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  1. #1
    Community Member wax_on_wax_off's Avatar
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    Default U14 Unarmed Shadowdancer

    Concept/Goals: Unarmed max DPS instant kill rogue build with some CC.
    Class: 19 rogue / 1 monk
    Alignment: Lawful Neutral
    Multiclass progression: 1: Rogue, 2: Monk, 3-20 Rogue

    Stats and Race (36pt build): Half-Elf
    Str: 34 (14 base +4 tome +7 item +3 exceptional +2 rage +2 madstone +1 LotD +1 adaptability)
    Dex: 30 (16 base +1 levels +4 tome +2 air stance +6 item +1 LotD)
    Con: 26 (12 base +2 tome +6 item -2 air +2 rage +4 madstone +1 LotD +1 exceptional con)
    Int: 40 (16 base +5 levels +4 tome +6 item +3 exceptional +1 LotD +1 human +1 artificer +3 SD)
    Wis: 30 (14 base +4 tome +6 item +3 exceptional +2 alchemical +1 LotD)
    Cha: 17 (8 base +2 tome +6 item +1 LotD)
    32/34 point build: Drop int.
    Alternative: Level ups into strength or dexterity are a possibility.
    Ability increase every 4 levels: As many in int as possible.

    Skills: Concentration, Balance, Bluff, Disable Device, Search, Open Lock, Move Silently, UMD, Spot, Tumble (1), Hide, Diplomacy

    Feats (by level): Past Life: Monk (1), Two Weapon Fighting (1), Half-elf Dilettante: Artificer (1), Toughness (3), Precision (6), Improved Two Weapon Fighting (9), Quickdraw (12), Improved Critical: Bludgeoning (15), Greater Two Weapon Fighting (18), Improved Sneak Attack (21), Improved Sneak Attack (24)
    Feats (monk): Stunning Fist (2)
    Feats (rogue bonus): Improved Evasion (11), Opportunist (15), Skill Mastery (17), Skill Mastery (20)

    Enhancements (Rogue): Assassin III (8), Sneak Attack Accuracy IV (10), Sneak Attack Training IV (10), Damage Boost II (3), Move Silently II (2), Hide II (2), Subtle Backstabbing I (1), Haste Boost IV (10), Extra Action Boost II (6), Wand and Scroll Mastery II (3), Skill Boost I (1)
    Enhancements (Monk):
    Enhancements (Half-Elf): Versatility III (6), Adaptability: Strength (2), Racial Toughness II (3), Greater Adaptability: Intelligence (4), Artificer Intelligence I (2)

    Epic Enhancements (Shadowdancer): Stealthy III, Intelligence III, Lithe I, Grim Precision III, Cloak of Shadows II, Shadow Manipulation, Consume, Executioners Strike III
    Epic Enhancements (Twists): Legendary Tactics III, Running with Wind III, Piercing Clarity II (requires Tome of Fate +2)

    Epic/self sufficiency Equipment:
    Head: ??
    Gloves: Epic Brawling Gloves (yellow: GFL)
    Cloak: Epic Cape of the Roc (yellow: +1 competence con)
    Boots: Epic Rock Boots
    Trinket: Pale Lavender Ioun Stone, Litany of the Dead
    Bracers: MinII GS HP Bracers (+45 HP, heavy fort, +5 protection, +6 constitution skills)
    Belt: Epic Spare Hand (blue: toughness)
    Necklace: Verik's Necklace
    Goggles: Epic Time Sensing Goggles (yellow: resistance +4, white: competence wisdom +1)
    Armour: Epic Frozen Tunic (Good Luck)
    Ring1: Epic Ring of the Stalker (yellow)
    Ring2: Verik's Ring (holy burst)
    Weapons: Silver/air/water/air/+7 slotted Alchemical Handwraps, +5 True Chaos Adamantine Lined Handwraps of Greater Construct Bane, Tharaak Wraps

    Need to adjust this to include intelligence/U14 items. Suggestions welcome for an ideal gearset.

