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  1. #1
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    Default Crushing Wave, Monk12/Fig8

    So my TR project is going well, I'm almost done with Artificer. And I thought I'd get away from casters altogether and get up in melee for a while.
    I initially wanted a phoenix variant, but couldn't seem to settle on a build I liked. So I made a list of all the feats I'd have on my ideal monk, and decided to try out Monk/Fighter.

    The AP on this guy is a bit wonky. There's nowhere near enough AP to get everything he actually cares about. Well, there might be if I took out flat stat-bonuses. But they're in, for now.
    Took Intimidate primarily because I needed a place to spend my skill points and figured he wouldn't get high enough UMD to matter regarding things like Heal Scrolls.

    **Revised to account for comments**
    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (8 Fighter \ 12 Monk) 
    Hit Points: 422
    Spell Points: 40 
    BAB: 17\17\22\27\27
    Fortitude: 20
    Reflex: 14
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            15                    17
    Constitution         17                    21
    Intelligence          8                    10
    Wisdom               16                    22
    Charisma              6                     8
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    20
    Bluff                -2                     0
    Concentration         7                    29
    Diplomacy            -2                     1
    Disable Device       n/a                    n/a
    Haggle               -2                    -1
    Heal                  3                     6
    Hide                  2                     3
    Intimidate            0                    20
    Jump                  3                     6
    Listen                3                     6
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                     1
    Search               -1                     3
    Spot                  3                     6
    Swim                  3                     6
    Tumble                n/a                   5
    Use Magic Device     n/a                    n/a
    
    Level 1 (Monk)
    Feat: (Selected) Luck of Heroes
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Power Attack
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Improved Sunder
    
    
    Level 6 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 8 (Fighter)
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Selected) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
    
    
    Level 12 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Monk)
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 15 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Toughness
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Dwarven Tactics III
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Strategy (Sunder) I
    Enhancement: Fighter Strategy (Sunder) II
    Enhancement: Fighter Strategy (Sunder) III
    Enhancement: Fighter Unarmed Specialization I
    Enhancement: Way of the Elegant Crane I
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Adept of Flame
    Enhancement: Master of Bonfires
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Str 22+7Epic Brawling+3Fire stance+2Shring=34/+12
    Wis 22+6item+2shrine-2Fire=28/+9
    Current Level 20 DCS:
    Fist: 10+10lvl+10stunners+9wis+1Kensei+5Sparehand+3Dwarf Tactics=48
    Blow: 10+10stunners+12str+1kensei+5sparehand+3DwarfTacti cs+3FighterTactic=44

    Right at the end, I dropped the Earth Line for Dwarven Con and Racial Toughness. Could still see switching back, especially if the answer to this is positive:

    How do Earth3, Imp Crit and Kensei work together with unarmed?
    My thinking is Fists are 20/x2. Imp crit improves them to 19-20/x2. Earth improves that to 19-20/x3. Then Kensei acts like "Seeker" right?
    Last edited by Dematto; 04-06-2012 at 01:14 PM.

  2. #2
    Community Member Zachski's Avatar
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    I have one criticism...

    Do you enjoy laying on your back and staring at the sky?

    If not, you may want to shift those points from Intimidate to Balance. :P

    Also, this ISN'T a criticism, but more so a question - what are you getting out of 8 levels of Fighter?
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  3. #3
    Community Member voodoogroves's Avatar
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    Your stunning fist is half character level not monk level ... So that is four more ... Still not awesome but maybe workable. I've got a 48 on my monk archer and I plan to drive that higher to better stun some epic dudes

    Maybe get yourself a spare hand?

