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Thread: Amped Fists

  1. #1
    The Hatchery DethTrip's Avatar
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    Default Amped Fists

    *Updated 5/23/2012 removed monk past life feat at lvl3 in lieu of toughness increasing hps most importantly at the low levels and 22 at cap. Hate being squishy. Dropping fist damage from 1d10 to 1d8 will be a negligible -1 average damage. Also worked the enhancements by level.

    *Updated 5/17/2012 to add stunning fist now that I know they changed the level mod to character level and not monk level. I dropped starting str from 18 to 16 and brought wis up from 12 to 16 starting. Removed 1 monk and added 1 ftr for ftr haste boost I, the extra feat (quicken), and +12 hps. Thanks to everyone for your helpful replies. This is a work in progress.

    I would like to begin by saying this is a flavor build. The first life of the character I am considering TRing into this was very similar and I loved the build. It looks strange so please read thoroughly and carefully before replying.

    Build Philosophy
    You jump into the fight as a monk using fists of light, and your aura and blasts when needed to help keep the melee alive* while also providing good dps**. This build also provides very good soloing ability*.

    *Aura and blasts from Radiant Servant II seriously amped up by 75% (RSII + Empower Healing Spell feat) + 100% (maximize) + 50% (Empower Spell) + 40% (Life Magic IV) + 50% (Item) and additional crit chance of 9% (Cleric Prayer of Life III) with a multiplier of 2 (Cleric Prayer of Incredible Life II). Fists of light healing curse also helps to keep the melee and yourself alive.

    *Healing amp of 30% (Human Improved Recovery) + 30% (Dragontouched 10% + 20%) + 20% (Monk Improved Recovery) +25% (jidz bracers and fire stance) +10% (ship buff) boost your incoming healing to 183%. Adding Epic Gloves of The Claw (+30% healing amp) jumps the numbers up to 268% so getting a pair of these is a serious consideration.

    **Monk lvl 7 will provide 1d8 fist damage. Good str, Stunning Fist, ftr haste boost I, Divine Favor (+3 att and dam) and Divine Power (base attack bonus of a fighter) plus typical monk gear such as bursting rings and good wraps bring dps up to respectable numbers. (again, would like to see a number cruncher work their magic).

    The Build

    Human
    Human Improved Recovery III, Human bonus feat, Human adaptability str and con, bonus skill point per level

    Cleric 12
    Radiant Servant II, healing and other spells, etc...

    Monk 7
    1d8 fist damage, stunning fist, evasion, fast attack speed, full str to offhand, run speed, Monk Improved Recovery II, disease immunity etc...

    Fighter 1
    Ftr haste boost I, ftr toughness I, extra feat...

    Ability Stats
    Standing strength
    34 (base 24 {starting 16 + 5 lvl ups + 2 tome + 1 HA str} + 7 brawling gloves + 1 exc + 2 fire stance)
    Buffed strength
    44 (base 24 {starting 16 + 5 lvl ups + 2 tome + 1 HA str} + 7 brawling gloves + 1 exc + 2 fire stance + 2 ship + 2 rage spell + 6 titans grip)

    Con
    28 (base 17 {starting 14 + 3 tome} + 6 item + 1 exc + 2 ship + 2 rage)
    541 hps (326 + 120 {+12 con over base} + 30 gfl + 45 shroud + 20 toughness)

    Wis
    32 (base 23 {starting 16 + 3 tome + 3 cleric enh + 1 human} + 6 item + 2 exc + 1 exc + 2 ship buff - 2 fire)
    46 Stunning Fist DC (base 10 + 10 wraps + 10 levels + 5 exc + 11 wis mod)

    Gear List
    Helm: Min II (45hp, heavy fort, 5 deflection bonus to AC, 2 stoneskin clickies)

    Goggles: Epic Time Sensing Goggles (Exceptional Wisdom +2, 5 Haste clickies, Spot +20, Search +20, Empty Yellow Augment Slot, Empty Colorless Augment Slot)

    Bracers: Epic Jidz-Tet'ka (Armor bonus +8, Exceptional Wisdom +1, Will Save +5 {resistance bonus}, Tet-zik, The Enlightened Change, Empty Yellow Augment Slot, Empty Colorless Augment Slot)

    Boots: Firestorm Greaves (Improved Fire Resistance, Fire Absorption 33% {swap with 30 striders when needed})

    Ring: TOD (Holy Burst, +6 stat, +1 exc stat {haven't decided exactly which stats yet})

