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Thread: Wraith Monk

  1. #1
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    Default Wraith Monk

    v1: 12 Monk/7 Wizard/1 Rogue Shintao PM: Scrapped
    v2: 18 Wizard/2 Monk
    v2.5 18 Wizard/2 Monk, now featuring Dire Charge and Whirlwind Attack
    Code:
    
    Character name: TheJouch Master
    Classes: 18 Wizard, 10 Epic, 2 Monk
    Race: Gnome · · · · · · · ·Alignment: Lawful Neutral
    
    · · ·Start Tome Final
    Str:· · ·8· · 5 · ·17 · · ·HP:· · · · 553 · · ·AC:· · 32
    Dex:· · 15· · 6 · ·23 · · ·PRR: · · · ·16
    Con:· · 16· · 5 · ·25 · · ·MRR: · · · · 3 · · ·+Healing Amp:· · 20
    Int:· · 20· · 5 · ·37 · · ·Dodge: · 11/25 · · ·-Healing Amp:· · 59
    Wis:· · ·8· · 4 · ·14 · · ·Fort:· · · 40% · · ·Repair Amp:· · · ·0
    Cha:· · ·8· · 4 · ·14 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 20
    DR: 
    Immunities: Magical Controls and Compulsion, Fear
    
    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Monk(1) · · · · ·Standard: Dodge
    · · · · · · · · · · · ·Monk Bonus: Two Weapon Fighting (Requires Feat Swap with Fred)
    2 · · Monk(2) · · · · ·Monk Bonus: Precision
    3 · · Wizard(1) · · · ·Standard: Completionist
    · · · · · · · · · · · ·Metamagic: Extend Spell
    4 · · Wizard(2) · · · ·Intelligence: +1 Level up
    5 · · Wizard(3) · · · ·
    6 · · Wizard(4) · · · ·Standard: Mobility
    7 · · Wizard(5) · · · ·Metamagic: Quicken Spell
    8 · · Wizard(6) · · · ·Intelligence: +1 Level up
    9 · · Wizard(7) · · · ·Standard: Spring Attack
    10· · Wizard(8) · · · ·
    11· · Wizard(9) · · · ·
    12· · Wizard(10)· · · ·Standard: Improved Two Weapon Fighting
    · · · · · · · · · · · ·Metamagic: Maximize Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    13· · Wizard(11)· · · ·
    14· · Wizard(12)· · · ·
    15· · Wizard(13)· · · ·Standard: Combat Expertise
    16· · Wizard(14)· · · ·Intelligence: +1 Level up
    17· · Wizard(15)· · · ·Metamagic: Empower Spell
    18· · Wizard(16)· · · ·Standard: Improved Critical: Bludgeoning Weapons
    19· · Wizard(17)· · · ·
    20· · Wizard(18)· · · ·Intelligence: +1 Level up
    21· · Epic(1) · · · · ·Epic Feat: Greater Two Weapon Fighting
    22· · Epic(2) · · · · ·
    23· · Epic(3) · · · · ·
    24· · Epic(4) · · · · ·Epic Feat: Whirlwind Attack
    · · · · · · · · · · · ·Intelligence: +1 Level up
    25· · Epic(5) · · · · ·
    26· · Epic(6) · · · · ·Epic Destiny Feat: Perfect Two Weapon Fighting
    27· · Epic(7) · · · · ·Epic Feat: Overwhelming Critical
    28· · Epic(8) · · · · ·Epic Destiny Feat: Elusive Target
    · · · · · · · · · · · ·Intelligence: +1 Level up
    29· · Epic(9) · · · · ·Epic Destiny Feat: Dire Charge
    30· · Epic(10)· · · · ·Epic Feat: Intensify Spell
    · · · · · · · · · · · ·Legendary: Scion of Arborea
    