    Otherwise those dc s are probably below the mark I would care about
    Ghallanda - now with fewer alts and more ghostbane

  4. #4
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    Going Fighter 8 instead of Fighter 6 opens up Action Boost 3, Toughness 3, Specialization 1, and Tactics 3.
    Whereas going Monk 14 instead of Monk12 only opens up Void3 and SR24 in the class. Both irrelevant to me.
    But you're right to note that I could still play with the last 1-2 fighter levels. I really wish alignment restrictions didn't exist, or I'd go Bard for UMD and songs


    Nice, I didn't notice Stunning Fist was CharLevel not Monk Level. That helps a good bit. Also forgot about Kensei1's boost. So the current "at 20, stance-free" dcs should be 42/35. With Epic Brawlers at 20, I'd have an odd str, meaning I could go Fire instead of Water, to yield 41/37. Epic Spare Hand would kick that to 46/42.

    I suppose if I went Dwarf or WF, it could go to 49/44 (3 tactics, but -1 str).
    Horc wasn't really doing much for me anyway. It was mostly the Str, Bonus Action Boost and Power Attack.
    If I go WF, I don't even have to lose the PA. Though honor would demand Healer's Friend.
    I'll play with it and see what I come up with.

  5. #5
    Community Member xoowak's Avatar
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    If you're going to be running around in earth stance intiming, have you considered stalwart instead of kensai? You lose a DC on your stunning fist, but gain some intim and a bunch of threat and HPs.

  6. #6

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    Quote Originally Posted by xoowak View Post
    If you're going to be running around in earth stance intiming, have you considered stalwart instead of kensai? You lose a DC on your stunning fist, but gain some intim and a bunch of threat and HPs.
    Not to mention the +2 Str.

    If you exchanged Luck of Heroes for Dodge, that would meet SD prereqs and open up Ninja Spy which is much more in tune with your goals.

  7. #7
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    Slightly tweaked version.
    The current plan is to run Earth Stance-Stalwart Stance simultaneously (I'm assuming they stack. Maybe I should not assume this) for tanky-tank melee goodness. I just barely manage to eek out Touch of Death, although not having more Heal-Amp worries me a LOT. If I drop Dwarven Con 1 and Tough3, I'd lose 30HP but get back 5pts. Coupled with the 1 Garbage Point in Dwarven-Spell, I'd have 6pts back. 4 for MonkRecover2, and then 2 for probably AttackBoost2. Whaddya think? -30HP worth it for Heal Amp 2?

    Str 22+7Epic Brawling+2Shrine=31/+10
    Wis 22+6item+2shrine=30/+10
    Con 21+3earth+2stance+6item+2shrine=34/+12
    Current Level 20 DCS:
    Fist: 10+10lvl+10stunners+10wis+5Sparehand+3DwarfTactics =48
    Blow: 10+10stunners+10str+5sparehand+3DwarfTactics+3Figh terTactic=41

    HP Calc 622 (Still need HP GS, and Stance's 10%) should break 700.
    96mnk+80Fig+30FigTough+30RacTough+20base+10vitalit y+66tough+30gfl+240con+20minos

    Fortunately, I'm only a respec away from going Fire-Kensai, which would booost my to-hit a bit, and up my Stunning Blow DC by 3. Does Dwarf Tactics actually work on Stunning Fist? I'm assuming it does, but again maybe I shouldn't.


    Finally, I'm up to 18 so I'm approaching TR-Junction. What gear recommendations do you have for a Monk-Life?
    I picked up a Planar Gird on the cheap, a couple stacks of Haste, Rage and Hero pots. I've got Garments of Equilibrium in the bank, though idk that I'll wear em. Does that Fist-Upsize stack with EarthJidz Upsize? Still need to farm out my Jidz.

    What else? I heard someone say you could make the tier-3 Level 16 Cannith stuff and MasterCraft it to level 13. Does that still work?
    My crafting skills are in the 50s but I'm not sure what I should make for the monk. Holy Bleeders?

    Been toying with the GS-HP item (ideally min2, though while I'm sitting at around 25 various larges I've got 0scales) but I'm not sure what slot will ultimately benefit a monk. Cloak? Shoes? I've already got the CC Gloves and Sparehand, which takes those slots off the table. I'd like to be as economic as possible and have the item be useful on multiple lives assuming I rarely stay 20 long enough to deal with Epic Quests (although...idk, if I like the monk-life, I might stick around)

    Thoughts?


