Hi there everyone, it has been awhile since I have posted an actual build but I like to build wacky ones that can actually play pretty good at cap.
First off a shout out goes to Jortann as this build is based off his Fruidonkulous build as posted in the Spellcasters sub forum, his write up is also an excellent read so it's well worth taking a look.
I have a WF melee monk type legend build on khyber atm that is geared to the hilt, now playing WF melee is tough in this day and age but it is definately doable, now I was looking for a more heal friendly build for Smallmans next life and I wanted to stay WF, to make use of the Docents he has and because I think it would feel wrong to make him another race. So here it is The Immolator:
WarForged 15Druid,4mnk,1fighter. (36 point Legend build with 1mnk,2fighter past lives)
Very conservative standing stats, many will be higher at Lvl 25, note that I have also left out enhancement bonuses so there is definately more con/wisdom +2/+2 to be had than is noted here but I don't like to inflate the numbers too much having ship buffs noted here is almost too much for me:
Str: 16 - 16 base + 4 tome + 3 level ups + 8 gear + 2 ship + 2 Rams Might + 2/3 Insightful + 2 stance= 40
Dex: 14 - 14 base + 4 tome + 8 gear + 2 ship = 28
Con: 16 - 16 base + 4 tome + 8 gear + 2 ship = 30
Int: 9 - 9 base + 4 tome = 13
Wis: 15 - 15 Base + 4 tome + 8 gear + 3 level ups +2 ship -2 stance = 32
Cha: 6 - 6 Base + 3 tome + 7 item = 16
1. Monk: Toughness, Power Attk
2. Monk: Stunning Fist
3. Druid: Past Life Monk
4. Druid
5. Druid
6. Druid: TWF
7. Druid
8. Druid
9. Druid: Cleave
10. Druid
11. Druid
12. Druid: ITWF
13. Fighter: Impr. Crit Bludgeon
14. Druid
15. Druid: GTWF
16. Druid: Fire Elemental form
17. Druid
18. Druid: Great Cleave
19. Monk: Path of Harmonius Balance
20. Monk
21. Epic: Overwhelming Critical
22. Epic
23. Epic
24. Epic: One of Impr. Sunder/Extend/Maximise/Quicken/Evo Focus
25. Epic
So there is the basic layout of the build as for enhancements typically I will Take Toughnesses, Warforged Tactics, Warforged Healers Friend, Monk IMP Recovery I, Natures Warrior I & II, Fighter Haste Boost I, Fatal Harrier, and what ever else suits the build, will likely be some devotion and fire based stuff.
The idea behind the build is to run almost exclusively in Fire Elemental form at cap, TWF with handwraps, stunning fist and a tonne of fire based spells and effects, end game is no longer fire immune/resistant once upon a time a build like this would have struggled.
Not going to give a full spell layout but typically will take alot of the fire based stuff eg. Wall of fire, Body of the Sun, Fires of Purity, Firestorm as well as many other general use spells including Rams Might, Heal etc.
Stunning Fist DC = 10 + 12 half Lvl + 11 Wis mod + 10 stun item + 5 ex combat mastery + 2 fighter past lives + 3 WF Tactics + 6 Legendary Tactics = 59, 61 if running in water stance, could be as high as 63 if wisdom is bumped higher (end game numbers are very conservative there is at least an easy 2/3 points of wisdom from enhancements I have missed)
Heal amp in Fire Elemental form = 10% Monk, 25% Epic Jidz in fire stance, 30% PDK Gloves.
I believe one of the strengths of a build like this is it can perform in many different destinies these being Fury of the Wild, Legendary Dreadnought, Grandmaster of Flowers, Primal Avatar or even Draconic! When not running in Fury Typically my twists would be Sense Weakness (T4) Legendary Tactics (T1) and Dance of Flowers (T1) - Tactics and dance to be changed out for other Tier I twists when in the destiny that they are derived from, other options being Rejuvenating Cocoon, Unearthly Reflexes etc...
More to come...........