    Skills
    ------------------------------------------------------------------------------------------
    Skill Points· · ·36 10· 8 ·9· 9 ·9· 9 10 10 10 10 11 11 11 11 11 11 11 11 12
    Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
    ------------------------------------------------------------------------------------------
    Balance · · · · · 4 ·1· · ·1 1½ 1½· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 45.0
    Bluff · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
    Concentration · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 50.0
    Diplomacy · · · · 4 ·1· · · · · · · ½ ·1· 1 ·1· 1 1½ 1½ 1½ 1½ 1½ 1½ 1½ 1½ 1½· ·23.0 · 41.0
    Disable Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 30.0
    Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
    Heal· · · · · · · 2 · · ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ·11.0 · 29.0
    Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 31.0
    Intimidate· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 17.0
    Jump· · · · · · · 4 ·1· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 5.0 · 54.0
    Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 18.0
    Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 22.0
    Open Lock · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 22.0
    Perform · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
    Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 30.0
    Search· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 30.0
    Spell Craft · · · 2 · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 56.0
    Spot· · · · · · · 4 ·1· ½ 1½· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 41.0
    Swim· · · · · · · 3 ·1· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 4.0 · 42.0
    Tumble· · · · · · 1 ·3· · · · · · · · · · · · · · · · · · · · · · · · · · ·1· · 5.0 · 27.0
    Use Magic Device· 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 32.0
    ------------------------------------------------------------------------------------------
    Available Points· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0
    ------------------------------------------------------------------------------------------
    
    Enhancements: 80 APs
    ------------------------------------------------------------------------------------------
    Harper Agent - Points spent: 12
     1 Core ·(1) Agent of Good I
     2 Tier1 (2) Strategic Combat I
     3 Tier1 (1) Traveller's Toughness
     4 Tier1 (1) Traveller's Toughness
     5 Tier2 (1) Know the Angles
     6 Tier2 (1) Know the Angles
     7 Tier2 (1) Know the Angles
     8 Core ·(2) Harper Training I: +1 Intelligence
     9 Tier3 (2) Strategic Combat II
    ------------------------------------------------------------------------------------------
    Henshin Mystic - Points spent: 3
     1 Core ·(1) Riddle of Fire
     2 Tier1 (2) Animal Forms: Way of the Patient Tortoise
    ------------------------------------------------------------------------------------------
    Shintao - Points spent: 4
     1 Core ·(1) Bastion of Purity
     2 Tier1 (1) Deft Strikes
     3 Tier1 (1) Deft Strikes
     4 Tier1 (1) Deft Strikes
    ------------------------------------------------------------------------------------------
    Eldritch Knight (Wiz) - Points spent: 45
     1 Core ·(1) Eldritch Strike
     2 Tier1 (1) Battlemage
     3 Tier1 (1) Battlemage
     4 Tier1 (1) Battlemage
     5 Tier1 (1) Improved Mage Armor
     6 Tier1 (1) Improved Mage Armor
     7 Tier1 (1) Improved Mage Armor
     8 Tier2 (1) Improved Shield
     9 Tier2 (1) Improved Shield
    10 Tier2 (1) Improved Shield
    11 Core ·(1) Spellsword
    12 Core ·(1) Imbue the Blade
    13 Tier3 (2) Ability I: +1 Intelligence
    14 Tier3 (2) Arcane Barrier
    15 Tier3 (1) Critical Mastery
    16 Tier3 (1) Critical Mastery
    17 Tier3 (1) Critical Mastery
    18 Tier2 (1) Action Boost Spellpower
    19 Tier2 (1) Action Boost Spellpower
    20 Tier2 (1) Action Boost Spellpower
    21 Tier3 (2) Synergetic Magic
    22 Core ·(1) Subtle Force I
    23 Tier4 (2) Knight's Transformation
    24 Tier4 (2) Force's Point
    25 Tier4 (2) Ability II: +1 Intelligence
    26 Tier5 (2) Improved Knight's Transformation
    27 Core ·(1) Subtle Force II
    28 Tier5 (2) Knight's Arcanum: Knight's Striker
    29 Tier5 (2) Force's Edge
    30 Tier5 (1) Radiant Forcefield
    31 Tier5 (1) Eldritch Tempest
    32 Tier5 (1) Eldritch Tempest
    33 Tier5 (1) Eldritch Tempest
    34 Tier1 (1) Toughness
    35 Tier1 (1) Toughness
    36 Tier1 (1) Toughness
    ------------------------------------------------------------------------------------------
    Pale Master - Points spent: 16
     1 Core ·(1) Dark Reaping
     2 Tier1 (1) Negative Energy Conduit
     3 Tier1 (1) Negative Energy Conduit
     4 Tier1 (1) Negative Energy Conduit
     5 Tier1 (2) Spell Critical: Negative Energy I
     6 Tier2 (2) Spell Critical: Negative Energy II
     7 Tier2 (1) Cloak of Night
     8 Core ·(1) Pale Shroud: Pale Master: Shroud of the Wraith
     9 Core ·(1) Undead Augmentation I: Ghost in the Wind
    10 Tier3 (2) Spell Critical: Negative Energy III
    11 Tier3 (1) Negative Energy Adept
    12 Tier3 (1) Negative Energy Adept
    13 Tier3 (1) Negative Energy Adept
    ------------------------------------------------------------------------------------------
    Twists of fate - 26 of 26 Fate points spent.
    ------------------------------------------------------------------------------------------
    Twist 1 - Tier 4: Fury of the Wild: Sense Weakness
    Twist 2 - Tier 3: Shadowdancer: Grim Precision
    Twist 3 - Tier 1: Grandmaster of Flowers: A Dance of Flowers
    Twist 4 - Tier 1: Unyielding Sentinel: Brace for Impact
    