    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (8 Fighter \ 12 Monk) 
    Hit Points: 422
    Spell Points: 40 
    BAB: 17\17\22\27\27
    Fortitude: 19
    Reflex: 13
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            15                    17
    Constitution         17                    21
    Intelligence          8                    10
    Wisdom               16                    22
    Charisma              6                     8
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    20
    Bluff                -2                    -1
    Concentration         7                    28
    Diplomacy            -2                    -1
    Disable Device       n/a                    n/a
    Haggle               -2                    -1
    Heal                  3                     6
    Hide                  2                     3
    Intimidate            0                    23
    Jump                  3                     6
    Listen                3                     6
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                     1
    Search               -1                     3
    Spot                  3                     6
    Swim                  3                     6
    Tumble                n/a                   5
    Use Magic Device     n/a                    n/a
    
    Level 1 (Monk)
    Feat: (Selected) Dodge
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Selected) Power Attack
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Improved Sunder
    
    
    Level 6 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 8 (Fighter)
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Selected) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
    
    
    Level 12 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Monk)
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 15 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Monk)
    Feat: (Selected) Toughness
    
    
    Level 19 (Monk)
    
    
    Level 20 (Monk)
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Dwarven Tactics III
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Strategy (Sunder) I
    Enhancement: Fighter Strategy (Sunder) II
    Enhancement: Fighter Strategy (Sunder) III
    Enhancement: Fighter Unarmed Specialization I
    Enhancement: Static Charge
    Enhancement: Touch of Death
    Enhancement: Porous Soul
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Winter's Touch
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III

  8. #8
    Community Member Raoull's Avatar
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    I run a Helf monk/fighter that is pretty similar. A few notes:

    -Stalwart stance does boost str/con.... but it also disallows Rage. With only stance 1, it basically breaks even in situations where you'd expect rage. I still have it though, as the 10% bonus HPs is quite significant, as is the threat for tanking.

    -The fighter enhancements to boost Stunning Blow DC also work on Stunning fist (as do the dwarven ones). You should have great stuns. Plus, remember you can do a Sunder/Stun 1-2 punch to boost it higher due to the Fort save debuff.

    -I didn't find the Weapon Focus & Specialization feats to be that worth while. I simply went with more toughnesses (which will probably involve rearranging feat order). It allows me to get to about 750 HPs with ship buffs, which is a good place to be. I've only got the easier top end gear, so it can go up from there. Plus, your dwarfness with be worth a bit of a bump as well. In theory I could drop stunning blow and sunder to up it further, but I like the versatility they provide.

    -You'll definitely want another stance for when you aren't tanking. Using only Earth 3 could be a liability in raid fights where someone else is supposed to keep aggro. I took Air 3 for those situations, and I also use it while soloing or other situations where I'm not hasted. If you're not hasted, Air 3 is way better DPS than Earth 3. If you are, I'd guesstimate they would be pretty similar.

    -Healing Amp is very good. I spent 12 AP myself taking human tier 2 and monk tier 2. Definitely take at least 2 tiers.

    -Ninja Spy is awesome, I assume its absence is just an oversight. Tier 1 gives you the most powerful tank ability out there, Shadow Fade. Tier 2 is nice for extra sneak DPS when you're not tanking (plus on trash you stun), and running around on water is fun (and useful in a couple of raids).

    -Improved Sunder boosts itself with the fort debuff, so I'd probably save AP by dropping some of that. Maybe keep 1 tier because its so cheap.