    Ring: Epic Ring of the Stalker (Exceptional Sneak Attack Bonus +3 {+5 damage}, Seeker +6, Manslayer, Ghostly, Empty Colorless Augment Slot, Empty Yellow Augment Slot)

    Gloves: Epic Brawling Gloves (Spike Studded, Glass Jaw Strike, Sneak Attack Bonus +4 {+6 damage}, Strength +7, Empty Yellow Augment Slot) (probably/eventually epic gloves of the claw for the +30% healing amp)

    Belt: Epic Spare Hand (Riposte, Exceptional Combat Mastery +5, Staggering Blow, Disable Device +15, Open Lock +15, Use Magical Device +3, Doublestrike 3%, Empty Colorless Augment Slot, Empty Blue Augment Slot)

    Cloak: GS Con Op (Concordant Opposition, Major healing lore, Wisdom +6, Lesser Regeneration, Proof Against Poison and Fear Immunity)

    Trinket: Cannith Crafted Trinket (+4 attack bonus, Superior Devotion V)

    Necklace: Epic Torc (Greater Spell Penetration VIII, Wizardry VI, Transform Kinetic Energy, Empty Colorless Augment Slot)

    Armor: Dragontouched
    Eldritch rune of lesser healing amplification: +10% healing amp
    Tempest rune of healing amplification: +20% healing amp
    Sovereign rune of dust: disintegration guard (maybe greater elemental spell power +100sp since it stacks with wizardry)

    Stats after stacking
    Sneak attack +7 damage +11

    1 blue, 5 colorless, and 4 yellow slots for adding toughness, GFL, +6 and exc + 1 stats, resistance + 4, blindness immunity, feather falling, etc...
    Need to craft some awesome alchemical wraps

    Before someone asks, I went with cleric at first lvl to use the extra human feat on a metamagic instead of another toughness. Helpful replies (including corrections as I'm sure I made a mistake or two) are more than welcome.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (1 Fighter \ 7 Monk \ 12 Cleric) 
    Hit Points: 326
    Spell Points: 671 
    BAB: 15\15\20\25\25
    Fortitude: 18
    Reflex: 12
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            15                    17
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               16                    23
    Charisma             10                    12
    
    Tomes Used
    +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 Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Wisdom used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    13
    Bluff                 0                     1
    Concentration         6                    28
    Diplomacy             0                     1
    Disable Device       n/a                    n/a
    Haggle                0                     1
    Heal                  3                     8
    Hide                  2                     3
    Intimidate            0                     1
    Jump                  4                    26
    Listen                3                     6
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  3                    14
    Swim                  3                     7
    Tumble                3                     4
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Human Bonus) Empower Healing Spell
    Feat: (Selected) Extend Spell
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Monk
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 2 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Human Improved Recovery I
    Enhancement: Improved Heal I
    Enhancement: Cleric Extra Turning I
    
    
    Level 3 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Spot (+1)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Spot (+3)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Monk Improved Recovery I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+2)
    Enhancement: Human Adaptability Strength I
    Enhancement: Cleric Wisdom I
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Life I
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Improved Turning I
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Empower Spell
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Wisdom II
    
    
    Level 10 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Skill: Spot (+1)
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Human Improved Recovery III
    Enhancement: Cleric Prayer of Life II
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Selected) Quicken Spell
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Life Magic III
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Human Greater Adaptability Wisdom I
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Cleric Life Magic IV
    Enhancement: Fighter Toughness I
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Prayer of Life III
    
    
    Level 18 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Way of the Patient Tortoise II
    
    
    Level 19 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+1)
    Feat: (Monk Bonus) Toughness
    Enhancement: Cleric Wisdom III
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Spot (+2)
    Enhancement: Monk Improved Recovery II
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Improved Turning I
    Last edited by DethTrip; 05-31-2012 at 10:13 AM.
    If you're having fun, then you're doing it right.

  2. #2
    Hero Djeserit's Avatar
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    Default Fighter Splash

    You might consider

    Cleric 12
    Monk 7
    Fighter 1

    for an extra feat.

    Quicken would be a nice addition. Alternately Whirling Steel, but you would have to drop something.

    Gear will be a big consideration for this build.

    10% amp - suggest DT armor
    20% amp - suggest Lorik's bracers, or DT armor
    30% amp - don't really need it, GS if you go steel, eventually epic gloves of claw

    Also guild membership = 10% stacking Jorasco heal amp buff.

