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  1. #1
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Default Fist of the Metalline Dragon - A bladeforged monk/Paladin/Favored Soul Build.

    I first mentioned this build in a debate thread concerning warlock balances, but decided to post the build to public. Credit goes to Draconion and Qif (in-game characters on the Orien server) for helping me come up with the build. All points are level-ups are put into wisdom to aid with stunning fist DC's. Grandmaster of Flowers would be a good destiny for this character to roll in, but he would also benefit from having dance of flowers, flurry of blows, sense weakness, blessed blades, and/or Cocoon twisted in while he runs in unyielding sentinel (which gives him additional healing options and +20% hp). Primal scream can work as well since he won't be in paladin stance.

    Since he has whirlwind strike, he would also be viable in tree mode, which the destiny grants additional bonuses for fighting twf/unarmed (up to and including an additional critical multiplier).

    Another important note - the Character planner does not factor in primal past lives as far as hit points go, nor does it consider gearing (unfortunately).

    Healing amp break down so no one needs to scroll down:

    -120 penalty from being bladeforged
    +30 from 3 paladin past lives (strongly recommended) reduces penalty to -90 (or 45% - remember, warforged start with -50%).
    +50 from full ranks of healer's friend reducing the penalty to - 40.
    +20 guild bonus for a new total of -20.
    +40 healing amp (+10 per shintao core, and this build gives you four of them)- you now receive full positive energy healing and boost it's effects by 20.
    +60 PDK* gloves (and later, epic abbot necklace) for a total so far of 80 points.
    +45 exceptional stacking healing amp from level 21 Mysterious Remnant cloak that you obtain during the remnant events (which are fairly frequent as of this writing) - now we're in 125 healing amp mode.
    +50 from fire stance with the Jidtz tet'ka bracers. 175 total
    *75 from memoriam (does not stack with pdk gloves, so when you switch out the gloves for better gloves, you get a net increase of 15 for a total of 190).

    200 - You can increase this further via twisting in the tier 3 Exalted Angel enhancement, but at this point, you risk compromising the efficacy of the build. By level 28, you're gaining (if I understand correctly) double healing from effects. For those who may be baffled as to why this should matter on a race that gets its own heals, understand that Bladeforged reconstruct is subject to quell (smite foe works more like smite evil, and in theory, should still work - will need to test further on that matter) and beholder anti-magic effects, and it has a spell point cost of 25 points per cast (you can run out of mana). Ameliorating may work during effects that prevent normal spell casting (such as reconstruct, for example). It also pays to be as versatile as you possibly can - and being able to benefit fully from positive energy and repair spells will make any build substantially more survivable.

    With Bladeforged, I can attach my handwraps to effectively gain one unarmed die higher than a level 12 monk could get (they're getting 2.5W to their base unarmed damage, and levels all the way up to 19 get 3.0. So I am getting the base unarmed damage die of a level 19 monk - level 20 gets 3.5W, and I am getting with ship buffs 3.25W). Certain named wraps (Thunder forged, Antipode, level 24 wraps of endless light [but not the lower level versions before it] to name a few) grant an additional bonus to your unarmed dice attacks.

    Code:
    Character Plan by DDO Character Planner Version 4.31.203
    DDO Character Planner Home Page
    
    Fist of the Metalline Dragon
    Level 20 Lawful Good Bladeforged Male
    (4 Paladin \ 12 Monk \ 4 Favored Sou \ 10 Epicl) 
    Hit Points: 498
    Spell Points: 539 
    BAB: 16\16\21\26\26
    Fortitude: 25
    Reflex: 21
    Will: 24
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (36 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 19                   19
    Dexterity            14                 19                   19
    Constitution         16                 21                   21
    Intelligence         12                 17                   17
    Wisdom               14                 24                   24
    Charisma              8                 13                   13
    
