I capped the Twilight Blade. The main challenge was getting slammed in EE quests without decent PRR. I like Fury for the fury melee hits while stealthing. DPS is not that good. Missed chances are excellent. Best thing about shadow veil is that you have an 'oh s**t' button for jumping out of trouble while healing etc.
I suggest the following:
- change precision to Combat expertise and run in LD. This will give you improved combat expertise for another 20 PRR. (Combat expertise blocks fury, a raged effect, so you cannot twist this from LD into Fury.)
- Run in earth stance with the iron skin enhancement. This adds another 30 PRR. At cap, the only reason for Wind stance is the doublestrike which is not much better than the extra crit multiplier from earth stance. Plus you need the PRR; yup, monks are forced into earth stance...
- You will get 30 PRR from LD. Along with gear (around 25-30 PRR at cap) you have serviceable damage mitigation. Along with rarely getting hit (Dodge around 27, 25% incorporeal, Displacement lasts forever on an extended dragonmark at cap...), it could work well, around 100 PRR (see Outlaw's suggestions).
This makes it a zergish build though which is not my playstyle. I made a TF longsword and played around with the offhand longsword, sometimes using Celestia. The optimal gear set will be to put make a ToEE set bonus and put the ToEE longsword in the offhand. With the Harper Improved deception, you can wield any weapon, which is really fun.
I did not miss out much on the ranged attacks, save in a few specific quests.
I have TR'd into the bow version which I am still tweaking. It uses the classic arcane archer furyshot/10k/manyshot but on a dex-based elf with shurikens. This is very EE viable since you can stay far away from the heat, let those cute Pally and Barb aggro machines eat it.
Ranged version Feats
1 : Point Blank Shot
2 Monk : Shuriken Expertise
3 : Rapid Shot
3 Monk : Zen Archery
4 Monk : Path of Harmonious Balance
6 : Quick Draw
7 Monk : Ten Thousand Stars
9 : Precise Shot
12 : Manyshot
12 Fighter: Improved Critical: Thrown
15 : Improved Precise Shot
17 Rogue : Improved Evasion
18 : Master of Forms
20 Rogue : Defensive Roll
21 Epic : Overwhelming Critical
24 Epic : Improved Sneak Attack (will probably do precision here since I could not fit it earlier)
26 Destiny: Guardian Angel (not sure about this)
27 Epic : Blinding Speed (may not need this)
28 Destiny: Not sure yet. Doubleshot is not worth it since it is always on cooldown from manyshot and 10K.
The AA primary imbues affect throwing weapons so for trash I use either paralyze (it eventually lands, even with DC 18; they roll a 1 at some point) or improved frost with Razorend in the offhand. The result is everything is slowed by either hamstring (Razorend tendon slice, or you can use the Seal of House Dun robar with tendon slice) or lethargy (then they get pinned for 3 types of movement debuffs or even pin-helplessness). Burst damage from slayer arrows (which work on shurikens also) and fury shots. This also makes it easier to stealth quests; for example, I solo'd EE fleshmakers at level 22 (with some careless deaths though).
I do not have IC: Thrown but I find that Shadow star, a level 2 shuriken, works fine; its deception attribute helps also slow enemies coupled with my avithoul ring. I believe it is still bugged for an expanded crit range so it aids with stacking ninja sting, frost lethargy et al. I prefer it to my cormyrian throwers. Anyway, I use the shurikens really as a means for regenerating Fury and stacking debuffs. It helps your fellow party members greatly.
Both builds coukd benefit from 4 fighter levels, taking it from the rogue side. For the Blade, this means PRR from defensive stance, TWF defense (5 PRR) and weapon specialization with the loss if Opportunist.
For Bow you get IC thrown and precision, setting up Combat archery and maybe Blinding Speed.
Edit: most of the time I am chucking stars so switched to ic: thrown.