  3. #3
    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by Djeserit View Post
    You might consider

    Cleric 12
    Monk 7
    Fighter 1

    for an extra feat.

    Quicken would be a nice addition. Alternately Whirling Steel, but you would have to drop something.

    Gear will be a big consideration for this build.

    10% amp - suggest DT armor
    20% amp - suggest Lorik's bracers, or DT armor
    30% amp - don't really need it, GS if you go steel, eventually epic gloves of claw

    Also guild membership = 10% stacking Jorasco heal amp buff.
    I did consider this route. Would be great if not using fists. This will be an unarmed build so 8 monk gives the next step in fist damage. Thought about quicken but just couldn't fit it in. blasts are unaffected by being hit and his first life I didn't need it with my play style. I do have some good gear but will need to grind some more. I Did mention the DT armor but forgot to mention epic claw and ship buff. Thanks for adding that. I would love to see the numbers on the healing amp if some nice number cruncher wouldn't mind.
    If you're having fun, then you're doing it right.

  4. #4
    Community Member Phidius's Avatar
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    Quote Originally Posted by DethTrip View Post
    I did consider this route. Would be great if not using fists. This will be an unarmed build so 8 monk gives the next step in fist damage. Thought about quicken but just couldn't fit it in...
    The next step in fist damage is +1 damage. Being unable to fit in Quicken is suicidal.

    Trading +1 damage for an extra feat, more HP, and +15% attack boost is an excellent bargain, IMHO.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  5. #5
    Community Member ShadowFlash's Avatar
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    Are the 7 extra AP spent on the prayer lines worth it for "AMPing" your aura? I went the more traditional 4/1/1 route on my not-really-a-clonk. I always just balk at the expense.

    The Staff of Fleshshaping should be your best friend for poping aura's and bursts as well...Sup Devotion VI (should be using an ardor clickie anyhow, so meh)...but has Major Healing Lore...while still keeping you centered...I have a hotkey sequence of staff,aura,burst,main weapon/handwrap...skipping the burst usually unless needed. Using hotkeys, it can be quite fluid and the added lore is nice.

    Are you just leveling, or gearing at 20? If you're hangin' at 20, a 3-piece abashi set is gold for you. Maxes Blade Barrier (hit or miss...typical battlecleric style). You'd have to make some sacrifices, but Divine Punishment and the Smiting lines are still very much worth it, even on a 12 cleric. Geared w/ 3-piece takes you to CL17...and swapping to luminous truth (centered as well) to refresh the stack easily adds 200dps on bosses....having the SP to support it is a different matter altogether

    I would drop to 7 monk..take 1 fighter for quicken (bursting without quicken sucks)...drop to 4/1/1 healing and go at least 3/1/1 in smiting, but I'd have to crunch some numbers to see what the DP output is on a minimal smiting investment...gut says at 3/1/1 CL17, 150-200dps....easily making up for the +1 damage lost by dropping monk 8

    Looks like a fun build though, whatever your preference

    ShadowFlash

    Edit: No Stunning Fist ? don't know what you'd sacrifice...one of the toughness I'd guess
    Last edited by ShadowFlash; 05-15-2012 at 05:02 PM.

  6. #6
    Hero Djeserit's Avatar
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    Default more thoughts

    You might even go further with c12/f6/m2 to get the most out of feats and gear.

    Are you planning to use Jidz?

    Then you will be in fire, so want an alacrity item. Trinket at first, then perhaps collar and finally Fabricator's gauntlets.

  7. #7
    Community Member wax_on_wax_off's Avatar
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    3/2/2 is a more efficient allocation for healing output than 4/1/1 (which just tells me that I should go to 4/2/2 on any such build).

    I'd probably change the split to something like 12 cleric/3 monk as you really don't get enough from going from 3 monk to 8 (1d10 fists (unless using feat or item), 10% healing amp, tier 2 stances). That leaves 5 levels; 4 fighter (for extra feats, weapon specialisation (so equal damage) and stunning fist enhancement (by taking stunning blow) and 1 more cleric would be my suggestion which opens up 7th level spells (having 3 mass cures really helps when you need to put out some proper healing).

    I'd be really trying to amp your stunning fist DC as its the easiest way to contribute in trash fights. 14 base wisdom+3 cleric+1 human+2 tome+6 item+2 ship+2 yugo+2 water+2 alchemical+3 exceptional+1 LotD=38. Stunning Fist: 10 base+10 wraps+10 levels+14 wisdom+5 exceptional+2 fighter=51 DC (I've got 49 on the rogue in my sig and it works awesomely).

