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  1. #1
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    Default Coyote, The Trickster God - 2Druid/18Monk *Wolf* Ninja Spy w/ Henshin Mystic

    ***FOR THE LATEST ON THIS BUILD, PLEASE GO HERE: https://www.ddo.com/forums/showthrea...f-Form*-Builds

    I'm having so much fun with these builds!

    Comments and criticisms greatly welcomed—especially informed advice.

    Warning: these builds assume that twf works with animal forms, and that may change in the future. This is the kind of love that might not last.

    When I first posted about Coyote, I was hoping some people more experienced with pure monk builds would come to the defense of monks, but alas, most people who responded dismissed them.

    Please, (pure or nearly pure) monks, I'm calling you out! Come to the defense of monks!

    I have no doubt that the winter wolf will outperform the wolf in terms of pure melee dps. I've tinkered and played quite a bit with druid melee builds, including 9D/9M/2F. However, I think that angle, though a valid one, is not the only one. There's got to be something keeping people playing pure or nearly pure monks that keeps them from playing winter wolf multi-classes. Whatever that is, one will get most or all of those benefits by taking merely two levels of druid. The main point is that these builds are only giving up two levels of monk. There's got to be something keeping people playing pure or nearly pure monks that keeps them from playing winter wolf multi-classes. That's what I'm asking about. What is that? I'm thinking that the main benefit of taking merely 2 wolf is that you get to actually play a monk. Sure, you get a monk life if you play 8-9D/9-12M/0-2Whatever, but you don't *really* get to experience what playing a monk life is like at the higher levels.

    If the melee damage angle were the only angle, then everyone would be playing the highest melee damage build no matter what it is. Booooring.

    Drawing on my limited experience so far, there clearly are nice perks to having higher monk levels. Coyote has nearly unfailing success with unbalancing strikes (for single target cc/bluff/SA) and flash bangs (for AOE cc/daze/blindness/SA), which provide cc and increase sneak attack damage. Quivering palm and touch of death are also effective. According to many, quivering palm has been nerfed and is therefore somehow useless, but I have nothing to compare it to and it works pretty well on Coyote. He also has success with finishing moves . . .

    Of course, higher monk levels increase the effectiveness of your finishing moves. Also, your basic Fist of Darkness attack has a neat little shaken effect that depends on monk levels, and since you always use this for your dark finishers, it is a nice to have. I can understand passing up on normal ki finishers, like fire/fire/fire or something like that, because they are tedious to generate due to the cooldowns, but I have figured out a way to generate dark finishers other than touch of despair with *no* wait for cooldowns. More on that later.

    Here is the first variation of the build. The focus is on stunning fist (for single target cc/stun/sa) and flash bang (for AOE cc/daze/blindness/sa). Other effective tactics include unbalancing strike (single target cc/bluff/sa) and takedown (+2[W] plus trip using wis mod). Touch of death and quivering palm are also available and effective. It's interesting, because after playing this character I've come to realize that the originally posted build just needed a few tweaks in the enhancements. It's true that the henshin mystic spell enhancements for the higher levels do not scale well, and the higher ninja spy enhancements, taken alone, and not that impressive either, but a hybrid of the lower level enhancements of mystic and ninja on a higher level monk seems quite awesome. I also have another powerful set of enhancements that takes advantage of all three trees, mystic, spy, and shintao that is great for quickly generating dark finishers. More on that later.

    Losses from taking 2 levels of Druid vs. Pure Monk: .5[1d6] (unarmed attacks), 3AC, perfect self, perfect slow fall, shining star (cha based). One major drawback I've discovered so far is that animal form and abundant step are incompatible. You also lose some of the level 20 enhancements, but there aren't enough points for them in this case anyway with this Ninja Spy/Henshin Mystic hybrid.

    Gains from taking 2 levels of Druid: +30% base attack speed, crit on 19-20 rather than merely 20, piercing and slashing damage with unarmed strike bonuses, huge and lasting doublestrike boost, vengeful warrior (passive increase to crit dmg before multipliers), takedown (trip using wis mod), Ram's might (+3 dmg), +3 to attack when flanking, +1d6 sneak attack, +1 base melee damage, and mainly fun playing as a plain wolf at any level.