    Tomes Used
    +1 Tome of Strength used at level 3 \par +2 Tome of Strength used at level 7 \par +3 Tome of Strength used at level 11 \par +4 Tome of Strength used at level 15 \par +5 Tome of Strength used at level 19 \par +6 Tome of Strength used at level 23 \par +1 Tome of Dexterity used at level 3 \par +2 Tome of Dexterity used at level 7 \par +3 Tome of Dexterity used at level 11 \par +4 Tome of Dexterity used at level 15 \par +5 Tome of Dexterity used at level 19 \par +6 Tome of Dexterity used at level 23 \par +1 Tome of Constitution used at level 3 \par +2 Tome of Constitution used at level 7 \par +3 Tome of Constitution used at level 11 \par +4 Tome of Constitution used at level 15 \par +5 Tome of Constitution used at level 19 \par +6 Tome of Constitution used at level 23 \par +1 Tome of Intelligence used at level 3 \par +2 Tome of Intelligence used at level 7 \par +3 Tome of Intelligence used at level 11 \par +4 Tome of Intelligence used at level 15 \par +5 Tome of Intelligence used at level 19 \par +6 Tome of Intelligence used at level 23 \par +1 Tome of Wisdom used at level 3 \par +2 Tome of Wisdom used at level 7 \par +3 Tome of Wisdom used at level 11 \par +4 Tome of Wisdom used at level 15 \par +5 Tome of Wisdom used at level 19 \par +6 Tome of Wisdom used at level 23 \par +1 Tome of Charisma used at level 3 \par +2 Tome of Charisma used at level 7 \par +3 Tome of Charisma used at level 11 \par +4 Tome of Charisma used at level 15 \par +5 Tome of Charisma used at level 19 \par +6 Tome of Charisma used at level 23 \par 
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                 23                   27
    Bluff                 0                  0                    1
    Concentration         4                 23                   28
    Diplomacy             0                  0                    1
    Disable Device        n/a               n/a                   n/a
    Haggle                0                  0                    1
    Heal                  4                 23                   30
    Hide                  0                  0                    4
    Intimidate            0                  0                    1
    Jump                  0                 20                   24
    Listen                0                  0                    7
    Move Silently         0                  0                    4
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                2                  2                    5
    Search                2                  2                    5
    Spellcraft            0                  0                    3
    Spot                  0                  1                    8
    Swim                  0                  0                    4
    Tumble                n/a                1                    5
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Paladin)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Feat: (Selected) Dodge
    Feat: (Deity) Follower of the Lord of Blades
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Warlock
    Feat: (Past Life) Past Life: Warlock
    
    
    Level 2 (Monk)
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Feat: (Monk Bonus) Mobility
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Jump (+2)
    Feat: (Monk Bonus) Combat Expertise
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Monk)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Jump (+2)
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Jump (+2)
    Feat: (Selected) Spring Attack
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 8 (Monk)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+2)
    Feat: (Selected) Whirlwind Attack
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+2)
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1.5)
    Skill: Jump (+1)
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1.5)
    Skill: Jump (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 14 (Paladin)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    
    
    Level 15 (Paladin)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 16 (Paladin)
    Ability Raise: WIS
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Spell (1): Bless
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Lesser Restoration
    Spell (1): Lionheart
    Spell (1): Protection from Evil
    Spell (1): Resistance
    Spell (1): Seek Eternal Rest
    Spell (1): Virtue
    
    
    Level 17 (Favored Soul)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Spell (1): Nightshield
    Spell (1): Shield of Faith
    
    
    Level 18 (Favored Soul)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Spell (1): Obscuring Mist
    
    
    Level 19 (Favored Soul)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Spell (1): Remove Fear
    
    
    Level 20 (Favored Soul)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Spell (2): Cure Moderate Wounds
    
    Enhancements:
    
    Enhancement: Bladeforged - Improved Fortification (Rank 1)
    Enhancement: Bladeforged - Healer's Friend (Rank 1)
    Enhancement: Bladeforged - Healer's Friend (Rank 2)
    Enhancement: Bladeforged - Healer's Friend (Rank 3)
    Enhancement: Bladeforged - Communion of Scribing (Rank 1)
    Enhancement: Bladeforged - Communion of Scribing (Rank 2)
    Enhancement: Bladeforged - Communion of Scribing (Rank 3)
    Enhancement: Bladeforged - Fearsome Presence (Rank 1)
    Enhancement: Bladeforged - Communion of Handling (Rank 1)
    Enhancement: Bladeforged - Weapon Attachment (Rank 1)
    Enhancement: Bladeforged - Power of the Forge (Rank 1)
    