    Feats should look something like:
    7 base: Empower, Empower Healing, Extend, TWF*3, IC:B
    2 monk: Toughness, Stunning Fist
    3 fighter: Stunning Blow, Weapon Focus: Unarmed, Weapon Specialisation: Unarmed (this +2 damage makes up for loss of monk levels)
    1 human: Maximise

    Not being able to fit in quicken really hurts in a couple of quests but not much to be done.

    Edit: Oh and I'd swap to half-elf and dump empower in a second to pick up rogue dilettante.
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  8. #8
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    Quote Originally Posted by DethTrip View Post
    Healing amp of 30% (Human Improved Recovery) + 30% (Dragontouched 10% + 20%) + 20% (Monk Improved Recovery) boost your incoming healing substantially. (need a number cruncher to help me with the numbers on this)
    1.3 - racial bonus 30 %
    1.2 - class bonus 20 %
    1.1 - item bonus 10 %
    1.2 - item bonus 20 %
    grand total: 1.3 x 1.2 x 1.1 x 1.2 = 2.0592, i.e. +106% heal amp
    http://ddowiki.com/page/Healing_Amplification

  9. #9
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    hey bro

    8 monk is terrible for this build. 1 fighter would be much better, trust me I got all kinds of whacked out builds that rock. hatse boost is awesome for burst dps and building ki fast and healing yourself with heal curse if somehow get low, unexpected I know.

  10. #10
    Community Member t0r012's Avatar
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    Looks like a fine plan.
    Dont forget your jiz'd'teka bracers for another 25% amp

    -----
    On thing that is serious I would change would be the lack of balance skill. When you are sitting on your keister you aura doesn't tick, can't cast and can't FoL


    I'd say drop the spot for balance.
    Move along , Nothing to see here

  11. #11
    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by cru121 View Post
    1.3 - racial bonus 30 %
    1.2 - class bonus 20 %
    1.1 - item bonus 10 %
    1.2 - item bonus 20 %
    grand total: 1.3 x 1.2 x 1.1 x 1.2 = 2.0592, i.e. +106% heal amp
    http://ddowiki.com/page/Healing_Amplification
    Thanks man. I do plan on using jidz and fire stance primarily so another 25% there. I am really going to try to focus on healing amp for this build. Listing any other gear that would help amp my healing would be appreciated.

    Quote Originally Posted by ShadowFlash View Post
    Are the 7 extra AP spent on the prayer lines worth it for "AMPing" your aura? I went the more traditional 4/1/1 route on my not-really-a-clonk. I always just balk at the expense.

    The Staff of Fleshshaping should be your best friend for poping aura's and bursts as well...Sup Devotion VI (should be using an ardor clickie anyhow, so meh)...but has Major Healing Lore...while still keeping you centered...I have a hotkey sequence of staff,aura,burst,main weapon/handwrap...skipping the burst usually unless needed. Using hotkeys, it can be quite fluid and the added lore is nice.

    Are you just leveling, or gearing at 20? If you're hangin' at 20, a 3-piece abashi set is gold for you. Maxes Blade Barrier (hit or miss...typical battlecleric style). You'd have to make some sacrifices, but Divine Punishment and the Smiting lines are still very much worth it, even on a 12 cleric. Geared w/ 3-piece takes you to CL17...and swapping to luminous truth (centered as well) to refresh the stack easily adds 200dps on bosses....having the SP to support it is a different matter altogether

    I would drop to 7 monk..take 1 fighter for quicken (bursting without quicken sucks)...drop to 4/1/1 healing and go at least 3/1/1 in smiting, but I'd have to crunch some numbers to see what the DP output is on a minimal smiting investment...gut says at 3/1/1 CL17, 150-200dps....easily making up for the +1 damage lost by dropping monk 8

    Looks like a fun build though, whatever your preference

    ShadowFlash

    Edit: No Stunning Fist ? don't know what you'd sacrifice...one of the toughness I'd guess
    I do want to max my healing amp as much as possible. I know this build will not have enough spell points for much offensive casting. Mostly self buffing and healing. I really would like to fit quicken in. This is definitely a build in progress so I will be making changes and I really appreciate everyone's input. Might go with 1 or even 2 lvls fighter. Could get ftr str I and another feat. I will have to look at that.