    Spells· · · · · · · · · · · · · · · · · · · School· · · · ·DC
    ------------------------------------------------------------------------------------------
    Wizard Spells
    L1: Chill Touch · · · · · · · · · · · · · · Necromancy· · · 23
    L1: Grease· · · · · · · · · · · · · · · · · Abjuration· · · 23
    L1: Jump· · · · · · · · · · · · · · · · · · Transmutation · 24
    L1: Merfolk's Blessing· · · · · · · · · · · Transmutation · 24
    L1: Protection from Evil· · · · · · · · · · Abjuration· · · 23
    L2: Blur· · · · · · · · · · · · · · · · · · Illusion· · · · 24
    L2: Gust of Wind· · · · · · · · · · · · · · Evocation · · · 25
    L2: Invisibility· · · · · · · · · · · · · · Illusion· · · · 24
    L2: Lesser Death Aura · · · · · · · · · · · Necromancy· · · 24
    L2: Resist Energy · · · · · · · · · · · · · Abjuration· · · 24
    L3: Dispel Magic· · · · · · · · · · · · · · Abjuration· · · 25
    L3: Displacement· · · · · · · · · · · · · · Illusion· · · · 25
    L3: Haste · · · · · · · · · · · · · · · · · Transmutation · 26
    L3: Protection From Energy· · · · · · · · · Abjuration· · · 25
    L3: Rage· · · · · · · · · · · · · · · · · · Enchantment · · 25
    L4: Death Aura· · · · · · · · · · · · · · · Necromancy· · · 26
    L4: Dimension Door· · · · · · · · · · · · · Conjuration · · 27
    L4: Fire Shield · · · · · · · · · · · · · · Evocation · · · 27
    L4: Negative Energy Burst · · · · · · · · · Necromancy· · · 26
    L4: Stoneskin · · · · · · · · · · · · · · · Abjuration· · · 26
    L5: Dismissal · · · · · · · · · · · · · · · Abjuration· · · 27
    L5: Hold Monster· · · · · · · · · · · · · · Enchantment · · 27
    L5: Prismatic Ray · · · · · · · · · · · · · Evocation · · · 28
    L5: Protection from Elements· · · · · · · · Abjuration· · · 27
    L5: Teleport· · · · · · · · · · · · · · · · Conjuration · · 28
    L6: Flesh to Stone· · · · · · · · · · · · · Transmutation · 29
    L6: Greater Dispel Magic· · · · · · · · · · Abjuration· · · 28
    L6: Greater Heroism · · · · · · · · · · · · Enchantment · · 28
    L6: Reconstruct · · · · · · · · · · · · · · Transmutation · 29
    L6: True Seeing · · · · · · · · · · · · · · Divination· · · 28
    L7: Finger of Death · · · · · · · · · · · · Necromancy· · · 29
    L7: Greater Teleport· · · · · · · · · · · · Conjuration · · 30
    L7: Prismatic Spray · · · · · · · · · · · · Evocation · · · 30
    L7: Protection from Elements, Mass· · · · · Abjuration· · · 29
    L8: Horrid Wilting· · · · · · · · · · · · · Necromancy· · · 30
    L8: Otto's Irresistible Dance · · · · · · · Enchantment · · 30
    L8: Repair Critical Damage, Mass· · · · · · Transmutation · 31
    L8: Symbol of Death · · · · · · · · · · · · Necromancy· · · 30
    L9: Acid Well · · · · · · · · · · · · · · · Conjuration · · 32
    L9: Meteor Swarm· · · · · · · · · · · · · · Evocation · · · 32
    L9: Rend the Soul · · · · · · · · · · · · · Conjuration · · 32
    ------------------------------------------------------------------------------------------
    
