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Thread: Shadowblade

  1. #1
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    Default Shadowblade

    Shadowblade Monk 12 / Ranger 6 / Fighter 2

    Race: Elf

    Stats: 32 point

    STR 16
    DEX 16 (+1 tome for GTWF)
    CON 14 (+2 Con tome to qualify for Earth III stance)
    INT 8
    WIS 14
    CHA 8

    Skills: Hide, move silently, jump, balance, concentration. No need to max all.

    Enhancements of note: Tempest I, Ninja Spy II, Elf Longsword enh. Earth stance III. Racial toughness, monk toughness, fighter toughness. Others changed and adjusted as necessary.

    Planned Feat and level progression:
    1. Ranger (weapon focus, FE: undead)
    2. Ranger (Granted TWF)
    3. Monk (WSS, Monk bonus: Dodge)
    4. Monk (Monk bonus:Mobility) +1 STR
    5. Ranger
    6. Ranger (Spring attack)
    7. Ranger (FE: Evil outsider?)
    8. Ranger +1 STR
    9. Monk (Imp. crit: Slash)
    10. Monk
    11. Monk
    12. Monk (Power attack, monk bonus: Toughness) +1 STR
    13. Monk
    14. Fighter (Fighter bonus: GTWF)
    15. Monk (Least dragonmark of Shadow)
    16. Monk +1 STR
    17. Monk
    18. Monk (Lesser dragonmark of Shadow)
    19. Monk
    20. Fighter (Bonus feat: OSTWF)

    This is mainly a flavor build I have been toying with. It should have pretty nice defence and decent melee offence. I think handwraps would come out ahead in DPS although 2 x LS GS longswords, elf enhancements + Earth III crit multiplier increase would still equal good dps.

    Survivability: Improved evasion, potential for AC if build for it, Earth III stance DR, Ninja spy I, Displacement. Should have enough HP around 540 potential with right items.

    Have not rolled this guy yet and if the feedback is very negative don’t think I will. However would value feedback that is a little more constructive then just re-roll.

    What am I missing? What could be improved. Feel free to critisize and rip the build apart as much as you like.

  2. #2
    Community Member wax_on_wax_off's Avatar
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    Fun build.

    WSS is NEVER worth it (at least since the nerf to FoL) and it won't equal good DPS.

    However, if you dump WF:S, WSS and OTWF then you can pick up extend (for displacement and rams might), stunning fist and something else (improved sunder maybe).

    I'd make sure that you have extend and lesser dragonmark of shadow at level 6 to get maximum use out of the quite interesting ability.

    Would go nice with a pally PL.

  3. #3
    Community Member TheDearLeader's Avatar
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    Half-Elf, rather than Elf, would give you Rogue Dilly, and increased Sneak Attack. At least, I've been told Ninja Spy + Rogue Dilly Enhancements stack. Pretty sure you'd lose the Enhancements for Elf Longsword damage, but with the Dilly + Human Versatility/Adaptability/Improved Recovery you can get from Half-Elf, may be worth it.

    Edit : Lol. Looks like at least one person is considering Half-Elf with the same level split, Here. I didn't even really look at it, but perhaps it has merit.

  4. #4
    Community Member elg582's Avatar
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    I have 2 WSS builds, and here is my thinking on the matter:

    12 monk is too much, handwraps are going to come out WAY ahead in DPS (touch of death).

    6 monk is the sweet spot, you get ninja fade and 2nd tier stances (you want wind in this case, since the doublestrike and tempest extra off-hand attack proc work together), and lets you take 2 other PrEs to help your longsword damage.

    Check this out, I built it on Orien and it is amazing:

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Female
    (8 Fighter \ 6 Monk \ 6 Ranger) 
    Hit Points: 280
    Spell Points: 55 
    BAB: 18\18\23\28\28
    Fortitude: 18
    Reflex: 15
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    21
    Dexterity            16                    17
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               14                    14
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Dexterity used at level 10
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     3
    Bluff                -1                    -1
    Concentration         2                     2
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  2                     2
    Hide                  3                     5
    Intimidate           -1                    -1
    Jump                  3                     5
    Listen                2                     4
    Move Silently         3                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  2                     4
    Swim                  3                     5
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Selected) Least Dragonmark of Shadow
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Whirling Steel Strike
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Mobility
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Selected) Lesser Dragonmark of Shadow
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 9 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Spring Attack
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 12 (Monk)
    Feat: (Selected) Toughness
    
    
    Level 13 (Monk)
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 15 (Fighter)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Extend
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    More feats, more longsword damage, better boosts, more hp, about the only thing you lose out on is abundant step and 0.5 crit multiplier.

  5. #5
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    Thank you for all the feedback. Very interesting ideas. I figured 12 monk would be the sweetspot as it gives improved evasion, abundant step and touch of death as well as tier III for the stances and strikes. TOD does not work with monk weapons atm at least so swapping to use it would be pain.

    Also handwraps would propably be ahead by some margin here though I would be interested in knowing by just much. They have 10% inherent attack speed, no penalties for off hand and full STR to off hand, base damage 2d6. GS longsword would be 1d10+2(elf) 19-20 crit. LS procs would add about how many points per hit? Math is hard!

    Also with the changes planned for Earth Stance on Lamaland it does seem it might be well worth it.