    Quote Originally Posted by wax_on_wax_off View Post
    3/2/2 is a more efficient allocation for healing output than 4/1/1 (which just tells me that I should go to 4/2/2 on any such build).

    I'd probably change the split to something like 12 cleric/3 monk as you really don't get enough from going from 3 monk to 8 (1d10 fists (unless using feat or item), 10% healing amp, tier 2 stances). That leaves 5 levels; 4 fighter (for extra feats, weapon specialisation (so equal damage) and stunning fist enhancement (by taking stunning blow) and 1 more cleric would be my suggestion which opens up 7th level spells (having 3 mass cures really helps when you need to put out some proper healing).

    I'd be really trying to amp your stunning fist DC as its the easiest way to contribute in trash fights. 14 base wisdom+3 cleric+1 human+2 tome+6 item+2 ship+2 yugo+2 water+2 alchemical+3 exceptional+1 LotD=38. Stunning Fist: 10 base+10 wraps+10 levels+14 wisdom+5 exceptional+2 fighter=51 DC (I've got 49 on the rogue in my sig and it works awesomely).

    Feats should look something like:
    7 base: Empower, Empower Healing, Extend, TWF*3, IC:B
    2 monk: Toughness, Stunning Fist
    3 fighter: Stunning Blow, Weapon Focus: Unarmed, Weapon Specialisation: Unarmed (this +2 damage makes up for loss of monk levels)
    1 human: Maximise

    Not being able to fit in quicken really hurts in a couple of quests but not much to be done.

    Edit: Oh and I'd swap to half-elf and dump empower in a second to pick up rogue dilettante.
    I have a TR monk I play all the time (mostly epics) so I am well aware of the value of stunning fist. I would really love to fit it into this build so if the numbers look good, I definitely will. My concern was the lack of monk lvls. I thought I would only gain +4 from 8 monk lvls instead of the +10 a pure monk would get. In your calculation, you say +10 to stunning fist for levels. That would only be if I was pure lvl 20 monk as far as I knew? Also, are you saying stunning blow enhancements work on stunning fist? I def will be getting the epic spare hand crafted for this build (as you mentioned in your calc) so that +5 is a major help.

    Probably will also get epic time sensing goggles for the +2 exc wisdom and the much needed 5 clicks of 1 1/2 minute hastes that are a god send for soloing. I use them religiously on my pure monk. I won't be using water stance or yugo pots and don't have a litany either. I need a realistic calculation. Not sure how to put alchemical on as I took over a year off and know nothing about cannith crafting. I could def slot an exc +1 on an epic item. Wis could more realistically be 27 (starting 12 + 2 tome + 3 cleric + 1 human + 6 item + 2 exc + 1 exc + 2 ship - 2 fire stance) granting only a + 8 to stunning fist. So 10 base + 4 monk lvls + 8 wisdom + 10 item + 5 exc item = 37. Does this look right? If stunning blow enhancements add to this, might be a couple higher if I went half-elf with fighter dilly and took stunning blow enhancements. Could even get the HE ftr str +1. Am I missing something?

    I would really like to stay with human for the 10% healing amp, extra feat, and 1 skill point per lvl and I really want to keep all the metamagic feats that will amp my healing ability. I really want to focus as much as possible on the healing amp and power while still keeping dps respectable. I know, tough balance but that is what I am trying to do. Just got to keep playing around till things add up.

    Again, I would like to fit quicken in tbh.
    If you're having fun, then you're doing it right.

  12. #12
    Community Member Phidius's Avatar
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    Quote Originally Posted by DethTrip View Post
    ... I thought I would only gain +4 from 8 monk lvls instead of the +10 a pure monk would get. In your calculation, you say +10 to stunning fist for levels. That would only be if I was pure lvl 20 monk as far as I knew?...
    They changed it some time back to be based on total character level instead of monk levels.

    Quote Originally Posted by DethTrip View Post
    ...Again, I would like to fit quicken in tbh.
    If you took Fighter at 12, you could slip in Quicken then without disrupting your plan much.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by Phidius View Post
    They changed it some time back to be based on total character level instead of monk levels.
    ARE YOU SERIOUS! That is just plain awesome!! I can def fit stunning fist in and get a respectable number then, AWESOME! And do the stunning blow enhancements affect stunning fist?

    *build updated*
    Last edited by DethTrip; 05-17-2012 at 10:56 AM.
    If you're having fun, then you're doing it right.