    I've been trying out enhancement variations on a Halfling version of Coyote at level 20. I've included two sets that have worked well for me, but there are of course other possibilities. I've learned that the nature's warrior enhancements are hard to pass up on in any case.

    Here is Coyote:

    Code:
    Coyote - The Trickster God 2D-18M
    Level 20 Lawful Neutral Half-Elf Female
    (18 Monk \ 2 Druid) 
    Hit Points: 282
    Spell Points: 301 
    BAB: 14\14\19\24
    Fortitude: 17
    Reflex: 15
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    19
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               16                    25
    Charisma              8                    10
    
    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
    
    Level 1 (Druid)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Call Wolf Companion
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Druidic Oath
    Feat: (Automatic) Druidic Spontaneous Casting
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Martial Weapon Proficiency: Scimitar
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Wild Empathy
    Spell (1): Charm Animal
    Spell (1): Entangle
    Spell (1): Faerie Fire
    Spell (1): Jump
    Spell (1): Lesser Vigor
    Spell (1): Longstrider
    Spell (1): Magic Fang
    Spell (1): Maul
    Spell (1): Merfolk's Blessing
    Spell (1): Pass Without Trace
    Spell (1): Produce Flame
    Spell (1): Ram's Might
    Spell (1): Shillelagh
    Spell (1): Summon Nature's Ally I
    Spell (1): Takedown
    
    
    Level 2 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Goodberry
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Power Attack
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) The Way of Air
    Feat: (Automatic) The Way of Fire
    Feat: (Automatic) The Way of Earth
    Feat: (Automatic) The Way of Water
    Feat: (Automatic) Unarmed Strike
    
    
    Level 4 (Monk)
    Ability Raise: WIS
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 5 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 6 (Monk)
    Feat: (Selected) Great Cleave
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 7 (Monk)
    Feat: (Automatic) Improved Heroic Durability
    Feat: (Automatic) Purity of Body
    
    
    Level 8 (Monk)
    Ability Raise: WIS
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) Adept of Forms
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Wholeness of Body
    
    
    Level 10 (Monk)
    
    
    Level 11 (Monk)
    Feat: (Automatic) Improved Evasion
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Automatic) Curse of the Void
    Feat: (Automatic) Ki Strike: Lawful
    Feat: (Automatic) Moment of Clarity
    
    
    Level 13 (Monk)
    Feat: (Automatic) Diamond Body
    
    
    Level 14 (Monk)
    Feat: (Automatic) Abundant Step
    Feat: (Automatic) Master of Forms
    
    
    Level 15 (Monk)
    Feat: (Selected) Precision
    Feat: (Automatic) Diamond Soul
    
    
    Level 16 (Monk)
    Ability Raise: WIS
    
    
    Level 17 (Monk)
    Feat: (Automatic) Quivering Palm
    
    
    Level 18 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Ki Strike: Adamantine
    
    
    Level 19 (Monk)
    Feat: (Automatic) Timeless Body
    
    
    Level 20 (Monk)
    Ability Raise: WIS
    Feat: (Automatic) Grandmaster of Forms
    Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
    Enhancement: Half-Elf - Human Adaptability: Wisdom (Rank 1)
    Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Half-Elf - Human Greater Adaptability: Constitution (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
    Enhancement: Half-Elf - Sly Flourish (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
    Enhancement: Half-Elf - Dilettante: Dexterity (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Athletic (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Way of the Faithful Hound (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Unbalancing Strike (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Embrace the Void (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Embrace the Void (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Wisdom (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Poisoned Darts (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Diversion (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Wave of Despair (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Impending Doom (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Poisoned Soul (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Poison Exploit (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 1)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 2)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Touch of Death (Rank 1)
    Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
    Here is the alternative set of enhancements. I figured many people would cry foul if I dropped touch of death, so I've started with suggesting the enhancements above, which include it, but touch of death is kind of costly in terms of ki and enhancement points and only focuses on one target anyway. I've dropped it in this alternative set.