    
    I played a wraith monk build a couple of years ago and really enjoyed it, so I thought I would see what I could do with the build now. The goal is to have a self-sufficient unarmed melee character with a lot of mitigation through dodge, incorp, and blur combined with healing from Death Aura and Negative Energy Burst, as well as decent DCs on various Monk CC attacks.

    • 13 Dex for TWF, then max Int, with the rest of the points going into Con and Wis. I decided to bring Str and Cha up to 8 at the cost of 2 Con because otherwise it seemed too lopsided, but that might not be necessary, especially as an Iconic.
    • You no longer need 12 Wizard for wraith mode, so I decided to go 12 monk for Shintao T5s.
    • I also decided to get Int to hit and damage (and KtA) from Harper since I'm somewhat Int-focused for Wizard.
    • 7 Wizard is required for Level 4 spells (Death Aura and Negative Energy Burst), which doesn't leave many options for the rest of the levels unless I want to forgo T5s altogether.
    • 1 Rogue for Trapping Skills since I'm already maxing Int (why not).
    • Deep Gnome for +2 Int and +2 Wis, and Wis is secondary for Monk DCs. Does require an LR+1 (or missing out on a bunch of skill points), so it's not really necessary.
    • I'm probably not going to actually roll this build until I get completionist, so that can be the level 2 feat with SF/Precision replacing Dodge at level 8.
    • Epic feats could potentially be rearranged.



    Thoughts/Suggestions?
    Last edited by einstein9998; 09-05-2020 at 11:12 PM. Reason: updated with next iteration

  2. #2
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    It seems to me you're putting yourself in a tough spot by choosing enhancements and abilities that rely on two different stats. Your stat-to-damage is INT, but you invest heavily into DC attacks that rely on Wisdom, and you're already at an 8 pt deficit in your DCs by only taking 12 levels of monk. If you had chosen some skills that debuffed DC saves (will debuffs since that's what Shintao uses), it might make more sense. At a minimum, if you go this route you should select spells that weaken will saves like Hypnotism, Cause Fear, Daze Monster, etc. But even that would not be enough in medium Reaper or epic content.

    In my opinion, the only time you should adopt a build that mixes stat dependencies like that is if the secondary class is not stat dependent. Henshin, for instance, is not nearly as DC focused.

    In other words, Shintao pairs very poorly with PM.

    Ninja is a bit better because it offers fortitude debuffs (Ninjas use fortitude saves for their DCs), and has attacks that synergize with negative energy damage from PM, like Touch of Despair, which increases vulnerability to negative damage by 25% on a failed save. (I don't suggest Touch of Death, however, because the DC is so terrible only dedicated monks will have a chance to land it.) The various poison attacks are not very good either, unless you're a dedicated monk (maybe). Where Ninja shines is its finishing moves.

    Personally, I would recommend just putting less into monk enhancement trees and put most of your efforts toward PM and EK since you're going with INT, and maybe Dark Gnome's illusion abilities, especially with Feydark Illusionist around the corner. Or, if you really want Shintao, do not do an INT build, save your Wiz spells for self-buffing, and use Falconry to get WIS as your stat for damage and attack.
    Last edited by SocratesBastardSon; 09-05-2020 at 12:44 PM. Reason: Spelling
    "The imagination is not … the faculty for forming images of reality; it is the faculty for forming images which go beyond reality..." - Gaston Bachelard

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    You make a very good point. When making the build, I noticed that I was drawing from two different skills but for some reason it didn't occur to me at the time how bad that was. The enhancements also felt quite cramped.

