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  1. #1
    Community Member Maxxcore's Avatar
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    Jul 2013
    Posts
    254

    Default First Staff Build - Looking for Advice

    I was looking through the classes the other day, and decided to make a staff build, using rogue/monk/fighter. Any advice or tips are welcome, and here is a feat/class/stat breakdown.

    Level 20 Human (10 rogue/ 6 monk/ 4 fighter)

    Level Order:
    1. Rogue -2 cleave, power attack
    2. Rogue
    3. Rogue - combat expertise
    4. Monk - dodge
    5. Monk - mobility
    6. Monk - spring attack,
    7. Monk
    8. Monk
    9. Rogue - great cleave
    10. Rogue
    11. Monk - whirlwind attack
    12. Rogue - Two handed fighting
    13. Fighter - improved crit bludgeon
    14. Fighter - weapon focus bludgeoning
    15. Rogue - master of forms
    16. Rogue
    17. Rogue - improved evasion
    18. Fighter - grandmaster of forms
    19. Fighter -improved two handed fighting
    20. Rogue
    21. Greater two handed fighting
    24. overwhelming Critical
    26. Perfect two handed fighting
    27. Blinding Speed/ Epic Damage Reduction
    28. Pierce DR

    Will be fighting epics in Dreadnought, not sure with what twists though. Build is based on as many hits per second as possible for maximum crits. All help is thanked .
    Sheikra - Completionist Wizard

  2. #2
    Community Member
    Join Date
    Jan 2015
    Posts
    771

    Default

    First off, well done squeezing in those feats. I've been trying to come up with a decent staff build and never thought of using Whirlwind Attack (in addition to Cleave and Great Cleave) to trigger Momentum Swing resets.

    My main question is with regard to the level split. Since you haven't listed enhancements, please feel free to correct my wild assumptions on what you do or don't want in this regard :)

    You're currently using 10 Rogue for Improved Evasion (which I approve of over Opportunist), which is also granted at Monk level 9 for free. If the dodge cap inherent to Acrobat 6 is important to you, you could potentially lose 4 levels in rogue. If not, you could drop 5 or even 4 with no problem. In terms of class abilities, losing 5 levels of rogue would set you back a bunch of skill points (not counting cross-class skill penalties, which aren't super important in heroics with decent gear and tools), +2d6 sneak attack, +1 trap sense, and improved uncanny dodge. The latter loses you 1% dodge for rogue 6 and 2% for rogue 5.

    In return, you could get some pretty nice bonuses. Bumping Fighter to 6 would give you 3% doublestrike from the kensai core (you'll probably be using this tree to enhance your dodge and mobility feats), a few extra hit points, and a free feat. With the remaining 3 levels in Monk, you'd get back your Imp. Evasion and earn Wholeness of Body and a 5% movespeed boost.

    Alternatively, don't bump up Fighter. Taking 11 monk instead gives you +3 AC and disease immunity. Take Monk 12 to get another 5% movespeed boost (+20% total) and Abundant Step. You get Master of Forms for free to make up for losing your fighter bonus feat, 1d6 SA from Rogue 5 and the +2 dodge cap from the Acrobat level 6 core ability.

    With these modifications in mind, here's a rough character plan of my inclinations:

    Human Monk 12 / Rogue 4 / Fighter 4

    1. Rogue: Cleave, Power Attack
    2. Rogue:
    3. Rogue: THF
    4. Monk: Dodge
    5. Monk: Mobility
    6. Monk: Combat Expertise
    7. Fighter: Spring Attack
    8. Monk:
    9. Monk: Great Cleave
    10. Monk: Whirlwind Attack
    11. Monk:
    12. Monk: IC Bludgeoning
    13. Monk:
    14. Monk:
    15. Monk: ITHF
    16. Monk:
    17. Fighter: GTHF
    18. Rogue: Grandmaster of Forms
    19. Fighter:
    20. Fighter: Improved Trip
    21. Overwhelming Critical
    24. Improved Martial Arts
    26. Perfect THF
    27. Blinding Speed / Epic Damage Reduction
    28. Pierce DR

    Like yours, this build requires 17 Str, 13 Dex and 13 Int. Trapping will be difficult due to cross-class skill penalties, but not impossible. Since you're stacking strength anyway, I swapped Weapon Focus for Improved Trip, though you could just as easily go with Stunning Blow.

    Build revisions in a nutshell:
    - Improved Trip and Improved Martial Arts instead of Weapon Focus
    - Abundant Step, 10% move speed, slightly better saves/HP/ki/AC at the cost of -3d6 sneak attack, -2 Trap Sense, -2% base dodge (and -2% dodge cap from Acrobat core ability), not to mention a bunch of skill points if you're trying to go the trapping route
    - Shadow Veil (Ninja Spy Level 6 core) instead of Spinning Staff Wall. Depending on which route you go, you could get Ninja Spy's Shadow Double / Touch of Death / Crippling Strike or stay true to the staff tree with Henshin's Void Strike / Staff Specialization / Balance in Dawn. I would be inclined to go with the latter.

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