    The upshot is that this set of enhancements has three special elemental attacks (of your choice), and you can generate the three dark finishers associated with them nearly instantaneously (without any cooldowns getting in the way). I'll explain.

    The special elemental attacks, like unbalancing strike, are on separate cooldowns from the normal elemental attacks, like flowing water strike. This means that--with 30 ki--you can do the sequence [unbalancing strike]/[fist of darkness]/[flowing water strike]/[freezing the lifeblood] without any cooldowns getting in the way. The special elemental strikes are all quite powerful, so why not take three, using henshin, ninja, and shintao, and get nearly instantaneous access to three dark finishers of your choice? That's what I did.

    Well, the interesting thing about this set of enhancements is that people with lower monk levels can use it too, but may have to make compromises. For example, you can take fists of iron, eagle claw, and knock on the sky, and then just spam them as much as possible like you probably do on the normal elemental attacks. I've incorporated this insight into my 2F/9D/9M build, but I had to make some small compromises. I'll post my 2F/9D/9M build later; I'm reconsidering some things for the ddo update.

    Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
    Enhancement: Half-Elf - Human Adaptability: Wisdom (Rank 1)
    Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Half-Elf - Human Greater Adaptability: Constitution (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
    Enhancement: Half-Elf - Improved Recovery (Rank 1)
    Enhancement: Half-Elf - Sly Flourish (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
    Enhancement: Half-Elf - Dilettante: Dexterity (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Athletic (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Fists of Iron (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Wave of Despair (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Knock on the Sky (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Wisdom (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 1)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 2)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Wisdom (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Crippling Strike (Rank 1)
    Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 1)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 2)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 3)
    Enhancement: Shintao (Mnk) - Fists of Iron (Rank 1)


    The second variation of the build, which I call Punch Drunk Love for several reasons. It uses 3 levels of druid rather than 2.

    Losses from taking 3 levels of Druid vs. Pure Monk: .5[1d6](unarmed attacks), 3AC, perfect self, perfect slow fall, shining star (cha based). One major drawback I've discovered so far is that animal form and abundant step are incompatible. You also lose some of the level 18-20 monk enhancements.

    Gains from taking 3 levels of Druid: +30% base attack speed (scalable), +4 to base dmg, crit on 19-20 rather than merely 20, piercing and slashing damage with unarmed strike bonuses, takedown (trip using wis mod), Ram's might (+3 dmg), +3 to attack when flanking, vengeful hunter (passive boost to crit dmg before multipliers), fatal harrier! (stackable, scalable passive boost to attack speed), +2d6 sneak attack, and mainly fun playing as a plain wolf at any level.

    This build might also work well as a dwarf using the tactics enhancements for takedown, unbalancing strike, and quivering palm. I have a level 15 helf version currently going with great results so far; I'll keep you posted on how it goes.

    Here is Punch Drunk Love:

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Punch Drunk Love 3D-17M
    Level 20 Lawful Neutral Half-Elf Male
    (17 Monk \ 3 Druid) 
    Hit Points: 280
    Spell Points: 296 
    BAB: 14\14\19\24
    Fortitude: 17
    Reflex: 15
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    19
    Constitution         16                    18
    Intelligence          8                    10
    Wisdom               14                    18
    Charisma              8                     8
    
    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
    
    Level 1 (Druid)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Selected) Power Attack
    Feat: (Automatic) Attack
    Feat: (Automatic) Call Wolf Companion
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Druidic Oath
    Feat: (Automatic) Druidic Spontaneous Casting
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Martial Weapon Proficiency: Scimitar
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Wild Empathy
    Spell (1): Charm Animal
    Spell (1): Entangle
    Spell (1): Faerie Fire
    Spell (1): Jump
    Spell (1): Lesser Vigor
    Spell (1): Longstrider
    Spell (1): Magic Fang
    Spell (1): Maul
    Spell (1): Merfolk's Blessing
    Spell (1): Pass Without Trace
    Spell (1): Produce Flame
    Spell (1): Ram's Might
    Spell (1): Shillelagh
    Spell (1): Summon Nature's Ally I
    Spell (1): Takedown
    