    I next tried to fit in 5 or 6 fighter for extra feats, T5 Kensai, and better BAB, but there were still too many things in the enhancements that I wanted to take.

    That led me to 18 Wizard/2 Monk to basically just get Unarmed Strike and Evasion, and then focusing heavily on EK (this reminds me of my most recent Warlock life, which was 18/2 with monk, doing unarmed melee with Eldritch Burst).
    Last edited by einstein9998; 09-05-2020 at 01:05 AM.

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    Quote Originally Posted by einstein9998 View Post
    You make a very good point. When making the build, I noticed that I was drawing from two different skills but for some reason it didn't occur to me at the time how bad that was. The enhancements also felt quite cramped.

    I next tried to fit in 5 or 6 fighter for extra feats, T5 Kensai, and better BAB, but there were still too many things in the enhancements that I wanted to take.

    That led me to 18 Wizard/2 Monk to basically just get Unarmed Strike and Evasion, and then focusing heavily on EK (this reminds me of my most recent Warlock life, which was 18/2 with monk, doing unarmed melee with Eldritch Burst).
    I've read several people report that the Wiz 18/Monk 2 EK build was very playable. I hadn't even thought of Warlock-Monk. What did you think of it?
    "The imagination is not … the faculty for forming images of reality; it is the faculty for forming images which go beyond reality..." - Gaston Bachelard

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    Warlock/Monk felt quite strong, though perhaps that's just because Eldritch Burst was strong. It depends on the build, but it seems like 18 Warlock/2 Monk trades some tankiness for DPS compared to 20 Warlock (both bursting).

  6. #6
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    Default 18 Wiz/2 monk

    If I ever do a monk, it would be 18 Wiz/2 monk (Or 17 wiz /2 monk/1 ftr or rogue). 18 Wiz just offers a lot of things, like Meteor swarm, Irresistible dance, maybe acid well or mass hold or rend the soul for bosses, power word stun, Ottos dance etc. That would be thinking in high levels and epics, Also there is the option to play in fatesinger destiny which give cool things for both meele and spell dmg. Once you get dire charge the monk abilities are not really very useful, except the one that can stun elementals, so I think eldritch knight + harper for int to hit and dmg + dire charge tactics + eldritch cleaves + whilwind attack + meteor+ acid well for cool aoe dmg seems hard to pass. You even get the option to do ranged spell damage on tough meele fights (Like legendary tempest Spine boss, Pn elementals, high reaper bosses, etc) With legendary burnscar belt + legendary dusk lenses you are pretty much covered on acid and fire spell dmg then can fit meele stuff and also can use arcane pulse + rend the soul dots to do both meele and spell dmg with also some cc utility if geared.

    Here I write down some gear that this build could use at cap:
    https://www.ddo.com/forums/showthrea...=1#post6343726

    But there are other gear options like legendary Shattered onyx + the blood sigil ring artifact, Legendary Aetherband, etc. With the current gear at cap (u37, u42, u43, u46 items) there are many options for this kind of build.
    Last edited by boredman; 09-05-2020 at 08:19 PM.

  7. 09-06-2020, 12:10 AM


  8. #7
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    Ok so i'm digging more about this build, so far this is a tentative gear at the moment:

