Originally Posted by
Marshal_Lannes
Levels 10-11
I decided to do a build test in Tharask Arena, solo, R1. It took me 12 minutes to complete. For a point of comparison, it takes me about 7-8 minutes on an AOE caster and 9-10 mins on a THF Barbarian or Bear. Next, I tried some quests two levels above me on R2 Newcomers and the two Ataraxia adventures in a small group (3). Newcomers and Reclamation felt heavy, especially champion dwarves where it would take a series of hits to bring them down. I am weirdly tanky, able to generate many misses through AC and dodge (17%). Sacred Fist seems to be performing best as the 2nd melee in the way a melee rogue used to excel when fighting next to a barbarian. I feel the Sacred Fist would benefit greatly from some sneak attack dice.
Next, I ran through the revamped Temple of Elemental Evil (R2) where performance was high. Extremely high saves and evasion made for SS level of defense in the elemental nodes. DPS was on par with other melee in the party which was, of course, dwarfed by that of casting and ranged. There is no ability in the Sacred Fist to compensate for AOE kills of caster or the ability to engage and kill at a quadruple distance that ranged has although this obviously isn't a problem specific to the Sacred Fist but also is shared by all melee builds. Sacred Fist crushes older content like Shadow Crypt where is speed and DPS overwhelms the mobs and quest.
Abilties we have and those we have not
Sacred Fist moves like a monk, you are extremely fast like a monk and your animations are like a monk. It feels natural that you should be able to make long leaps. Alas, no abundant step. You'll notice this. I sure did. I understand the need to differentiate between Monk and Sacred Fist but that doesn't mean the hole isn't there. TWF is a problematic playstyle in modern DDO. The main benefit - offhand effect strikes, doesn't apply to handwraps. Therefore we miss out on the Strikethrough from THF, the attack speed of SWF, and the offhand effects from TWF with weapons. I can't help but feel that handwraps should get something to bring this into balance. Not unique to Sacred Fist but certainly a concern.
Let's look at the two Sacred Fist spells I've had a chance to use:
Ki Bolt - I usually hesitate to say a spell or ability is useless because I'm just me and there are thousands of players out there who might find a better use for something than I have. With that caveat, Ki Bolt is on the margins of useless. For 10 Ki your entire attack animation stops, you go into a monkish casting stance and then launch what feels like a stone at Goliath without the spectacular results. From a cost-effective standpoint, this is virtually the same price as your far superior Exalted Whirlwind (12 ki). Let's put aside for a moment that the spell barely does any damage, the major currently insurmountable drawback is the animation change. You simply cannot use this in close combat the animation is so jarring and such an impediment to your attack sequence. As an opening move, it is poor as well because you use up 10 Ki eating into your ability to pull off an opening Exalted Whirlwind which, as already pointed out, is far superior. In order to save this spell it needs to be an AOE effect like fan of knives. Either that or drop the Ki cost down to 2.
Sacred Flame Empowerment - this spell is noticeably good and a welcome improvement to your DPS. However, it has a prohibitive cost, 18 Ki, which seems extremely expensive for an L2 spell, and one that is supposed to be in the arsenal of a low-level character where Ki is at a premium. 18 Ki is the same cost as the T5 Avenging Whirlwind attack. The 20-second duration seems to suggest that this is supposed to be used as an attack button buff but the cost is far too high for this to be practical. My suggestion would be to either drop the Ki cost down to 10 or increase the duration to 60 seconds. Right now, its too expensive to use on a regular basis when you're in a party. Sacred Flame Empowerment has the potential to be a key feature of the class with some cost or duration tweaks.
Question and Answers
I look forward to hearing all feedback on this class or my adventures.
It's my understanding that Avenging Whirlwind, the T5 Sacred Fist enhancement, shares a cooldown with Great Cleave, not with Whirlwind attack. Having more AOE attacks is better for a TWF build that doesn't have Strikethrough. In practice, I don't think I'll have the Ki to sustain spamming Exalted and Avenging Whirlwind (that's 30 Ki if used in succession). Having Whirlwind attack basically cuts that cost in half or allows me 3 AOE attack for high-danger situations.
I don't agree with your overall conclusion about Precision in Legendary. When I play melee, I'm playing either a Barbarian or a Bear THF, neither of which uses Precision. Power Attack works fine and they have no trouble at all with Reapers or bosses. When I played THF Paladin, I experimented a great deal with both Precision and Power Attack. I agree Precision was better versus Reapers but I wouldn't say I ever felt ridiculously gimpy with Power Attack. There are many sources of Fortification bypass now. That's not to say Precision isn't good, it is, and not having either Power Attack or Precision is the trade-off cost of getting Whirlwind attack. One of the things I'm going to be paying attention to is are the T4 and T5 cores of Sacred Fist worth getting over Precision. Precision would be available in my proposed 16/2/2 multiclass split. I have no comment on the MRR cap at the moment since I'm in heroics. How cloth wearing melee fares in Legendary is certainly one of the metrics for this journey to test.