    
    Level 2 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Goodberry
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Druid)
    Feat: (Selected) Cleave
    Spell (2): Align Fang
    Spell (2): Animal Trance
    Spell (2): Barkskin
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Cat's Grace
    Spell (2): Creeping Cold
    Spell (2): Cure Light Wounds
    Spell (2): Eagle's Splendor
    Spell (2): Fire Trap
    Spell (2): Flame Blade
    Spell (2): Flaming Sphere
    Spell (2): Fog Cloud
    Spell (2): Fox's Cunning
    Spell (2): Gust of Wind
    Spell (2): Hold Animal
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Pack Presence
    Spell (2): Resist Energy
    Spell (2): Roar
    Spell (2): Splinterbolt
    Spell (2): Summon Nature's Ally II
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) The Way of Air
    Feat: (Automatic) The Way of Fire
    Feat: (Automatic) The Way of Earth
    Feat: (Automatic) The Way of Water
    Feat: (Automatic) Unarmed Strike
    
    
    Level 5 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 6 (Monk)
    Feat: (Selected) Great Cleave
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 7 (Monk)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    
    
    Level 8 (Monk)
    Feat: (Automatic) Improved Heroic Durability
    Feat: (Automatic) Purity of Body
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Monk Bonus) Precision
    Feat: (Automatic) Adept of Forms
    
    
    Level 10 (Monk)
    Feat: (Automatic) Wholeness of Body
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Automatic) Improved Evasion
    
    
    Level 13 (Monk)
    Feat: (Automatic) Curse of the Void
    Feat: (Automatic) Ki Strike: Lawful
    Feat: (Automatic) Moment of Clarity
    
    
    Level 14 (Monk)
    Feat: (Automatic) Diamond Body
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Abundant Step
    Feat: (Automatic) Master of Forms
    
    
    Level 16 (Monk)
    Feat: (Automatic) Diamond Soul
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Grandmaster of Forms
    Feat: (Automatic) Quivering Palm
    
    
    Level 19 (Monk)
    Feat: (Automatic) Ki Strike: Adamantine
    
    
    Level 20 (Monk)
    Feat: (Automatic) Timeless Body
    Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
    Enhancement: Half-Elf - Human Adaptability: Wisdom (Rank 1)
    Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
    Enhancement: Half-Elf - Human Greater Adaptability: Constitution (Rank 1)
    Enhancement: Half-Elf - Human Versatility: Attack Boost (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
    Enhancement: Half-Elf - Sly Flourish (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
    Enhancement: Half-Elf - Dilettante: Dexterity (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Athletic (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Flight (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Flight (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Flight (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Fight (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Fight (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Fight (Rank 3)
    Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 1)
    Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 2)
    Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 1)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 2)
    Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 3)
    Enhancement: Henshin Mystic (Mnk) - Unbalancing Strike (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Wave of Despair (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Fists of Iron (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Wisdom (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 1)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 2)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 3)
    Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 1)
    Enhancement: Shintao (Mnk) - Deft Strikes (Rank 2)
    Enhancement: Shintao (Mnk) - Knock on the Sky (Rank 1)
    Notes on playing these builds:
    [notes to self, which others may find obvious, and still others may find useful]
    *You have unlimited uses of takedown because it only uses 3 sp, and echoes of power generates sp more quickly than you can consume them.
    *Takedown, which produces +2[w] and a possible trip based on the wis mod, and which has a brief cool-down time, does not interrupt your chain toward a finishing move or cost any ki, and neither do cleave, greater cleave. You can use these attacks while you are waiting for the next attack in your chain to become available.
    *Stunning fist (15ki), flash bang (20ki), and quivering palm (30ki) cost ki, but they do not interrupt your attack chain, you can use them as well between attacks in a finisher.
    *You can always pop out of wolf form if you prefer, for blunt dmg and abundant step [or whatever other reason], and fatal harrier(!), vengeful hunter, the double-strike boost, dodge boost, ram's might, and bestial nature will all still apply.
    *With the extra counts of meditation provided by the henshin mystic tree, diversion is a more viable option (especially if you solo). It is costly in terms of ki, but it applies to several enemies rather than merely one over a long period of time (as opposed to, for example, touch of death, which has equal cost and no lasting effect on other enemies). If necessary, you can apply it at least to the two most appropriate battles between shrines by first meditating before the battle if necessary, then creating the diversion. Both sets of enhancements suggested above give four instances of meditation for two assured uses of diversion using this strategy. Of course, you can generate the ki for a diversion during the battle if it is long enough, etc.
    *Don't overlook fire stance. I've certainly warmed up to it, though I often use ocean or mountain. Fire stance generates an incredible amount of ki due to the attack & speed of these builds, though you lose 2 points of wisdom from it (-1 dc or -3 vs ocean stance); you also can lose some ac and saves vs ocean stance. You'll suffer more damage. If none of your many attacks are effective, then of course you can switch to ocean stance for higher wisdom (+2 to dc's in grandmaster version or +3 dc's vs fire stance).
    *Takedown (balance check), unbalancing strike (reflex save), and stunning fist (fortitude save) provide a nice variety of single target tactics.

