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  1. #1
    Community Member whereispowderedsilve's Avatar
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    Default No idea what I should take as my 1st epic feat? Help plz! :)! :P!

    No idea what I should take as my 1st epic feat? Help plz! ! :P!

    32 point helf rogue dilly 12 monk 8 fighter ninja spy 2 kensai I

    http://forums.ddo.com/showthread.php...half+elf+build

    It's the build posted by HGM-Chi.

    http://my.ddo.com/character/orien/tynamiteii/

    Let me know if you need any other info!

    Super thanks in advance! :P! ! xD!
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  2. #2
    Community Member Munkenmo's Avatar
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    overwhelming critical bludgeoning, then wait for it to get fixed.

  3. #3
    Community Member whereispowderedsilve's Avatar
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    Default Prereqs are: Cleave & Great Cleave! :(

    Quote Originally Posted by fTdOmen View Post
    overwhelming critical bludgeoning, then wait for it to get fixed.
    Prereqs are: Cleave & Great Cleave!

    Otherwise it's a good suggestion! ><<<!

    Much thanks in advance
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  4. #4
    Community Member Munkenmo's Avatar
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    I'm going for it anyway, the idea of *6 crits on my monk when i'm in the dreadnought tree is too hard to pass up.

    i'm guessing you've got quickdraw on a fighter splash anyway to reduce boost cool downs, swap that out and consider it one burned feat.

  5. #5
    Community Member Taimasan's Avatar
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    I got vorpal fists, like the above posters, I know it is broken now, but its what I want so I am going to slot it and wait. Also need to use fred ><.

  6. #6
    Community Member whereispowderedsilve's Avatar
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    Quote Originally Posted by Taimasan View Post
    I got vorpal fists, like the above posters, I know it is broken now, but its what I want so I am going to slot it and wait. Also need to use fred ><.
    Sorry which epic feat or ability in which tree gives vorpal fists?

    Please & thanks very much! :P!
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  7. #7
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by whereispowderedsilve View Post
    Sorry which epic feat or ability in which tree gives vorpal fists?

    Please & thanks very much! :P!
    Vorpal Strikes

    Usage: Passive
    Prerequisite: Level 12+ Monk, Wis 23, Improved critical bludgeoning weapons

  8. #8
    Community Member whereispowderedsilve's Avatar
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    Default Ya my base wisdom is no where close to 23

    Quote Originally Posted by fTdOmen View Post
    Vorpal Strikes

    Usage: Passive
    Prerequisite: Level 12+ Monk, Wis 23, Improved critical bludgeoning weapons
    Ya my base wisdom is no where close to 23, it's 14. Again 12 monk 8 fighter.

    That does look pretty **** sweet though!

    Any other suggestions? Great Wisdom, Imp. sunder?

    Any other ideas/advice?

    I'm basically banking xp at this point >><<

    Thanks in advance! :P! ! Mucho appreciated!
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  9. #9
    Community Member AylinIsAwesome's Avatar
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    Any other suggestions? Great Wisdom, Imp. sunder?
    Improved Sunder is awesome. Definitely take it.

    Also Improved Martial Arts.

    +1 (base damage) when unarmed
    +0.5 (base damage) with other Ki weapons

    Requirements: 12+ levels of Monk
    Last edited by AylinIsAwesome; 06-30-2012 at 03:03 AM.

  10. #10
    Community Member whereispowderedsilve's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    Improved Sunder is awesome. Definitely take it.

    Also Improved Martial Arts.

    +1 (base damage) when unarmed
    +0.5 (base damage) with other Ki weapons

    Requirements: 12+ levels of Monk
    Yes the Imp. Martial Arts was one I was looking at closely as well!

    Thinking both of those are must haves.

    If I had to use a feat swap to free up another one would either be quick draw or

    Skill focus: Intimidate to be replaced.

    Again thanks so much everybody for the feedback/help!

    Super appreciated! :P! ! Lolz!
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  11. #11
    Community Member Potta's Avatar
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    Precision is a very strong feat now if you don't already have it.

    +5% chance to hit and 25% fort bypass

    And it doesn't reduce your damage anymore.

  12. #12
    Community Member elg582's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    Also Improved Martial Arts.

    +1 (base damage) when unarmed
    +0.5 (base damage) with other Ki weapons

    Requirements: 12+ levels of Monk
    **** that noise! 1d6 extra from an epic feat?

    Under the old system, it would have been awesome; now: Meh.

  13. #13
    Community Member whereispowderedsilve's Avatar
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    Default Ugh Potta Where were you 6+ hours ago! :(

    Quote Originally Posted by Potta View Post
    Precision is a very strong feat now if you don't already have it.

    +5% chance to hit and 25% fort bypass

    And it doesn't reduce your damage anymore.
    Ugh Potta Where were you 6+ hours ago!

    Bjork! Now I'm gonna have to use my free feat respec to take Precision & swap out that Improved Marital arts nonsense!

    Aylin any rebuttal or?

    Going to take Imp. Sunder as my level 24 Epic feat as well I think imo.