    Enhancement: Knight of the Chalice (Pal) - Slayer of Evil I (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Courage of Heaven (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Extra Remove Disease (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Extra Remove Disease (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Extra Remove Disease (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Exalted Cleave (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Exalted Cleave (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Exalted Cleave (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Action Boost: Melee/Ranged Power (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Improved Restoration (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Improved Restoration (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Improved Restoration (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Divine Sacrifice (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Divine Sacrifice (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Divine Sacrifice (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 1)
    
    Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
    Enhancement: Shintao (Mnk) - Protection from Tainted Creatures (Rank 1)
    Enhancement: Shintao (Mnk) - Iron Hand (Rank 1)
    Enhancement: Shintao (Mnk) - Argent Fist (Rank 1)
    Enhancement: Shintao (Mnk) - Lifting the Veil (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) - Restoring the Balance (Rank 1)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 1)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 2)
    Enhancement: Shintao (Mnk) - Iron Skin (Rank 3)
    Enhancement: Shintao (Mnk) - Fists of Iron (Rank 1)
    
    Enhancement: Warpriest (Fvs) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 1)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 2)
    Enhancement: Warpriest (Fvs) - Toughness (Rank 3)
    Enhancement: Warpriest (Fvs) - Sacred Touch (Rank 1)
    Enhancement: Warpriest (Fvs) - Sacred Touch (Rank 2)
    Enhancement: Warpriest (Fvs) - Smite Weakness (Rank 1)
    Enhancement: Warpriest (Fvs) - Wall of Steel (Rank 1)
    Enhancement: Warpriest (Fvs) - Wall of Steel (Rank 2)
    Enhancement: Warpriest (Fvs) - Wall of Steel (Rank 3)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 1)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 2)
    Enhancement: Warpriest (Fvs) - Inflame (Rank 3)
    Enhancement: Warpriest (Fvs) - Inflame: Saving Throws (Rank 1)
    Enhancement: Warpriest (Fvs) - Inflame: Saving Throws (Rank 2)
    Enhancement: Warpriest (Fvs) - Inflame: Saving Throws (Rank 3)
    Enhancement: Warpriest (Fvs) - Inflame: Energy Absorption (Rank 1)
    Enhancement: Warpriest (Fvs) - Inflame: Energy Absorption (Rank 2)
    Enhancement: Warpriest (Fvs) - Inflame: Energy Absorption (Rank 3)
    Enhancement: Warpriest (Fvs) - Ameliorating Strike (Rank 1)
    
    Level 21 (Epic) 
    Feat: (Selected) Epic: Improved Martial Arts 
     
    Level 22 (Epic) 
     
    Level 23 (Epic) 
     
    Level 24 (Epic) 
    Feat: (Selected) Epic: Overwhelming Critical 
     
    Level 25 (Epic) 
     
    Level 26 (Epic) 
    Feat: (Epic Destiny) Primal Sphere: Perfect Two Weapon Fighting 
     
    Level 27 (Epic) 
    Feat: (Selected) Epic: Epic Damage Reduction 
     
    Level 28 (Epic) 
    Feat: (Epic Destiny) Primal Sphere: Epic Spell Power: Positive 
     
    Level 29 (Epic) 
    Feat: (Epic Destiny) Divine Sphere: Deific Warding 
     
    Level 30 (Epic) 
    Feat: (Selected) Epic: Blinding Speed 
    Feat: (Legendary) Scion of the Shadowfell
    Last edited by Ziindarax; 09-12-2016 at 12:37 PM. Reason: Adding epic feat choices and destiny. I also forgot about Epic Monk bracers from deneith
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

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  2. #2
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    4 levels of Fvs just for Ameliorating Strike? You're a BF

    Seems like an AP sink into a heal when you give up quite a bit when it isn't even necessary.

    What do you gain from it other than that?

  3. #3
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Quote Originally Posted by moo_cow View Post
    4 levels of Fvs just for Ameliorating Strike? You're a BF

    Seems like an AP sink into a heal when you give up quite a bit when it isn't even necessary.