    Details:
    Assassinate: 10+19+15+6+1 ship+2 EMG=53 <--- yugo pot for another +1 w/+50% fort items
    Stunning Fist: 10+10+10+5+10+6+2 yugo/ship=53
    Sneak Attack: 10d6 rogue+3d6 assassin+12 enhancement+6d6 SD+6d6 2*ISA+11 items=110.5 SA/hit
    Executioners Strike: 14+25+10=49
    Consume: 14+25+15=54
    Shadow Manipulation: 14+25+15=54

    Defenses:
    Concealment 20% - Blur
    Incorporeal 10% - Ghostly
    Dodge 18% - See Breakdown
    Armour Class 50% - Assuming sufficient AC to achgieve 50% Miss Chance at Level
    = 100 * 0.8 * 0.9 * 0.82 * 0.5 = 29.5% Chance to be hit by enemies, including Raid-boss with a Cloudkill concealment
    = 100 * 0.5 * 0.9 * 0.82 * 0.5 = 18.5% Chance to be hit by enemies with a UMD Displacement Scroll running
    In fact, since enemies always miss on a 1, its slightly better than that as well.

    Dodge w/appropriate gearset <---currently approached with Icy Raiment, MinII Hat, 2% dodge goggles
    2% - Monk Centered Passive Bonus
    6% - Rogue Improved Uncanny dodge Passive Bonus
    4% - Item: Seal of House Dun'Robar
    3% - Item: Bracers of Wind
    1% - Item: Bracers of Wind crafted, Cannith Crafted
    2% - Item: Cannith crafted 2% dodge item
    = 18% Permanent Dodge

    Any feedback welcome, not sure how useful the Assassinate/Stunning Fist figures will be. Quickdraw is included to facilitate fast swapping between EMG (and possibly a +2 exceptional intelligence radiance offhand weapon) and handwraps) when the +2 is needed.
    Last edited by wax_on_wax_off; 07-11-2012 at 12:15 AM.
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  2. #2
    Build Constructionist unbongwah's Avatar
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    Have you decided Precision > Power Atk for rogues? Also I see you took arty dilly instead of ftr dilly + Stunning Blow; do you think the +2 DCs from the latter are no longer necessary? [Given how high your DC calcs are, I presume the answer is "yes"... ]
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  3. #3
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by unbongwah View Post
    Have you decided Precision > Power Atk for rogues? Also I see you took arty dilly instead of ftr dilly + Stunning Blow; do you think the +2 DCs from the latter are no longer necessary? [Given how high your DC calcs are, I presume the answer is "yes"... ]
    I guess it's a concept, if I was to LR/TR into the build right now I'd probably go stunning blow/fighter dilettante instead of quickdraw/artificer dilettante but if the DCs can be confirmed to be high enough then it seems a decent choice.

    Precison > Power Attack for rogues yes, though I don't see how I'm going to fit it on my current build so see how it goes.
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  4. #4
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    You can get 2 more dodge by crafting either mobility and +2% flexible dodge on armour/ring/boots or just mobility + non flexi 2% dodge on a trinket.

    Edit: think your assassinate DC is off, shouldn't you only get 1 from ship buffs?
    Last edited by Ayseifn; 07-11-2012 at 12:13 AM.

  5. #5
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Ayseifn View Post
    You can get 2 more dodge by crafting either mobility and +2% flexible dodge on armour/ring/boots or just mobility + non flexi 2% dodge on a trinket.

    Edit: think your assassinate DC is off, shouldn't you only get 1 from ship buffs?
    Yeah the mobility idea occurred to me, thanks for the confirmation on it. The calc outcome was correct, just a typo I think.
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  6. #6
    Hero Arlathen's Avatar
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    After some time to reflect, I have to admit the superior DPS of this vs. a 13 or 14/6 split as discussed in the other thread. Proper Vorpal and more SA dice - well, thats DPS that's pretty obvious and hard to ignore.

    That said, I still think the 6 Monk split has some validity if your going for Fort Reduction, slightly better Doublestrike, automatic Critical's through Karmic Strike and further enhanced defenses with 25% Incorporeal (available through Shadowdancer as well, though).

    Concentrating on Str, Dex and Wisdom to the exclusion of Intelligence and dropping any pre-tense to Assassinate would allow you to max out the Wisdom DC for Monk abilities - particularly for Curse of Despair and it's 25% Fort Reduction. Combined with Precision, Opportunist and Improved Sunder and additively stacking, you could be looking at 25% + 25% + 10% + 10% = 70% Personal Fort Bypass, with 35% for Party-wide reduction. I seem to recall a post from Eladrin that Fort Reduction is additively stacking.