    2 questions:

    #1. Does Precision work with hand wraps & all my TWF feats & bludgeoning feats?

    #2. Same as above but in regards to Imp. Sunder does it work with hand wraps & all my TWF & bludgeoning feats?

    Mucho thanks in advance & again thanks for everyone for the feedback/advice/help! :P! !

    Cheers!
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  14. #14
    Community Member Celastelin's Avatar
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    Whoa, improved martial arts for the win! Nowadays I'd avoid improved sunder as it is only a -5AC on a failed save ... and nothing happens on a successful roll unlike pre-expansion. You can be sure that both epic feats are going to be improved martial arts

    Edit: I'm going to type out my thoughts on precision as it is now a viable feat... but is it viable on your monk? Right now the ONLY thing that makes it viable for you is that you do sneak attack damage as a rogue dilly. The to hit is probably a non issue because since it's a stance you can have either that or power attack active. It boils down to, in my opinion whether you went STR based or DEX based. Plus improved martial arts is a guaranteed weapon die (I'd imagine NOT 1d6; it would go up based on your .... oh ****, potta is right.)

    Sigh... Just take 2x epic toughness and be done with it.
    Last edited by Celastelin; 06-30-2012 at 01:15 PM.

  15. #15
    Community Member whereispowderedsilve's Avatar
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    Quote Originally Posted by Celastelin View Post
    Whoa, improved martial arts for the win! Nowadays I'd avoid improved sunder as it is only a -5AC on a failed save ... and nothing happens on a successful roll unlike pre-expansion. You can be sure that both epic feats are going to be improved martial arts

    Edit: I'm going to type out my thoughts on precision as it is now a viable feat... but is it viable on your monk? Right now the ONLY thing that makes it viable for you is that you do sneak attack damage as a rogue dilly. The to hit is probably a non issue because since it's a stance you can have either that or power attack active. It boils down to, in my opinion whether you went STR based or DEX based. Plus improved martial arts is a guaranteed weapon die (I'd imagine NOT 1d6; it would go up based on your .... oh ****, potta is right.)

    Sigh... Just take 2x epic toughness and be done with it.
    They nerfed Imp. Sunder after the Expansion? Neither ddo wiki or the ddo compendium has been updated then.

    What's the tool tip state for Imp. Sunder now?

    ***EDITED TO ADD:*** Yup just logged in & they nerfed Imp. Sunder(IMO) tool tip reads as follows(if the tool tip is correct cos that's

    not always the case! Lolz!):

    Improved Sunder
    Target: Foe, Directional, Breakable
    Requires: Power Attack
    Requires: Sunder

    Tactical Melee Attack: Using this attack, you may reduce the target's Armor Class by 5 for a longer time.
    Some creatures may be immune to the sunder effect. A successful Fort save negates this effect. (DC 13 +Str mod)

    Also check out this post by one of DDO forums leading number cruncher/stats guys Kinerd about Imp. Sunder & TWF:

    http://forums.ddo.com/showthread.php?t=356732

    Why does Precision have to be a stance? >><< Woe is me! This would be such a much easier decision then!

    Not taking 2 toughnesses Cela I don't even have toughness on an item yet(which will be remarkabley more easier with all the

    new awesomesauce gear/loots in FR) & no GS +45 hp item so 65 less hp then what I should have unbuffed.

    Any other suggestions/ideas/advice peeps? Keep them coming! So far loving the discussion keeping it civil & on topic! Awesome! :P! !
    Last edited by whereispowderedsilve; 06-30-2012 at 02:30 PM.
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  16. #16
    Community Member HastyPudding's Avatar
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    I took the improved martial arts at 21. It seemed a good idea, and my damage certainly hasn't suffered much (in fact, with level 3 grandmaster and getting more and more damage out of it, I'm seeing a vast improvement).

    So, if Precision is a stance, it's a tough choice between Power Attack and Precision. Less attack and more damage, or more attack and bypass fort (combined with the one grandmaster ability, that's bypassing +35% fortification)? I've grown to used to having Power Attack, although with some of the new content, I find myself missing too much for my liking. Tough choice.

  17. #17
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by whereispowderedsilve View Post
    Ugh Potta Where were you 6+ hours ago!

    Bjork! Now I'm gonna have to use my free feat respec to take Precision & swap out that Improved Marital arts nonsense!

    Aylin any rebuttal or?
    It's +3.5 damage per hit that always works.

    If I remember correctly under the old system the equivalent would have been 2d12 to 2d14? (Assuming you had the Monk past life feat). If you had the feat and a +die step item it would have been 2d14 to 2d16 I believe.

    The difference is easy to calculate. The average number for a die to land on is calculated with the following formula (where m is the number of sides on the die):



    For a d6, it is easy to calculate as an example: (1+2+3+4+5+6)/6=3.5

    For the difference between 2d14 and 2d12, we take 2*(1+2+3+...+13+14)/14 - 2*(1+2+3+...+11+12)/12=2.

    Doing the calculation with 2d16 and 2d14 also yields a value of 2.