    What do you gain from it other than that?
    Warpriest gives me prr, an action boost which increases my resistance to elemental damage by 15%, as well as my attack/damage and saves being boosted by 4. Next, my Smite foe hits the enemy with 4-7 stacks of vulnerability, which increases my overall DPS. With full two weapon fighting chain, your ameliorating strike can hit two or even three times, and that's an AOE heal for everyone, not just yourself. More importantly, barbarians can use ameliorating strike while in a barbaric rage, which adds to their self-sustainability. One other thing to keep in mind is now-a-days, mobs (and worst of all, beholders) have learned that you cannot negative level spam a warforged/bladeforged, but you CAN stat drain him - Ameliorating strike offers a lesser-restoration effect which can help mitigate stat damage that enemies have become fond of using.

    I have 15% healing amplification thanks to having three paladin past lives, and bladeforged (as you know) get a -60% to their healing amp - 60%-15% = 45% (5 points under standard warforged healing amp penalty). Healer's friend reduces the penalty with full ranks from 50% to 20%. That 20% is easily negated by the Shintao cores which give you 10% (and I've got four of them). So in the end, with just the enhancements and past life feats, I actually gain 100% of positive healing. Then, you take the PDK gloves (or the epic Three Barrel Cove gloves). Converted into the numbers of how healing amp now displays. I start out with -120 healing amp (the new system took the percents, removed the percent signs, and basically doubled it - so +30% would show as +60), my three paladin past lives give me +30, reducing that penalty down to 90. Next, my three ranks of healer's friend reduces this penalty down further to 40 which is then completely negated by the shintao cores. If you have (/a friend has) a guild ship with the bath amenity, this will give you an additional 20 points to your healing amp - you're now gaining more positive healing. The Mysterious cloak's healing amp (across levels 7-21) provide a healing amp bonus which stacks with the normal healing amp gear (so at level 21, I usually wear the +60 healing amp PDK gloves, and I am able to switch out my Cloak of Night for the level 21 Mysterious cloak that gives me a stacking 45 points to my healing amp). Altogether, I would receive normal healing + 125 points (if I understand the new healing amp system correctly - so 2 hit points would be more like 3-5 or something like that).

    This may seem odd to you, but it is possible to overwhelm and kill a bladeforged character because their reconstruct is on cool down.
    Last edited by Ziindarax; 09-12-2016 at 02:39 PM.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

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    Quote Originally Posted by Ziindarax View Post
    This may seem odd to you, but it is possible to overwhelm and kill a bladeforged character because their reconstruct is on cool down.
    Yeah I understand that. But multiclassing just to spend a boatload of AP doesn't seem like the solution.

  5. #5
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Quote Originally Posted by moo_cow View Post
    Yeah I understand that. But multiclassing just to spend a boatload of AP doesn't seem like the solution.
    It does when you can not only negate the bladeforged healing amp penalty, but also gain 120+ healing amp in the process.

    Edit: What's your idea for improvement? I am interested in hearing thoughts, but I need more than simple criticism (if nothing else, for the sake of anyone else who might be reading this thread).
    Last edited by Ziindarax; 09-12-2016 at 06:31 PM.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  6. #6
    Community Member Dream_Marauder's Avatar
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    Quote Originally Posted by Ziindarax View Post
    It does when you can not only negate the bladeforged healing amp penalty, but also gain 120+ healing amp in the process.

    Edit: What's your idea for improvement? I am interested in hearing thoughts, but I need more than simple criticism (if nothing else, for the sake of anyone else who might be reading this thread).
    It seems like if you are going to all trouble of building up positive Hamp on a bladeforged with the -60 penalty, you could achieve same numbers much more easily with any fleshy race. Why is it important to make this character BF?

  7. #7
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Quote Originally Posted by Dream_Marauder View Post
    It seems like if you are going to all trouble of building up positive Hamp on a bladeforged with the -60 penalty, you could achieve same numbers much more easily with any fleshy race. Why is it important to make this character BF?
    I am so glad you asked!

    A fleshy monk would enjoy more benefits from positive healing thanks to their being no penalties (and indeed, their healing amplification with this build would be substantially greater than that of a bladeforged), and they get no penalties to wisdom. So why bladeforged?

    A fleshy equivalent of this build would not be able to break Adamantine DR (innately) without going 16 monk, or wearing special handwraps (like the devotion wraps you get early game). They would be vulnerable to a variety of maladies that a bladeforged monk would be immune to outright (and poison damage traps, yeah, total immunity is fun). With Bladeforged, not only would I gain adamantine (without being locked to a specific handwrap or going 16 monk), but also +2 seeker damage. Additionally, the root ability that communion of handling boosts would effectively boost my base damage die one step (.5) higher to match that of a level 13-19 monk.