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    Community Member ShadowFlash's Avatar
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    Quote Originally Posted by DethTrip View Post
    ARE YOU SERIOUS! That is just plain awesome!! I can def fit stunning fist in and get a respectable number then, AWESOME! And do the stunning blow enhancements affect stunning fist?

    *build updated*
    Yes, the fighter and dwarf/warforged enhancement lines affect stunning fist...but I believe you need stunning blow to unlock the fighter line...stunning fist won't unlock it AFAIK.

    ShadowFlash

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    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by ShadowFlash View Post
    Yes, the fighter and dwarf/warforged enhancement lines affect stunning fist...but I believe you need stunning blow to unlock the fighter line...stunning fist won't unlock it AFAIK.

    ShadowFlash
    I do know the tactics line and Kensei affect the DC. My question was specifically do the stunning blow enhancements affect the stunning fist DC?
    If you're having fun, then you're doing it right.

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    Community Member ShadowFlash's Avatar
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    Quote Originally Posted by DethTrip View Post
    I do know the tactics line and Kensei affect the DC. My question was specifically do the stunning blow enhancements affect the stunning fist DC?
    Tried answering exactly that

    Yes (Fighter Strategy: Stunning Blow) directly affects Stunning Fist DC

    However, in order to "unlock" that enhancement line...The feat "Stunning Blow" is a prerequisite.

    You cannot take the "Fighter Strategy: Stunning Blow" unless you possess the stunning blow feat...Although it affects Stunning Fist, THAT feat will nor count towards the pre-req. If however, you manage to fit in both feats, you're good.



    Shadow

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    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by ShadowFlash View Post
    Yes (Fighter Strategy: Stunning Blow) directly affects Stunning Fist DC
    Thank you.
    If you're having fun, then you're doing it right.

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    The Hatchery DethTrip's Avatar
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    Was just messin around with the green steel generator (the best imo) http://www.iro.umontreal.ca/~delalle...roud/index.php and was considering a min II helm for 45hp, heavy fort, 2 stone skin clickies and +5 AC and a cloak with concordant opposition, major healing lore, +6 wisdom, poison and fear immunity, and lesser regen. With monk levels giving disease immunity already and the obvious benefits of the other abilities, these seem like great choices for this build. Have made plenty of GS items and now with ingredients as end rewards and the extra large chests for higher difficulties, it isn't quite as much of a pain. Something to think about if someone is going to build something similar.

    Also, let me know what you think of the updates. I feel the build is pretty well refined now. I am actually excited about this build. Now I just have to get 20 shroud runs for the cleanser and cap the gimpy toon I plan to TR into this =-D
    If you're having fun, then you're doing it right.

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    Community Member Phidius's Avatar
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    Quote Originally Posted by DethTrip View Post
    ... was considering a min II helm for 45hp, heavy fort, 2 stone skin clickies and +5 AC and a cloak with concordant opposition, major healing lore, +6 wisdom, poison and fear immunity, and lesser regen...
    I would recommend a single GS accessory for Conc Opp + 45 Hit points.

    Gearing isn't something that can be planned in a vacuum... you should post your entire gear list.

    Not sure I'd invest in Jump.

    Jump: 41 = 0 (ranks) + 10ish (str) + 4 (GH) + 2 (luck) + 10 (Jidz) + 10 (propulsion) + 5 (propulsion)

    Not even counting the Amrath belt with a 15minute +30 jump clickie
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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    Quote Originally Posted by Phidius View Post
    Not sure I'd invest in Jump.

    Jump: 41 = 0 (ranks) + 10ish (str) + 4 (GH) + 2 (luck) + 10 (Jidz) + 10 (propulsion) + 5 (propulsion)

    Not even counting the Amrath belt with a 15minute +30 jump clickie
    I would. I just ran a TR without it and it sucked. I figured, hey, you get there in the end... but I forgot how much of the bonuses come late in life, which on a TR can be a long wait if it's not a main focus.

    For example, my experience was: the Amrath clickie is late, you're not always in Wind for the ++ from Jidz, GH isn't always available unless you've farmed your multiple girds or have sufficient UMD, Cannith Boots aren't 'til 18.

    Just a different perspective from recent experience. Playing a divine with BB without a reasonable jump is painful. Next time, I'm sticking some points in Jump and then losing it again at cap if I happen upon a heart or LR for some other reason.

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