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    Last edited by savingsoul; 06-02-2014 at 02:52 AM.

  2. #2
    Build Constructionist unbongwah's Avatar
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    Wolf vs winter wolf has the same DPS drawbacks as always: d6 19-20 x2 vs d10 19-20 x3. Even if you're willing to sacrifice Natural Fighting feats, what are you gaining from the extra monk lvls which is more important than that?
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    Community Member Nightmanis's Avatar
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    Quote Originally Posted by unbongwah View Post
    Wolf vs winter wolf has the same DPS drawbacks as always: d6 19-20 x2 vs d10 19-20 x3. Even if you're willing to sacrifice Natural Fighting feats, what are you gaining from the extra monk lvls which is more important than that?
    It's pretty much this. The main reason people go for 9 druid isn't winter wolf, but because of the natural fighting feats. Winter wolf just happens to also happen about then.
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    Quote Originally Posted by unbongwah View Post
    Wolf vs winter wolf has the same DPS drawbacks as always: d6 19-20 x2 vs d10 19-20 x3. Even if you're willing to sacrifice Natural Fighting feats, what are you gaining from the extra monk lvls which is more important than that?
    It sounds like you are basically suggesting a druid melee build could outdo a pure monk build DPS wise -- even before TWF worked with animal forms, let alone the upcoming SWF. That's not the common wisdom I've received, even though I've been away from ddo for several months. Without doubt, winter wolf builds with TWF are powerful and perhaps they now do/will outdo pure monks. Still, I think in that case maybe you are looking through the wrong end of the telescope.

    Since this is almost a pure monk build, the question is: is it worth it for someone doing a (nearly pure) monk to take two levels of druid for wolf form and related enhancements? That is, I'm wondering whether this gives a boost to a monk rather than whether a winter wolf can out-DPS a pure monk. I'm not saying it is worth it. I'm just clarifying what the question is.

    You've got me thinking though. This is a wisdom monk, not a strength monk. That means I'm already looking to ki special attacks or even ki regular attacks to complement the pure melee dps.

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    Another benefit from using plain wolf form on a 2D/18M over a pure monk is that you get both piercing and slashing damage at the same time.

    EDITED
    Last edited by savingsoul; 05-27-2014 at 11:27 PM.

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    One major advantage I did not yet mention to using plain wolf form on a 2D/18M rather than a pure monk would be that wolf form crits on 19-20 rather than merely 20.

  7. #7
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    Quote Originally Posted by savingsoul View Post
    Another benefit from using plain wolf form on a 2D/18M over a pure monk is that you also get piercing damage. That is, both piercing and bludgeoning damage.
    Wolf is piercing and slashing, not bludgeoning. A pure monk can get slashing damage by taking the Vorpal Strikes feat and piercing by using shortswords, which Ninja Spy core abilities grant proficiency in. So it's not much of a benefit.
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    Quote Originally Posted by PsychoBlonde View Post
    Wolf is piercing and slashing, not bludgeoning. A pure monk can get slashing damage by taking the Vorpal Strikes feat and piercing by using shortswords, which Ninja Spy core abilities grant proficiency in. So it's not much of a benefit.
    Thanks, I'll correct that. The advantage of wolf form is that you are considered unarmed and therefore get all the levelling bonuses for unarmed strike that come with monk (except one at level 20, which in itself is only .5(1d6)). At least, that is in theory what I assume from what I know about winter wolf builds.