    With just Thunderforged wraps (level 24 gives 4.0, and the 26 and up give 4.5) I get about 4-4.5W to my unarmed attacks unless I am mistaken, and with 3.5W base, that means I would get 7.5W with the former and 8W with the latter (7.5d6 - 8d6). 7.75W-8.25W if you add in the guild assassin buff. Dance of Flowers gives me 1.5W to my unarmed attacks, boosting this to 8.25-9.75W (which goes even higher if I roll in Flame stance in grandmaster of flowers). All of this is before strength modifiers, minor damage boosts, melee power and deadly are factored in. In theory, my base damage per blow will be quite high once appropriately geared.

    Power of the forge is another useful boost that grants equal measures of offense and defense - more melee, more healing, just a good all-around ability.

    Cosmetically, their grand bladeforged frame looks like I am using my wrist-blades in combat (which fits with the epic feat adding the slashing-type to your attacks).

    I welcome your thoughts and suggestions for improvement.
    Last edited by Ziindarax; 09-14-2016 at 12:28 PM.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

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  8. #8
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Alright, I've done a preliminary DPS test against the magefire cannon with my current warlock build (who does 1d4 base unarmed damage with the 4.5W Handwraps), and I was (with 50 str and power attack) cranking out about 95-low 100's a blow. This is with weapon attachment giving me 5W, and assassin buff giving me 5.3W. I am thinking once I get the monk dice going, I will be able to crank out even higher damage (and at a faster rate with double strike and second proc).
    Last edited by Ziindarax; 09-25-2016 at 02:38 PM. Reason: Whoops, meant warlock, not monk there.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  9. #9
    Community Member theseriousone23's Avatar
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    Sorry for the reply to an older post. My War Monk is similarly built but no heal amp. The 5 Warlock lvs gives access to shining through which boosts her survivability a ton. Your damage die may not be as high but it is increased via ES T4 Spiritual Retribution and KotC Slayer of Evil. Other enhancements increase your chance of off-hand attacks. Her survivability is boosted with displacement, a healthy dodge chance of 20-35% at lv 20, and Ninja Spy's C3 Shadow Veil. This guys saves, PRR/MRR, and total miss chance are really good. A paladin's lay on hands restores two types of hp- positive healing and repairing, so you get a healthy dose of easy healing. Even with a heroic scraps of Enlightenment my guys easily doing 150-250 per hit, which still isn't super hot dps-wise. She's able to solo EH easily but for EE, it depends on how you play. You can mess around with enhancements to try and add other lines. A possible switch could be switch the 3 lvs of paladin for 3 fvs or 1 cleric and 2 more monk/wrlk. You'd lose saves and some great healing for a possible use of Divine Might, enhancements to W die, and extra attacks. You'd need to change your alignment to true neutral but it could be a possible trade-off.

    https://www.ddo.com/forums/showthrea...=1#post5878714

  10. #10
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Quote Originally Posted by theseriousone23 View Post
    Sorry for the reply to an older post. My War Monk is similarly built but no heal amp. The 5 Warlock lvs gives access to shining through which boosts her survivability a ton. Your damage die may not be as high but it is increased via ES T4 Spiritual Retribution and KotC Slayer of Evil. Other enhancements increase your chance of off-hand attacks. Her survivability is boosted with displacement, a healthy dodge chance of 20-35% at lv 20, and Ninja Spy's C3 Shadow Veil. This guys saves, PRR/MRR, and total miss chance are really good. A paladin's lay on hands restores two types of hp- positive healing and repairing, so you get a healthy dose of easy healing. Even with a heroic scraps of Enlightenment my guys easily doing 150-250 per hit, which still isn't super hot dps-wise. She's able to solo EH easily but for EE, it depends on how you play. You can mess around with enhancements to try and add other lines. A possible switch could be switch the 3 lvs of paladin for 3 fvs or 1 cleric and 2 more monk/wrlk. You'd lose saves and some great healing for a possible use of Divine Might, enhancements to W die, and extra attacks. You'd need to change your alignment to true neutral but it could be a possible trade-off.

    https://www.ddo.com/forums/showthrea...=1#post5878714
    That is impressive, however, I also notice you dumped wisdom, whereas this build uses wisdom for some monk abilities (at a minimum, stunning fist, but also some debuffs native to the elemental finishers). I've found, through my current warlock, that damage is nice to have, but if you have weaker saves, your DPS could be exactly 0 (or minimal if you've got the aura ticking), and getting stuck in traps or webs mid-combat gets you killed fast. My goal with this build is to optimize survivability, and incoming healing sources (more is always better), especially in Epic Elite. Displacement can be achieved by any build with sufficient UMD and/or greensteel clickies.