    Falling Star Strike and Karmic Strike also offer opportunities for Radiance-handwrap-supplied blindness. The only area this falls down is that if you can Blind it, you can Stun it and get even greater DPS from your main damage, generally. With Stunning Fist's 6 second cooldown you'll need the dexterity of a piano player to be hitting all those combos and extra strikes on top of everything else that goes on in frenetic combat.

    These are just idea's, not attempted changes to your build. Just some food for thought for you.

    PS Your welcome to the Dodge/Defense calculations
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  7. #7
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Arlathen View Post
    After some time to reflect, I have to admit the superior DPS of this vs. a 13 or 14/6 split as discussed in the other thread. Proper Vorpal and more SA dice - well, thats DPS that's pretty obvious and hard to ignore.

    That said, I still think the 6 Monk split has some validity if your going for Fort Reduction, slightly better Doublestrike, automatic Critical's through Karmic Strike and further enhanced defenses with 25% Incorporeal (available through Shadowdancer as well, though).

    Concentrating on Str, Dex and Wisdom to the exclusion of Intelligence and dropping any pre-tense to Assassinate would allow you to max out the Wisdom DC for Monk abilities - particularly for Curse of Despair and it's 25% Fort Reduction. Combined with Precision, Opportunist and Improved Sunder and additively stacking, you could be looking at 25% + 25% + 10% + 10% = 70% Personal Fort Bypass, with 35% for Party-wide reduction. I seem to recall a post from Eladrin that Fort Reduction is additively stacking.

    Falling Star Strike and Karmic Strike also offer opportunities for Radiance-handwrap-supplied blindness. The only area this falls down is that if you can Blind it, you can Stun it and get even greater DPS from your main damage, generally. With Stunning Fist's 6 second cooldown you'll need the dexterity of a piano player to be hitting all those combos and extra strikes on top of everything else that goes on in frenetic combat.

    These are just idea's, not attempted changes to your build. Just some food for thought for you.

    PS Your welcome to the Dodge/Defense calculations
    Newtou's current build includes a high DC improved sunder (45+ in U13) to get the 20% current personal bypass (opportunist+improved sunder). I can't currently fit in precision, I've considered dropping improved sunder and power attack to take it but I'm not sure which way I want to go with that.

    This build is a possible way for me to go with Newtou instead of the GMoF/high wisdom idea that I'm currently going with.
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  8. #8
    Hero Arlathen's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Newtou's current build includes a high DC improved sunder (45+ in U13) to get the 20% current personal bypass (opportunist+improved sunder). I can't currently fit in precision, I've considered dropping improved sunder and power attack to take it but I'm not sure which way I want to go with that.

    This build is a possible way for me to go with Newtou instead of the GMoF/high wisdom idea that I'm currently going with.
    Fair enough. A 13/6/1 Split gives me 11 Heroic feats to play with, which is Full TWF, PA, Precision, IC, Toughness, Dodge, Stunning Fist & Blow & Improved Sunder.

    A 52+ Imp Sunder should also be possible here if you swap Dun'Robar rings for when you need the Fort Bypass consistently and don't have the time to setup with repeated Fort Save debuff hits.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  9. #9
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Arlathen View Post
    Fair enough. A 13/6/1 Split gives me 11 Heroic feats to play with, which is Full TWF, PA, Precision, IC, Toughness, Dodge, Stunning Fist & Blow & Improved Sunder.

    A 52+ Imp Sunder should also be possible here if you swap Dun'Robar rings for when you need the Fort Bypass consistently and don't have the time to setup with repeated Fort Save debuff hits.
    You end up with 2 more feats, 1 for dodge, 1 for precision which is nice. I'm at 45 to 50 improved sunder DC currently (depending on stance, titan's grip, double madstone) so if I add the seal, GMoF and twisted LD tactics I can add 13 to go to 58 to 63 before adding other U14 gear. Still, I'd expect that the saves are scaled accordingly and I'll continue to have similar though hopefully less issues than what I've had.
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  10. #10
    Hero Arlathen's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    You end up with 2 more feats, 1 for dodge, 1 for precision which is nice. I'm at 45 to 50 improved sunder DC currently (depending on stance, titan's grip, double madstone) so if I add the seal, GMoF and twisted LD tactics I can add 13 to go to 58 to 63 before adding other U14 gear. Still, I'd expect that the saves are scaled accordingly and I'll continue to have similar though hopefully less issues than what I've had.
    So the question is, do you go GMoF for the extra Innate Tactics/Everything is Nothing or do you stick with SD for the extra 6D6 SA, Executioners strike and consume? Hmm, decisions decisions.