    -APs are crazy on this split... too many great things. I didn't take the toughness 3 enhancements for that reason, nor any stat that cost more than 2 AP. I'd also ditch Attack Boost.
    Cannith Server :Vice Sovereign of The Guild of Calamitous Intent

    Kalener (Monk) Renelak (backup band) Raoull (Mr. McStabby) Kaleray (laser heals) Kalrah (xbow rogue)

  9. #9
    Build Constructionist unbongwah's Avatar
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    You might want to have a look at the Emerald. Or if you want UMD, why not rogue or arty 2 instead of ftr 7-8? That also gets you W&S Mastery I (+30%).
    Revisiting the Classics: Axesinger / Dwarven Defender / Drow Ninja / Drow Paladin / Elven Ranger / Monkcher / Sacred Vanguard
    Other build threads: Cleric Domains / Kundarak Brigade / Iconic Builds
    My Build Index: a Motley Menagerie of Original Rapscallions, Pugilists, and Gimps!

  10. #10
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    Quote Originally Posted by Raoull View Post
    I run a Helf monk/fighter that is pretty similar. A few notes:

    -Stalwart stance does boost str/con.... but it also disallows Rage. With only stance 1, it basically breaks even in situations where you'd expect rage. I still have it though, as the 10% bonus HPs is quite significant, as is the threat for tanking.

    -The fighter enhancements to boost Stunning Blow DC also work on Stunning fist (as do the dwarven ones). You should have great stuns. Plus, remember you can do a Sunder/Stun 1-2 punch to boost it higher due to the Fort save debuff.

    -I didn't find the Weapon Focus & Specialization feats to be that worth while. I simply went with more toughnesses (which will probably involve rearranging feat order). It allows me to get to about 750 HPs with ship buffs, which is a good place to be. I've only got the easier top end gear, so it can go up from there. Plus, your dwarfness with be worth a bit of a bump as well. In theory I could drop stunning blow and sunder to up it further, but I like the versatility they provide.

    -You'll definitely want another stance for when you aren't tanking. Using only Earth 3 could be a liability in raid fights where someone else is supposed to keep aggro. I took Air 3 for those situations, and I also use it while soloing or other situations where I'm not hasted. If you're not hasted, Air 3 is way better DPS than Earth 3. If you are, I'd guesstimate they would be pretty similar.

    -Healing Amp is very good. I spent 12 AP myself taking human tier 2 and monk tier 2. Definitely take at least 2 tiers.

    -Ninja Spy is awesome, I assume its absence is just an oversight. Tier 1 gives you the most powerful tank ability out there, Shadow Fade. Tier 2 is nice for extra sneak DPS when you're not tanking (plus on trash you stun), and running around on water is fun (and useful in a couple of raids).

    -Improved Sunder boosts itself with the fort debuff, so I'd probably save AP by dropping some of that. Maybe keep 1 tier because its so cheap.

    -APs are crazy on this split... too many great things. I didn't take the toughness 3 enhancements for that reason, nor any stat that cost more than 2 AP. I'd also ditch Attack Boost.
    1: I did actually become aware of the Stalwart/Rage thing last night while researching Stalwarts. Which, I guess, means I don't have to bother with Madstone. I'll keep it in mind, though.

    2: This is just fantastic news. I had no idea fighter tactics worked on Stunning Fist. Maybe I'll switch 2 of my level up points from Wisdom to Strength in that case, to bring S.Blow up one and get back another point of attack and damage.

    3: Well, I grabbed them largely because I worry about this build's To-Hit. Especially if I want to turn on Power Attack.

    4/5/6: Actually, this is rough for me. Taking Ninja Spy requires a pretty substantial AP investment that I'm having trouble coming up with.
    I've identified one possible source of AP in dropping Dwarven Con 1, Racial Tough 3 and Dwarven Spell Defense. That gives me back 6 ap. If I drop Attack and Haste Boosts, i can fetch another 2. Giving me a total of 8 flexible points. That's just enough to grab Ninja Spy 1 according to the Wiki (4 on Jump2 and Tumble2, and 4 on the PRe itself).

    Then, if Fighter Tactics works on Stunning Fist, I suppose I could drop Monk Wisdom 1 and 2, get back those 6 points, and spend them on Fire Stance3 and Attack Boost 1. I'd essentially be trading 2 points of Stunning Fist DC for 2 points (because of my odd str) for 2 points of Stunning Blow/Sunder DC.