    Not that I mind the input (and I have considered warlock), but when you speak of 'this guy', do you refer to my build or your's?


    In any event, I did not consider gearing when I made the post, but gearing will basically look like this:

    Cannith-crafted Bracers - I am looking at either Spell saves (or insightful spell resistance) of Fortification with insightful fortification

    Cannith-crafted Boots - Dodge (12), Parrying (5), and Insightful Dodge (5) at ML 28. That gives me +17 total to my dodge, and a boost to my AC as well as saves (that stacks).

    Con Belt - This one's designed with multiple lives in mind - including non-monk. Con 17, Quality con 4, of Resistance 14 (or Armor Piercing). With Stunning 20 or Tendon Slice.

    Wisdom item - Goggles of Precision, or Wisdom Slave Lord's Necklace with wisdom 17, quality wisdom 4, Armor Piercing (or Resistance), and concentration 22 for monk ki. - Alternatively, the Necklace could use Shroud of the Ardent (epic Abbot necklace) for the healing amp.

    Ring 1 - Legendary Ring of Prowess - Ranged/Melee power 8, Deadly 14 and Accuracy 28 (same as on Slave Lords) with green augment.

    Ring 2 - Strength ring (22 total from regular and quality) with Heal 22 and Devotion 185 for maximum damage, and with battle-healers in mind (I am rolling in Sentinel, so this gives a huge boost to my incoming healing - mitigation and negation are key) - I am looking at Either Slave Lord's Might, or Slave's Endurance.

    Helm - Legendary Executioner's Helm.

    Armor/Docent - This is where it gets tricky, as I've got Three different docents that could work in this slot - Executioner's Docent gives me more damage and Epic Litany (without the negative level), Docent of the Sage gives me speed, a lesser form of sheltering, but also quality potency which makes my incoming healing stronger, and finally there's the Legendary Heartwood Docent which gives Sheltering 45, insightful PRR/MRR, and a big boost to repair amp (which helps with racial spells and vampirism as it will be conferred in the form of repair energy, as well as lay on hands (which I will also have an abundance of).

    Gloves - Sanctified Gauges for the 2d6 extra light damage. Or, Cannith crafted Gloves of Doublestrike with Healing amplification and insightful strength (or insightful stunning for more DC's for stunning fist).

    Boots - Dodge Boots of Parrying (both regular dodge and insightful dodge) with augment slot.

    Cloak - Mysterious cloak (level 24) for stacking healing amplification, and some extra prr (as well as a green and colorless augment slot).

    Trinket - Legendary Slave Lord's Insightful Con 8, Lesser Displacement, and more augment slots.

    Handwraps - Thanks to my ability to bypass nearly all metal-based DR (and my plan to slot Divine Crusader's Tier 3 Blessed Blades to imbue my wraps with Good and redundant law - unless that is, Unyielding Sentinel also gives you the ability to bypass good dr, in which case I can put in something else), I can use any of the following - Cannith Crafted Handwraps with Force or Light Damage of Slashing damage of Vampirism (the crafted vampirism is actually better than those found on Epic Elite Ivy Wraps), Epic Elite Ivy Wraps for the aoe poison damage and extra damage on top of vampirism, Thunderforged Handwraps (1st Degree Burns for vulnerability stacks, Dragon's Edge, and Mortal fear) plus two augment slots that might have the Meteor augment and the tempest. Finally, there's the Legendary Storm wraps from Tempest Spine.