    Gloves :Legendary Hammerfist Insightful Doublestrike 11%, Seeker 21, Insightful Deadly +8, Cannith combat infusion
    Necklace: Legendary Family Recruit Sigil True Seeing, Armor-Piercing - 33%, Deadly +17, Relentless Fury
    Outfit: Legendary Turncoat Fortification +214%, Physical Sheltering +54, Competence Healing Amplification, +85, Hit Points +81
    Belt: Legendary Burnscar_Sash Enhanced Corrosion +202, Enhanced Combustion +202 Acid Lore +29%, Fire Lore +29%
    Eyes: Attunement Gaze Spell Focus Mastery +7, Insightful Spell Focus Mastery +4, Efficient Metamagic - Embolden II, Improved Metamagic: HeightenI
    Wrists: Legendary Aetherband Spell Penetration +9, Insightful Spell Penetration +5, Magical Efficiency 10%, Shield +21 armor class
    Head: Silver Dragonscale Helmet Insightful Intelligence +10, Accuracy +34, Deadly +17, Brilliant Silver Scales
    Ring1: The Bloodsigil Ring Intelligence +22, Quality Combat Mastery +5, Quality Deception +4, Quality Deadly +5 (filigrees +2 int, +1 int, +1 int)
    Ring2: Legendary Celestial Ruby Ring Dexterity +21, Stunning +23, Accuracy +33, Ghostly Or Legendary Perfect Pinnacle Greater Reinforced Fists, Deadly +16, Stunning +22, Soul of the Elements
    Cloak:Legendary Mantle of Fury Constitution +19, Doublestrike 22%, Dodge +19%
    Trinket: Legendary Deep Promise Onyx Quality Intelligence +5, Insightful Negative Amplification +43, Quality Negative Amplification +22, False Life +81
    Boots: Legendary Sunken Slippers Lesser Displacement, Insightful Potency +77, Quality Potency +38, +5 quality wisdom or charisma
    Weapon: Fetters of the Forgewraith (but Duality, Syranian, Mourninglord would work just fine, also the new handwraps from next update could be good for this build since it seems they would give acid vulnerability)

    Weapon Filigrees: +2 int, +1 int, +1 int, etc (Basically everything with + int can do pair sets with the artifact)
    Augments: topaz of power, diamond of strenght, diamond of insightful constitution +2, Good luck , Resistance, Vitality, Defense, Festive intelligence, Imperial blood, Corrosion 138, Natural armor, protection, etc.

    With this setup you get almost everything for both spellcasting and meele damage (Just sacrifice some insightful constitution and potency but get all the benefits of cc casting and meele damage without swaping) Anyway could swap gear depending if don't need cc spells and get a little bit more constitution, prr and potency or ins. accuraccy. (For example can swap the bracers for Legendary Bracers of the Fallen Hero if want more constitution and prr at the cost of spell penetration, also can swap goggles for Legendary dusk lenses for more potency at the cost of spell dc). (You also could swap to Nightmother's sceptre when using cc spells in case don't have Attunement gaze, also can use legendary shatterd onyx with ins. +10 intelligence (give+2 more profane spell dc as well) and Legendary Mighty Stormreach Guardian's Helm for stunning, that way don't need to farm raid items).

    But using wizard spells is very doable considering that for example enemies with the highest will save generally have low fortitude save and vice versa. Between mass Hold (will save) , web (reflex, str), Dire charge (fort save), greater shout, sunburst, etc you get covered almost everything.

    As important feats: Twf line, Improved critical bludgeon, Dire charge, Whirlwind attack, Maximice spell (Empower and intensify spell are not really needed), Spell penetration (just need one for having the option of twisting more from epic destinies), enchantment focus (Just need one for twist prereq) Quicken spell, completionist if have, Insightful reflexes, , Extend spell, Heighten spell could be useful for some spells, then if have room Precision, for epic feats overwhelming critical, master of dead is a good option for better self healing if working properly ? embolden spell seems to be free from fatesinger destiny (someone knows if embolden spell from fatesinger works properly?), epic reflex if have room, Scion of plane of earth would be my first choice since it gives +20prr, +2 dc, +4 conj, and acid damage on attacks that scale with spellpower (Scion of feywild would be another good option)

    Epic destiny Fatesinger:
    Twists: Sense of weakness, Haste boost, Enchantment specialist, Legendary tactics (Optional twists: Meld, Piercing spellcraft, Running with the wind, Intelligence, a dance of flowers, extra action boost, grim precision, Energy burst, etc)
    Last edited by boredman; 09-07-2020 at 05:06 PM. Reason: updates

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    I would go 20 wiz, 0 monk, and if you want to use handwraps use GMOF.

  10. #9
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    Quote Originally Posted by Tilomere View Post
    I would go 20 wiz, 0 monk, and if you want to use handwraps use GMOF.
    Even without spell damage Fatesinger is better damage than Gmof with the epic moment, with spell damage in your rotations is no brainer since Fatesinger gives +5 arcane caster levels , some spellpower and dmg based on your spellpower...and why would you go in GMOF with a intelligence build since that epic destiny benefits more from wisdom based abilites ?

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