  11. #11
    Community Member Raoull's Avatar
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    Odd... considering you weren't thinking Ninja Spy to begin with, I suddenly had the realization "Doah, you'll need to burn a feat on Dodge too"... but then I checked, and you already had Dodge. I can only assume you were planning on Ninja spy and changed your mind but never got rid of it or something....


    I still think Improved Sunder is a good spot to free up some AP. It may slow down how long it takes to get going, but it will get there.

    Attack boost is easily expendable, although I'd really try to keep haste boost. 1AP for +15% DPS is pretty huge, even if it is limited in time.

    For Ninja Spy, while Tier 1 is huge due to Shadow Fade, but I think tier 2 is good... largely because it is so cheap. You just need 2 tiers of an animal path and then 2AP for the PRE itself. Since you have 2 different Toughness 3 lines, even if you were already thinking of dropping one, dropping the other frees up 3 AP... which can be spend on Tortoise 2. Tortoise 2 will not only give you back those 10 HPs, but you'll gain a bonus of +2 concentrate as well. All told, it end up only 2 AP for +2d6 sneak damage with a random +2 to dodge tossed in for good measure.
    Cannith Server :Vice Sovereign of The Guild of Calamitous Intent

    Kalener (Monk) Renelak (backup band) Raoull (Mr. McStabby) Kaleray (laser heals) Kalrah (xbow rogue)

  12. #12
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    Earlier in the build process, someone pointed out that if I took Dodge, it'd pull double duty as a Qualifier for both Stalwart and Ninja Spy. So I flipped from Path of Light to Path of Darkness, Luck of Heroes for Dodge and...here we are.
    I'll consider the Haste Boost over the Attack boost though, when the time comes. Esp. since this build won't be Wind-Stance any time soon.

    How does Shadow Fade even work? Is it a permanent passive? An activated? What's the duration/cooldown? Do I have to be hiding or anything weird like that?
    Last edited by Dematto; 04-12-2012 at 05:27 PM.

  13. #13
    Community Member WTFFowler's Avatar
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    Quote Originally Posted by Dematto View Post

    Then, if Fighter Tactics works on Stunning Fist, I suppose I could drop Monk Wisdom 1 and 2, get back those 6 points, and spend them on Fire Stance3 and Attack Boost 1. I'd essentially be trading 2 points of Stunning Fist DC for 2 points (because of my odd str) for 2 points of Stunning Blow/Sunder DC.
    It would actually be trading 3 point of stunning fist. Fire stance will drop your wisdom by 2 points.

    Ninja spy 1 is really something that will help and I suggest you can get it any way you can. Ninja spy 2 is really up in the air. Its nice if you can fit it in ap wise, but seeing as how its already kind of bonkers I would say dont worry about it unless you enjoy your monk life and want to stay at it for a while.

    Quote Originally Posted by Dematto View Post
    I picked up a Planar Gird on the cheap, a couple stacks of Haste, Rage and Hero pots. I've got Garments of Equilibrium in the bank, though idk that I'll wear em. Does that Fist-Upsize stack with EarthJidz Upsize? Still need to farm out my Jidz.
    Just to answer this, no the the die step increase does not stack with the 2. Either of them will stack with the PL feat, but not with each other.

    As for Shadow fade, its and active ability, and lasts 60 seconds and costs 10ki i think but dont quote me on that. Not sure on the cooldown but I think its also 60 seconds. It stacks diminishingly with displacement for something like 66%. Nothing strange to use it, put it in your bar and click it.
    Last edited by WTFFowler; 04-12-2012 at 05:33 PM.
    Quote Originally Posted by Feather_of_Sun View Post
    Caution: The following may not be anything remotely resembling truth.
    Quote Originally Posted by ferd View Post
    Dude, you could fart and it would cause mass panic here.

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