    Note: I do not have room for Grandmaster stance.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  11. #11
    Community Member theseriousone23's Avatar
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    Ahhh, I did not realize you were Wis-based. An easy way to increase your damage would be switch to Str-based and then you could take stunning blow instead of Stunning Fist. I do believe Stunning Fist has a 6-sec cooldown and Stunning Blow is 15 sec. What specific monk abilities are you using Wis for? And what kinda monk do you want to have? The more specific the easier it is to build and focus on. I've had more success with a pure Monk Stun build doing Wis-based.

    "My guy" is the Mnk/Wlk/Pally build i posted earlier and she's lv 20. Unbuffed and not in stances: Fort-46, Reflex-41, Will-35. Prr-60 Mrr-33. Resistances- 15,27,19,15,15. AC-77 Dodge- 25% HP-623 SR-31 Fortification- 169%. Buffed and in stances- Fort-50 Reflex-45 Will-39. Prr-88- Mrr-50 Resistances- 45,52,45,45,45. AC- 88 Dodge-29% Hp-1155 (shining through). My toon has a lower Str than i'd like but i can boost it to 52. He's lv 20. So he's fairly tanky has dodge, displacement, and incorporeality to make him hard to hit. Just tested he's doing 250-300 per click w/o the str boosts on the training dummy, Critting for 600. Passive aura is doing ~150 every 5 secs. Reconstruction every 6 secs for 700, 1300 on a crit. 5 Lay on Hands- 350 each one. Res scrolls-105%, so basically all scrolls are good to go.

    A change of classes would give you more feats to choose opening up Master and Grandmaster earlier. The Warlock lvs add enhancements that give you additional light damage that scales off spellpower along w/ a lot more tankiness. KotC gives you another light damage die. I generally run in Mountain stance but carry several hundred haste pots to help w/ attack speed.

  12. #12
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Quote Originally Posted by theseriousone23 View Post
    Ahhh, I did not realize you were Wis-based. An easy way to increase your damage would be switch to Str-based and then you could take stunning blow instead of Stunning Fist. I do believe Stunning Fist has a 6-sec cooldown and Stunning Blow is 15 sec. What specific monk abilities are you using Wis for? And what kinda monk do you want to have? The more specific the easier it is to build and focus on. I've had more success with a pure Monk Stun build doing Wis-based.

    "My guy" is the Mnk/Wlk/Pally build i posted earlier and she's lv 20. Unbuffed and not in stances: Fort-46, Reflex-41, Will-35. Prr-60 Mrr-33. Resistances- 15,27,19,15,15. AC-77 Dodge- 25% HP-623 SR-31 Fortification- 169%. Buffed and in stances- Fort-50 Reflex-45 Will-39. Prr-88- Mrr-50 Resistances- 45,52,45,45,45. AC- 88 Dodge-29% Hp-1155 (shining through). My toon has a lower Str than i'd like but i can boost it to 52. He's lv 20. So he's fairly tanky has dodge, displacement, and incorporeality to make him hard to hit. Just tested he's doing 250-300 per click w/o the str boosts on the training dummy, Critting for 600. Passive aura is doing ~150 every 5 secs. Reconstruction every 6 secs for 700, 1300 on a crit. 5 Lay on Hands- 350 each one. Res scrolls-105%, so basically all scrolls are good to go.

    A change of classes would give you more feats to choose opening up Master and Grandmaster earlier. The Warlock lvs add enhancements that give you additional light damage that scales off spellpower along w/ a lot more tankiness. KotC gives you another light damage die. I generally run in Mountain stance but carry several hundred haste pots to help w/ attack speed.
    The kind of monk that I want to have is outlined above - a monk with stunning ability, plenty of incoming healing options, and passable DPS. What I don't want, however, is people coming into my thread to basically tell me that I should be using their builds instead.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  13. #13
    Community Member theseriousone23's Avatar
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    Lol, that wasn't my intention. I was unsure of what you wanted as you hadn't mentioned anything in your first post. It seemed like you wanted something with good survivability, dps, and good healing so I was showed you an option I had used.

    I know a pure human monk is pretty good for Wis-based stunning builds. They get ok saves and really good heal-amp the problem I've had with monks is getting their dps up. On some of the different test chars i've made I can get stuns of fairly well but it would take a long time to actually kill enemies. It's great in group play cause you do very good single-target CC. I could see a 2 druid/2 ftr/ or 2 pally splash could work depending on if you want healing/dps/or saves.

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