    I'm personally having a shift towards 18/2 now, being able to swap in Precision instead of Power Attack when needed would be a very handy feature.

    That'd be:
    9D6 SA - 17 Rogue Levels
    +3D6 Assassin 3
    +3D6 Imp. SA 1
    +3D6 Imp SA. 2
    +6D6 Shadow Dancer ED
    = 24D6+12 SA,

    And achieve a realistic Fort Bypass of:
    +25% Precision
    +10% Improved Sunder
    +10% Opportunist
    +15% Grim Precision T3
    +10% Twist: GMoF Piercing Clarity (T4, owch)
    = 70% Fort Bypass
    A 10% Fort Bypass item would give you the full 80% and still give 70% when you haven't landed Imp Sunder. Sweet.

    Double-strike still stacks up as well:
    2.5% Wind stance 1
    3.0% Item: Epic Spare Hand
    3.0% Profane: ShadowDancer Innate 4
    3.0% Twist: Hail of Blows OR
    3.0% Twist: Running with Wind
    = 11.5% - 14.5%
    It would be an either/or Twist really, unless you give up on Legendary Tactics (unrealistic).

    Dodge% is possibly still there:
    4% Monk Centered
    6% Rogue IUD
    4% Seal of Dun'Robar
    3% Wind Bracers
    2% HoGF / Cannith
    1% Wind Bracers / Cannith
    = 20%, then..
    2% Mobility Feat from Item?
    6% or more from ShadowDancer Charges?
    = 25%+ Capped Dodge

    Still have access to a ShadowFade 25% Incorporeal in ShadowDancer, 10% permanent Incorporeal and 20%/50% Concealment.

    ...and still perhaps reach all the DC (Stunning Fist(Wis), Assassinate(Int), Executioners Strike(Dex), Improved Sunder(Str)) numbers we've speculated about.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  11. #11
    Community Member Stillwaters's Avatar
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    Kickpuncher (same build) will probably be going for a different gear layout. Bear in mind i only have a +3 supreme tome as yet so might need to fiddle with level stats.

    Do you think i lose too much with this equip?
    It involves getting 2 farmable items with random stats so 6 box or guild runs till i get the bonuses i need

    Head: MinII GS HP helm: (+45 HP, heavy fort, +5 protection, +6 constitution skills)
    Gloves: Epic Brawling Gloves: Strength +7, Spiked 1d4, Sneak Attack +4, Glass jaw (yellow: GFL)
    Cloak: Epic Phiarlan Mirror cloak: SR 30, Spell absorb 5, Gtr Light resist, Blurry, Hide/MS 5, (clear: +1 Int competence)
    Boots: Epic Rock Boots: Stone Prison Guard, Earthgrab Guard, Slippery Surface Immunity,(yellow: Featherfall, clear: Dex +6)
    Trinket: Litany of the Dead, Treasure spyglass (green: good luck)
    Bracers: Bracers of the Sun Soul: Wisdom +7, +2 Con Insight, Superior Parrying
    Belt: Belt of the Sun Soul: Constitution +7, +2 Wis Insight, Concentration +15
    Necklace: Epic golden Guile: Ghostly, Diplo/bluff+20, Imp deception, +1 Cha competence (yellow: Fear immunity)
    Goggles: Drow Smoke Goggles: Blindness Immunity, Manslayer, Seeker +6, Spot -5
    Armour: Spider-spun Caparison: +8 Int, Armor Bonus +9, Resistance +6, Enhanced Ki +1, Reinforced Fists, Concentration +15, Toughness
    Ring1: Seal of House Dun'Robar: +2 Str Insight, Dodge +4%, Exceptional Combat Mastery +5, (+ assorted)
    Ring2: Kirians/Warchanters Band: Cha +6, +1 Str competence (holy burst)
    Weapons: Silver/air/water/air/+7 slotted Alchemical Handwraps, +5 True Chaos Adamantine Lined Handwraps of Greater Construct Bane, Tharaak Wraps, Epic midnight greetings.