    You can switch out of wolf form if you anticipate much advantage to blunt dmg and still get the unarmed strike benefits of all three damage types.

    So basically the advantage would be that the unarmed strike bonuses--which add up to 3[1d6]--would apply to all damage types.
    Last edited by savingsoul; 05-28-2014 at 12:14 AM.

  9. #9
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by savingsoul View Post
    Since this is almost a pure monk build, the question is: is it worth it for someone doing a (nearly pure) monk to take two levels of druid for wolf form and related enhancements? That is, I'm wondering whether this gives a boost to a monk rather than whether a winter wolf can out-DPS a pure monk.
    Once you start messing with MCing, the goal is to figure out which combo / class split gives you best results. Whether pure monk or monk 18 / druid 2 is better DPS doesn't matter if monk 12 / druid 8 turns out to be better still.

    Monk 18 / druid 2 (wolf) base dmg is 3[1d6] = 10.5 dmg per hit. Monk 12 / druid 8 (winter wolf) base dmg is 2.5[1d10] = 13.75 dmg per hit. Note that because of the higher base dmg, any additional +[W] modifiers (e.g., Dance of Flowers) favor winter wolf over wolf. Then there's the +50% crit multiplier (x2 -> x3). In terms of raw DPS, there's no question 12/8 is better. So again: what is monk 13-18 getting you? Quivering Palm is the only major benefit, IMHO.

    EDIT: ofc, at this point one should ask if the 9/9/2 splits are better still, particularly if you can squeeze in Natural Fighting, but I don't feel like crunching the numbers.
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    Quote Originally Posted by unbongwah View Post
    Once you start messing with MCing, the goal is to figure out which combo / class split gives you best results. Whether pure monk or monk 18 / druid 2 is better DPS doesn't matter if monk 12 / druid 8 turns out to be better still.

    Monk 18 / druid 2 (wolf) base dmg is 3[1d6] = 10.5 dmg per hit. Monk 12 / druid 8 (winter wolf) base dmg is 2.5[1d10] = 13.75 dmg per hit. Note that because of the higher base dmg, any additional +[W] modifiers (e.g., Dance of Flowers) favor winter wolf over wolf. Then there's the +50% crit multiplier (x2 -> x3). In terms of raw DPS, there's no question 12/8 is better. So again: what is monk 13-18 getting you? Quivering Palm is the only major benefit, IMHO.

    EDIT: ofc, at this point one should ask if the 9/9/2 splits are better still, particularly if you can squeeze in Natural Fighting, but I don't feel like crunching the numbers.
    I like the idea of monk 12 / druid 8. I want to look further into that. I'm not willing atm to do the numbers on 12/8 vs 9/9/2 yet, but you would have to factor other benefits of the tier three ki attacks beyond the crit multiplier. 12/8 is a more risky build to do though if they do decide to bar twf feats from animal forms. I mean, it would be more of a hassle to change. Nothing a +3 heart of wood couldn't fix though.

    With 2D-18M vs. 12-8/9-9-2, you would get the benefit of the monk levels for DC's on all your special attacks and finishers, and you also get tier 4 ki attacks (grandmaster stances). You would a get a higher AC bonus (+3/+6), and +10/+15 to movement speed, which are nice little perks.

    As always, thanks for your comments.
    Last edited by savingsoul; 05-30-2014 at 01:29 PM.

  11. #11
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by savingsoul View Post
    With 2D-18M vs. 12-8/9-9-2, you would get the benefit of the monk levels for DC's on all your special attacks (+3/+4), and you also get tier 4 ki attacks (grandmaster stances).
    The higher-tier Forms feats can be taken as regular feats, so they're not much of an incentive. The only monk DCs I really care about are Stunning Fist and Quivering Palm; and only the latter scales w/# of monk lvls. Naturally, if you're building to use ToD, Unbalancing Strike, etc. that's another matter.
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  12. 06-02-2014, 02:32 AM

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