    Greater Mountain Stance
    Benefit: The unyielding mountain focuses on endurance and defense. Greater Mountain Stance grants +3 Constitution, 15% physical damage resistance, a +3 Insight bonus to Natural Armor, a +55% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Greater Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Or Wind
    Greater Wind Stance
    Benefit: The relentless storm focuses on movement and speed. Greater Wind Stance grants +3 Dexterity, a 12.5% Enhancement bonus to melee and thrown attack speed, and grants a 7.5% chance to doublestrike with melee weapons, at the cost of -2 Constitution.



    I also considered half elf but really like how the DMs fit with the build consept. Rogue dilly would come out ahead DPS wise compared to elf LS enhancements.

    I also like Kensai but I feel the tier I is not all that strong. I might be wrong but on paper at least it does not sound all that awe inspiring? What am I missing there?
    Last edited by Valakai; 11-01-2011 at 09:57 AM.

  6. #6
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Valakai View Post
    Thank you for all the feedback. Very interesting ideas. I figured 12 monk would be the sweetspot as it gives improved evasion, abundant step and touch of death as well as tier III for the stances and strikes. TOD does not work with monk weapons atm at least so swapping to use it would be pain.

    Also handwraps would propably be ahead by some margin here though I would be interested in knowing by just much. They have 10% inherent attack speed, no penalties for off hand and full STR to off hand, base damage 2d6. GS longsword would be 1d10+2(elf) 19-20 crit. LS procs would add about how many points per hit? Math is hard!

    Also with the changes planned for Earth Stance on Lamaland it does seem it might be well worth it.

    Greater Mountain Stance
    Benefit: The unyielding mountain focuses on endurance and defense. Greater Mountain Stance grants +3 Constitution, 15% physical damage resistance, a +3 Insight bonus to Natural Armor, a +55% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Greater Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Or Wind
    Greater Wind Stance
    Benefit: The relentless storm focuses on movement and speed. Greater Wind Stance grants +3 Dexterity, a 12.5% Enhancement bonus to melee and thrown attack speed, and grants a 7.5% chance to doublestrike with melee weapons, at the cost of -2 Constitution.



    I also considered half elf but really like how the DMs fit with the build consept. Rogue dilly would come out ahead DPS wise compared to elf LS enhancements.

    I also like Kensai but I feel the tier I is not all that strong. I might be wrong but on paper at least it does not sound all that awe inspiring? What am I missing there?
    There is nothing awe inspiring about Kensei I, it is mediocre to say the least.

    The old argument of weapons being in front of handwraps due to greensteel no longer stands up as alchemical weapons/handwraps are much better. Now the only thing that longswords have is their threat range which also isn't particularly good (at least compared to scimitar, pick or khopesh).

    On a monk splashed build with only 1 level of monk like The Prodigy handwraps will do more damage than khopesh when higher amounts of gear are acquired. When you compare this to longswords (which are worse than khopesh) on a build with 12 levels of monk (ToD, higher base die etc) then I can't even imagine how bad handwraps make longswords look.

    Grandmaster Wind adds more DPS if haste isn't available definitely. However, if haste is available then Grandmaster Earth stance is (probably) better against 0 fort mobs. Probably some overlap in the middle areas.

  7. #7
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    Quote Originally Posted by wax_on_wax_off View Post
    There is nothing awe inspiring about Kensei I, it is mediocre to say the least.

    The old argument of weapons being in front of handwraps due to greensteel no longer stands up as alchemical weapons/handwraps are much better. Now the only thing that longswords have is their threat range which also isn't particularly good (at least compared to scimitar, pick or khopesh).

    On a monk splashed build with only 1 level of monk like The Prodigy handwraps will do more damage than khopesh when higher amounts of gear are acquired. When you compare this to longswords (which are worse than khopesh) on a build with 12 levels of monk (ToD, higher base die etc) then I can't even imagine how bad handwraps make longswords look.

    Grandmaster Wind adds more DPS if haste isn't available definitely. However, if haste is available then Grandmaster Earth stance is (probably) better against 0 fort mobs. Probably some overlap in the middle areas.
    Oh-oh-oh-oh Oh-oh-oh-oh Oh-oh-oh-oh Oh-oh-oh-oh
    Everybody was kung-fu fighting
    Those cats were fast as lightning
    In fact it was a little bit frightning...

    I love it when they try to balance something out they always go totally overboard with it. Oh lets add this new feat Whirling steel strike! IT is teh awesome. It lets you use a longswords and remain centered - how cool is that. It takes two feats but cmon. Did I say it is awesome! Then lets add shortsword to monk weapons through Ninja Monk. ***Batman! Its a trap!***

    BTW that Earth III that on natural roll of 19-20 crit multiplier increase. Why just not on crit? Afraid it might make some silly person consider using a weapon over almighty handwraps.

    I think even Bruce Lee would have picked up a sword if he would have had to fight several armed opponents rather then go bareknuckled.
    Last edited by Valakai; 11-02-2011 at 03:19 AM.

  8. #8
    Community Member AtomicMew's Avatar
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    If you're set on weapons for flavor reasons, go with shortswords. You can get marginally more DPS with lit II/cutthroat shortswords than you can with dual lit II longswords, and you also save 3 feats. Still won't get you close to handwraps, but it's better.

    The sweet spot for level splits is probably 12 ranger/6 monk/2 fighter. Race would be either helf for rogue dill or horc for extra action boosts.

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