    CONS: Significant dps loss
    (Lose ice prison, +3 ex SA, staggering blow, riposte and 3% double strike)
    Lose Veriks set (+1 action boost, +2 to hit and confirm crit)


    PROS: Significant durability gain
    Con +2 higher, Cha 1 higher, Int 1 higher with spyglass,
    More spell immunities, and resistances, and light resist against DP spamming casters.
    High Bluff/Diplo and imp deception for more SA

    Way of the Sun Soul 3 Items: Centered +2 To-Hit, +2 Damage.
    upgraded caparison
    Code:
    Natural 20 Confirmed Critical Hit Temporary Elemental Stance Bonus
    
        Fire ~ Form of the Rising Sun - The Form of the Rising Sun practices renewal of body and spirit. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of the Cure Moderate Wounds and Restoration spells.
        Earth ~ Form of the Mid-Day Sun - The form of the Mid-day Sun practices resilience in times of hardship. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will be protected by a field of ki energy that will reduce all incoming damage by 25% for the next ten seconds. This ability cannot trigger more than once every twenty seconds.
        Wind ~ Form of the Evening Sun - The Form of the Evening Sun practices adaption to changing circumstances. When you roll a natural 20 on an attack roll and confirm it at a critical hit, you will benefit from the effects of Freedom of Movement. and a 6% Morale bonus to Doublestrike chance for the next ten seconds. This ability cannot trigger more than once every twenty seconds
        Ocean ~ Form of the Setting Sun - The Form of the Setting Sun prepares for battle, when all other options have been exhausted. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of a Fire Shield (Cold) spell for the next ten seconds. This ability cannot trigger moe than once every twenty seconds.
    Last edited by Stillwaters; 07-11-2012 at 08:27 AM.
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  12. #12
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Arlathen View Post
    So the question is, do you go GMoF for the extra Innate Tactics/Everything is Nothing or do you stick with SD for the extra 6D6 SA, Executioners strike and consume? Hmm, decisions decisions.

    I'm personally having a shift towards 18/2 now, being able to swap in Precision instead of Power Attack when needed would be a very handy feature.
    Only dilemma is that Power Attack is a prerequisite for Improved Sunder otherwise I'd have swapped it over already

    The thing that I really like about GMoF is that it gives something to do with all the Ki that he generates and the bonuses to wisdom are welcome as well. Getting missed tends to go up when everything is blind or on its back due to those nice CC AoE moves (DC 53 fort AoE blind, 43 reflex AoE knockdown, 53 AoE instant kill, 60+ stunning fist etc).

    Newtou's build is a balance between DPS and CC that works really nicely.

    Quote Originally Posted by Stillwaters View Post
    Kickpuncher (same build) will probably be going for a different gear layout. Bear in mind i only have a +3 supreme tome as yet so might need to fiddle with level stats.

    Do you think i lose too much with this equip?
    It involves getting 2 farmable items with random stats so 6 box or guild runs till i get the bonuses i need

    Head: MinII GS HP helm: (+45 HP, heavy fort, +5 protection, +6 constitution skills)
    Gloves: Epic Brawling Gloves: Strength +7, Spiked 1d4, Sneak Attack +4, Glass jaw (yellow: GFL)
    Cloak: Epic Phiarlan Mirror cloak: SR 30, Spell absorb 5, Gtr Light resist, Blurry, Hide/MS 5, (clear: +1 Int competence)
    Boots: Epic Rock Boots: Stone Prison Guard, Earthgrab Guard, Slippery Surface Immunity,(yellow: Featherfall, clear: Dex +6)
    Trinket: Litany of the Dead, Treasure spyglass (green: good luck)
    Bracers: Bracers of the Sun Soul: Wisdom +7, +2 Con Insight, Superior Parrying
    Belt: Belt of the Sun Soul: Constitution +7, +2 Wis Insight, Concentration +15
    Necklace: Epic golden Guile: Ghostly, Diplo/bluff+20, Imp deception, +1 Cha competence (yellow: Fear immunity)
    Goggles: Drow Smoke Goggles: Blindness Immunity, Manslayer, Seeker +6, Spot -5
    Armour: Spider-spun Caparison: +8 Int, Armor Bonus +9, Resistance +6, Enhanced Ki +1, Reinforced Fists, Concentration +15, Toughness
    Ring1: Seal of House Dun'Robar: +2 Str Insight, Dodge +4%, Exceptional Combat Mastery +5, (+ assorted)
    Ring2: Kirians/Warchanters Band: Cha +6, +1 Str competence (holy burst)
    Weapons: Silver/air/water/air/+7 slotted Alchemical Handwraps, +5 True Chaos Adamantine Lined Handwraps of Greater Construct Bane, Tharaak Wraps, Epic midnight greetings.



