community This is the character I am planning to roll, Helven 12/7/1 godhand variant.
    Designed as DPS tactic fighter, mostly focusing on stunning blow/fist.

    My question is
    1. With lower damage dice of fist, can this toon maintain decent DPS?
    2. Does my tactic DC will be enough? Also, does kensai/Ftr Stun enhancement influence on Stunning "Fist"? I know stunning weapon does, but not sure on enhancement.
    3. I know Feat/Enhancement could use improvement, especially on placeholder feats. Suggestions are more than welcome.

    Very long blahblahblah of proposed build detail, so be warned!

    Lawful Neutral Half-Elf Male
    (12 Fighter / 7 Monk / 1 Rogue)

    Status
    16 STR 15 DEX 14 CON 10 INT 14 WIS 8 CHA all level up goes into STR.
    +2 tomes are used on lv7

    Leveling progress
    Lv1 Rogue Lv2-3 Fighter Lv4 Monk Lv5-8 Fighter Lv9 Monk
    Lv10-15 Fighter Lv16-20 Monk

    Skills
    Some jump, balance, OL, max UMD and Concentration.

    Feat
    Code:
    Level 1 (Rogue)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Toughness
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    Level 3 (Fighter)
    Feat: (Selected) Stunning Blow
    Feat: (Fighter Bonus) Two Weapon Fighting
    Level 4 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Level 6 (Fighter)
    Feat: (Selected) Quick Draw
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Level 9 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Sap : Placeholder
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
    Level 12 (Fighter)
    Feat: (Selected) Hamstring : Placeholder
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Level 15 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    Feat: (Selected) Slicing Blow : Placeholder
    Level 16 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Level 18 (Monk)
    Feat: (Selected) Improved Sunder : Placeholder
    Level 19 (Monk)
    Feat: (Monk Bonus) Dodge
    Enhancement
    Code:
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Extra Action Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Kensei Unarmed Mastery II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Unarmed Specialization I
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Improved Rogue Dilettante II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Adept of Wind
    Enhancement: Adept of Flame
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Estimated attainable tactic DC

    Stunning Blow
    10 base DC + 19 STR(16base +5 lv +2 tome +2 ship +3 enh +7 item(epic brawling) +1 exep(DT or glove slot) +2 rage +8 Power surge +2 Stance) +10 Item +4 Kensai/Tactic = 43

    Stunning Fist
    10 base + 5 WIS(16 base +6 item - 2 stance) +10 1/2char lv +10 item +4 kensai/tactic(If they affect on fist) = 39

    Trip/Sunder
    10 base +19 STR +10 Item(I know I have to swap gear) +2 Kensai = 41


    Any opinion/advice/suggestions are welcome, thanks in advance
    Last edited by Victor_1; 07-29-2011 at 06:25 PM.
    English is not my primary language, so please excuse my grammar and spelling

  2. #2
    Community Member Adrian99's Avatar
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    Sep 2009
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    Quote Originally Posted by Victor_1 View Post

    My question is
    1. With lower damage dice of fist, can this toon maintain decent DPS?
    2. Does my tactic DC will be enough? Also, does kensai/Ftr Stun enhancement influence on Stunning "Fist"? I know stunning weapon does, but not sure on enhancement.
    3. I know Feat/Enhancement could use improvement, especially on placeholder feats. Suggestions are more than welcome.
    Your burst DPS will be better than a pure monk, given kensai 2 and haste boost 4 (apart from the fact that you don't get dark monk's ToD or light monk's extra stuns or void strike 4). Your stun DC should also be better than a pure monk, even without maxing Wisdom, since kensai/fighter bonuses will contribute to both stuns. I have a very similar build, and I took toughness for each of the "placeholder" feats you identified. Well, except that I had a monk past life, so I took the active PL feat for one of them.

    As for possible improvements, I would drop the rogue level (since the sneak damage doesn't stack with rogue dilettante) for either another monk level or a ranger level (for sprint boost and wand usage). Also I took 6 monk as soon as possible in order to get shadow fade. It's great at all levels.
    On Thelanis: Survo ... Wattr ... Tigerpalm ... Cranefist ... Hobbson ... Grayed ... Shadowstance ... Smashcut

  3. #3
    Community Member kuro_zero's Avatar
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    Feb 2006
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    875

    Red face

    Planning a similar buid and came across this one in my research. I'd drop the rogue level as it is only opening up UMD for you. Another Monk level will give you a 1d10 base dmg die - a monk past life feat (active) will up that to 2d6 and Garments of Equilibrium will bring it to 2d8 - same as a lvl 17-19 monk (although with same bonuses a pure monk can get up to 2d14? I believe). Still, the best break point for the level sllit IMO.

    My plan is to fit in both tiers of healing amp (racial and monk) and those bracers that give 25% in fire stance. Inspired from the Solar Phoenix build (credit where credit due). Loaded up on healing amp I dont think I'll miss UMD too much. Half ranks should still allow reliable wand usage to augment potent potions due to the amp.
    Last edited by kuro_zero; 07-29-2011 at 11:23 PM.
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  4. #4
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    Thanks for input guys

    Quote Originally Posted by Adrian99 View Post
    As for possible improvements, I would drop the rogue level (since the sneak damage doesn't stack with rogue dilettante) for either another monk level or a ranger level (for sprint boost and wand usage). Also I took 6 monk as soon as possible in order to get shadow fade. It's great at all levels.
    Very good point, I added rogue level just for sake of UMD, but since I don't have past life feat for this character it may be better to stick with lv8 monk.
    And for some reason shadow fade was completely out of my mind, I'll see what I can do with leveling order, thanks for pointing it out

    Quote Originally Posted by kuro_zero View Post
    Planning a similar buid and came across this one in my research. I'd drop the rogue level as it is only opening up UMD for you. Another Monk level will give you a 1d10 base dmg die - a monk past life feat (active) will up that to 2d6 and Garments of Equilibrium will bring it to 2d8 - same as a lvl 17-19 monk (although with same bonuses a pure monk can get up to 2d14? I believe). Still, the best break point for the level sllit IMO.
    Another good point, didn't think about Garments of Equilibrium. Even w/o past life I can still hit for 2d6 dmg die, not bad for monk splashed character I assume.

    I'll edit my first post later once I done messing with planner, thanks again for input
    English is not my primary language, so please excuse my grammar and spelling

  5. #5
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    I would agree with Kuro Zero in that another level of monk would benefit you more. Monks get a natural unarmed damage increase at level 8.

    If your dead set on using a Half-Elf, I would suggest the Cleric dilly so you can still use scrolls and wands. This would help to offset the loss of UMD. Otherwise drop Half-Elf altogether and pick a stronger race like Warforged, Half-Orc, or Dwarf, that is more suited to this kind of build. Their racial tactics line of enhancements would really help your DC's for Stunning Fist/Blow etc.

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