    So my rebuttal is that in the new system, this feat is better than it would have been in the old system (as die step increases have been changed into +(base damage), since 3.5 > 2.

    So to whether Improved Martial Arts is better or worse than Precision, I think that Improved Martial Arts is still better, though this one is debatable I will admit.

    I still think that Improved Sunder is a worthwhile feat (it gives much of the benefits of Precision, except to the entire party), and it requires Power Attack. If you take Precision also then, then either Power Attack or Precision is a wasted feat. Additionally, most of the damage from a Monk is base damage, not dependent on critical hits (plus many monsters don't have much fort). Improved Martial Arts increases your damage in every situation, whereas Precision only increases it if you have to-hit issues or are fighting extremely high fortification mobs. Because of that, I believe that Improved Martial Arts gives the most benefit.

    Going to take Imp. Sunder as my level 24 Epic feat as well I think imo.

    2 questions:

    #1. Does Precision work with hand wraps & all my TWF feats & bludgeoning feats?

    #2. Same as above but in regards to Imp. Sunder does it work with hand wraps & all my TWF & bludgeoning feats?

    Mucho thanks in advance & again thanks for everyone for the feedback/advice/help! :P! !

    Cheers!
    As far as I know, the answer to both questions in yes.
    Last edited by AylinIsAwesome; 06-30-2012 at 05:08 PM.

  18. #18
    Community Member Hydro's Avatar
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    Just checked and improved sunder is still reducing the targets fort save.

  19. #19
    Community Member whereispowderedsilve's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    It's +3.5 damage per hit that always works.

    If I remember correctly under the old system the equivalent would have been 2d12 to 2d14? (Assuming you had the Monk past life feat). If you had the feat and a +die step item it would have been 2d14 to 2d16 I believe.

    The difference is easy to calculate. The average number for a die to land on is calculated with the following formula (where m is the number of sides on the die):



    For a d6, it is easy to calculate as an example: (1+2+3+4+5+6)/6=3.5

    For the difference between 2d14 and 2d12, we take 2*(1+2+3+...+13+14)/14 - 2*(1+2+3+...+11+12)/12=2.

    Doing the calculation with 2d16 and 2d14 also yields a value of 2.

    So my rebuttal is that in the new system, this feat is better than it would have been in the old system (as die step increases have been changed into +(base damage), since 3.5 > 2.

    So to whether Improved Martial Arts is better or worse than Precision, I think that Improved Martial Arts is still better, though this one is debatable I will admit.

    I still think that Improved Sunder is a worthwhile feat (it gives much of the benefits of Precision, except to the entire party), and it requires Power Attack. If you take Precision also then, then either Power Attack or Precision is a wasted feat. Additionally, most of the damage from a Monk is base damage, not dependent on critical hits (plus many monsters don't have much fort). Improved Martial Arts increases your damage in every situation, whereas Precision only increases it if you have to-hit issues or are fighting extremely high fortification mobs. Because of that, I believe that Improved Martial Arts gives the most benefit.



    As far as I know, the answer to both questions in yes.
    Aylin check out the tool tip text on Imp. Sunder I posted just a bit upwards(basically the tool tip text says it's only suppose to lower the targets AC, as well the thread I linked from Kinerd is very interesting as well not sure if the stuff/concerns he posted are still founded or if they fixed the animations to Imp. Sunder or not)

    also apparently Hydro below is saying it is still applying the fort debuff whether or not this is WAI we would need a dev to

    comment, I/myself am not comfortable taking the feat until I know either way so.

    Quote Originally Posted by Hydro View Post
    Just checked and improved sunder is still reducing the targets fort save.
    To hydro:

    Right & I'm not trying to troll or be disrespectful, but/however as you can see few posts up I took the time & logged into

    the game & typed out what the tool tip text of Imp. Sunder currently says/states.

    *So* with that being said you have to honestly ask yourself if it's still applying the reducing the targets

    fort save debuff is that *WAI* as it should as per the tool tip text it's not/opposite to saying what it's *supposed* to be doing.

    So like that's awesome & all *but* I would be very leary of taking that as a feat & expecting it to currently debuff in future patches.

    Until we can get a dev comment/response on which is right: The tool tip text or that it should be applying the fort debuff still?

    So far I *did* take the Improved martial arts feat tough tough choice between that & Precision but I would have to decide

    between Precision & Power attack unfortunately!

    Ah reading Aylins post more closely since Monks aren't dependent on crits Precision may not be the best thing for my monk

    even though I'm helf with the rogue dilly. My play style as Cela can attest is to zerg ahead & grab aggro most of the time >><<

    Need to learn to let my group go ahead grab the aggro then jump in after & stun them get the flanking damage etc! Lolz!

    Any other suggestions/advice/help on which epic feats to take on my monk considering the build?(build is linked in OP).
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  20. #20
    Community Member Celastelin's Avatar
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    Given the info given so far, I'd agree with Aylin about Imp. martial arts being the top choice with the argument that it's a guaranteed 3.5 damage average per hit.

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