    CONS: Significant dps loss
    (Lose ice prison, +3 ex SA, staggering blow, riposte and 3% double strike)
    Lose Veriks set (+1 action boost, +2 to hit and confirm crit)


    PROS: Significant durability gain
    Con +2 higher, Cha 1 higher, Int 1 higher with spyglass,
    More spell immunities, and resistances, and light resist against DP spamming casters.
    High Bluff/Diplo and imp deception for more SA

    Way of the Sun Soul 3 Items: Centered +2 To-Hit, +2 Damage.
    upgraded caparison
    Code:
    Natural 20 Confirmed Critical Hit Temporary Elemental Stance Bonus
    
        Fire ~ Form of the Rising Sun - The Form of the Rising Sun practices renewal of body and spirit. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of the Cure Moderate Wounds and Restoration spells.
        Earth ~ Form of the Mid-Day Sun - The form of the Mid-day Sun practices resilience in times of hardship. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will be protected by a field of ki energy that will reduce all incoming damage by 25% for the next ten seconds. This ability cannot trigger more than once every twenty seconds.
        Wind ~ Form of the Evening Sun - The Form of the Evening Sun practices adaption to changing circumstances. When you roll a natural 20 on an attack roll and confirm it at a critical hit, you will benefit from the effects of Freedom of Movement. and a 6% Morale bonus to Doublestrike chance for the next ten seconds. This ability cannot trigger more than once every twenty seconds
        Ocean ~ Form of the Setting Sun - The Form of the Setting Sun prepares for battle, when all other options have been exhausted. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of a Fire Shield (Cold) spell for the next ten seconds. This ability cannot trigger moe than once every twenty seconds.
    I've planned to transition (almost) permanently to wind stance with the addition of epic levels as the HP loss won't be such an issue and the "Form of the Evening Sun" is just too good to miss. I can definitely see myself adjusting my equipment to take advantage of the set.

    I can see the usefulness of some of the items for survivability but I'd at least try for a max DPS gear layout for raid situations which might look something like:
    Head: MinII GS HP helm: (+45 HP, heavy fort, +5 protection, +6 constitution skills)
    Gloves: Epic Brawling Gloves: Strength +7, Spiked 1d4, Sneak Attack +4, Glass jaw (yellow: GFL)
    Cloak: Epic Cape of the Roc (+1/+2 strength)
    Boots: Madstone Boots (upgraded)
    Trinket: Litany of the Dead
    Bracers: Bracers of the Sun Soul: Wisdom +7, +2 Con Insight, Superior Parrying
    Belt: Belt of the Sun Soul: Constitution +7, +2 Wis Insight, Concentration +15
    Necklace: Shintao Cord
    Goggles: Drow Smoke Goggles: Blindness Immunity, Manslayer, Seeker +6, Spot -5
    Armour: Black Dragonscale (Haste guard, 10% fort bypass, +5% damage after a kill)
    Ring1: Seal of House Avithoul - Ring: Intelligence +7 or +2, Sneak Attack Bonus +5, Exceptional Sneak Attack Bonus +3, Improved Deception
    Ring2: Kyosho's Ring (Holy Burst)
    Weapons: Silver/air/water/air/+7 slotted Alchemical Handwraps, +5 True Chaos Adamantine Lined Handwraps of Greater Construct Bane, Tharaak Wraps, Epic midnight greetings. <--- My, don't these weapons look familiar

    That leaves -5 DCs but I'm thinking it might be doable. It's quite likely that the 6% doublestrike from sun soul would be up most of the time but it's a shame that this build doesn't have any other source of doublestrike, it might be worthwhile going back to lob to craft some air/air/air wraps for the 6% there (total of 12%!) though that costs 2 wisdom and with GMoF DCs that would really hurt.

    Honestly I'm not sure that the sun soul set is worth it considering that you're giving up 3% for a chance to proc 6% ... Here's another go at gear:

    Head: Epic Helm of Frost
    Gloves: Epic Charged Gauntlets
    Cloak: Epic Cape of the Roc (+1/+2 strength)
    Boots: Epic Boots of Corrosion
    Trinket: Planar Focus of Prowess (+8 wisdom, set bonus: +4 att/dam, +15 PRR) <--- where is other piece of set?
    Bracers: MinII GS HP Bracers
    Belt: Epic Spare Hand (blue, white)
    Necklace: Shintao Cord
    Goggles: Drow Smoke Goggles: Blindness Immunity, Manslayer, Seeker +6, Spot -5
    Armour: Black Dragonscale (Haste guard, 10% fort bypass, +5% damage after a kill)
    Ring1: Seal of House Avithoul - Ring: Wisdom +2, Sneak Attack Bonus +5, Exceptional Sneak Attack Bonus +3, Improved Deception
    Ring2: Kyosho's Ring (Holy Burst)
    Weapons: Silver/air/water/air/+7 slotted Alchemical Handwraps, +5 True Chaos Adamantine Lined Handwraps of Greater Construct Bane, Tharaak Wraps, Epic midnight greetings.
    Quote Originally Posted by Feather_of_Sun View Post
    Welcome to Dungeons and Dragons Online, and thanks for playing!
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  13. #13
    Hero Arlathen's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Armour: Black Dragonscale (Haste guard, 10% fort bypass, +5% damage after a kill)
    Equipment maybe very tight, but this I like. Very much so. More DPS, More Fort Bypass. Suitable looking robe for a ninja-death-dealing-machine-of-doom.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  14. #14
    Community Member Stillwaters's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Trinket: Planar Focus of Prowess (+8 wisdom, set bonus: +4 att/dam, +15 PRR) <--- where is other piece of set?

    Planar Focus sets are made up of a Trinket (Planar Focus of _____) and a 'Planar Conflux' which are upgraded versions of the Raid loot from the raid "Caught In the Web"

    Other piece is from the weapons in new raid and none are handwraps... again
    we do get a nice Staff: Sireth - Spear of the Sky



    Though if you want a shortsword(6 monk ninjaspy), the "my little pony" weapon celestia might work.



    Or If you want a Monkcher bowman:



    If you take whirling steel strike somehow you could use the Relic Longsword
    "Tinah" - Long Sword : +7, 2.5[1d10], Supreme Good, Crushing Wave,Greater Dragon Bane, Underwater Action [BtC, ML23]
    Last edited by Stillwaters; 07-12-2012 at 04:04 AM.
    -Stealth RULEZ- A compilation -Favor 101- "How-to" unlock the game -Boycott the changes- combat changes stink
    You say you want your $$ back, i d g a f about the $$. I want my GAME back..

  15. #15
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Stillwaters View Post
    Planar Focus sets are made up of a Trinket (Planar Focus of _____) and a 'Planar Conflux' which are upgraded versions of the Raid loot from the raid "Caught In the Web"

    Other piece is from the weapons in new raid and none are handwraps... again
    we do get a nice Staff: Sireth - Spear of the Sky



    Though if you want a shortsword(6 monk ninjaspy), the "my little pony" weapon celestia might work.



    Or If you want a Monkcher bowman:



    If you take whirling steel strike somehow you could use the Relic Longsword
    "Tinah" - Long Sword : +7, 2.5[1d10], Supreme Good, Crushing Wave,Greater Dragon Bane, Underwater Action [BtC, ML23]
    So Planar Conflux=Pinion 20% ranged alacrity bow? Equip that bow along with Planar Focus trinket to get the +4 att/dam?
    Quote Originally Posted by Feather_of_Sun View Post
    Welcome to Dungeons and Dragons Online, and thanks for playing!
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  16. #16
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    So Planar Conflux=Pinion 20% ranged alacrity bow? Equip that bow along with Planar Focus trinket to get the +4 att/dam?
    That shortsword does light damage only? So you could use vs abbot for instance and he'd not have DR against it?
    Quote Originally Posted by Feather_of_Sun View Post
    Welcome to Dungeons and Dragons Online, and thanks for playing!
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