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Thread: Celestial Ninja

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    Default Celestial Ninja

    First off, I want to give props to Firewall for his shuricannon build https://www.ddo.com/forums/showthrea...di-Shuricannon. This build is intended to be a variant of his build that takes advantage of the bonuses that are already there for shortswords. Drow Xen'drik weapon training, Ninja Spy and Divine Crusader all give bonuses to both shurikens and shordswords. My variant will take advantage of these synergies. The idea is to use shurikens when 10k is up and then switch to earth stance swf with a short sword when it is on timer. All the required feats and enhancements are there for both fighting styles. On paper the build looks like a lot of fun. I will be play testing this build in the future and add more to the OP as I learn more about the build. Let me know what you think.

    1 Point Blank Shot, (monk bonus) Single Weapon Fighting, (drow) Shuriken Expertise
    2 (monk bonus) Precision
    3 Quick Draw, Fists of Light
    6 Rapid Shot, (monk bonus) 10K stars
    9 Improved Single Weapon Fighting
    12 Improved Critical: Piercing Weapons
    15 Greater Single Weapon Fighting
    18 Precise Shot
    21 Improved Precise Shot
    24 Improved Critical: Thrown Weapons
    26 Perfect Single Weapon Fighting
    27 Blinding Speed (or OC)
    28 Perfect Two Weapon Fighting

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Level 28 Lawful Good Drow Male
    (20 Monk \ 8 Epic) 
    Hit Points: 374
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 18
    Reflex: 28
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 28)
    Strength              8                    12
    Dexterity            20                    36
    Constitution         12                    16
    Intelligence         10                    14
    Wisdom               16                    22
    Charisma             10                    14
    
    Tomes Used
    +1 Tome of Strength used at level 2
    +1 Tome of Dexterity used at level 2
    +1 Tome of Constitution used at level 2
    +1 Tome of Intelligence used at level 2
    +1 Tome of Wisdom used at level 2
    +1 Tome of Charisma used at level 2
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    +3 Tome of Strength used at level 10
    +3 Tome of Dexterity used at level 10
    +3 Tome of Constitution used at level 10
    +3 Tome of Intelligence used at level 10
    +3 Tome of Wisdom used at level 10
    +3 Tome of Charisma used at level 10
    +4 Tome of Strength used at level 14
    +4 Tome of Dexterity used at level 14
    +4 Tome of Constitution used at level 14
    +4 Tome of Intelligence used at level 14
    +4 Tome of Wisdom used at level 14
    +4 Tome of Charisma used at level 14
    +5 Tome of Dexterity used at level 19
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 28)
    Balance               7                    42
    Concentration         5                    41
    Heal                  4                    26
    Hide                  5                    21
    Move Silently         5                    21
    Spot                  6                    39
    Tumble                6                    25
    Use Magic Device      2                    21
    
    Level 1 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Heal (+1)
    Skill: Spot (+3)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Fighter
    Feat: (Selected) Point Blank Shot
    Feat: (Monk Bonus) Single Weapon Fighting
    
    
    Level 2 (Monk)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Precision
    
    
    Level 3 (Monk)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Quick Draw
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Monk)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 6 (Monk)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Rapid Shot
    Feat: (Monk Bonus) Ten Thousand Stars
    
    
    Level 7 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Monk)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Single Weapon Fighting
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Monk)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 12 (Monk)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 13 (Monk)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Monk)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Single Weapon Fighting
    
    
    Level 16 (Monk)
    Ability Raise: DEX
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Precise Shot
    
    
    Level 19 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Monk)
    Ability Raise: DEX
    Skill: Balance (+3)
    Skill: Concentration (+2)
    Skill: Spot (+1)
    
    
    Level 21 (Epic)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: DEX
    Feat: (Selected) Improved Critical: Thrown Weapons
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Single Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: DEX
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    Enhancement: Drow - Spell Resistance (Rank 1)
    Enhancement: Drow - Drow Dexterity (Rank 1)
    Enhancement: Drow - Spell Resistance (Rank 1)
    Enhancement: Drow - Drow Dexterity (Rank 1)
    Enhancement: Drow - Spell Resistance (Rank 1)
    Enhancement: Drow - Xen'drik Weapon Training (Rank 1)
    Enhancement: Drow - Enchantment Lore (Rank 1)
    Enhancement: Drow - Enchantment Lore (Rank 2)
    Enhancement: Drow - Xen'drik Weapon Training (Rank 1)
    Enhancement: Drow - Xen'drik Weapon Training (Rank 1)
    Enhancement: Drow - Xen'drik Weapon Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Poisoned Darts (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Diversion (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Ninja Master (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Acrobatic (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Fists of Iron (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 2)
    Enhancement: Ninja Spy (Mnk) - Agility (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sting of the Ninja (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Dexterity (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 1)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 2)
    Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 3)
    Enhancement: Ninja Spy (Mnk) - Dexterity (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Crippling Strike (Rank 1)
    Enhancement: Ninja Spy (Mnk) - Shadow Double (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) - Reed in the Wind (Rank 1)
    Enhancement: Shintao (Mnk) - Reed in the Wind (Rank 2)
    Enhancement: Shintao (Mnk) - Reed in the Wind (Rank 3)
    Enhancement: Shintao (Mnk) - Exemplar (Rank 1)
    Enhancement: Shintao (Mnk) - Smite Tainted Creature (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) - Conditioning (Rank 1)
    Enhancement: Shintao (Mnk) - Conditioning (Rank 2)
    Enhancement: Shintao (Mnk) - Conditioning (Rank 3)
    Enhancement: Shintao (Mnk) - Wisdom (Rank 1)
    Enhancement: Shintao (Mnk) - Wisdom (Rank 1)
    Last edited by DethTrip; 08-15-2014 at 01:30 PM.
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    so for about 30 seconds youll use shortswords, and why earthstance? wouldnt wind stance be better for dex and 10% DS.

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    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by flute136 View Post
    so for about 30 seconds youll use shortswords, and why earthstance? wouldnt wind stance be better for dex and 10% DS.
    More or less, Yes. In some content, wind stance would be good but in EEs, I would opt for the extra AC, HPs and PRR. Plus keep in mind that the ninja capstone and celestial champion each give +1 crit threat range combined with imp crit piercing will provide a 13-20 crit range as I believe the bonuses are added before imp crit. Also with precision debuffing fortification and either weapons or armor adding more debuffing, there should be plenty of critting going on. The +1 crit multiplier from earth will add a good bit of dps. Could be half a dozen of one or six of the other as far as dps goes but the added defense wins imo.
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  4. #4

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    I am always a fan of those who work out a new build that pulls through the power of a fully-trained pure Monk.

    This looks like a great plan. The only thing I would suggest is greater WIS. Not sure if I know why CHA is higher (I know that Drow get a better base score), but if you can shove points into WIS, your Dark finishers will stick, which can paralyze and mute enemies with great reliability and thus will give you faster damage with the No Mercy ability trained.

    Looking forward to how this build works out. Keep us updated!
    Last edited by Spencerian; 07-31-2014 at 02:49 PM. Reason: Grammar nazi
    Editor, The Book of Syncletica: An unofficial DDO Monk Guide, and Stormreach Shadows: An unofficial DDO Stealth Guide
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    Good start--but you are missing the dodge feat...pures that hybrid ranged and melee are feat-starved
    I will post a thread soon on the u22 ninja but my take is similar. I recommend you go SWF, use shuricans as general weapon but use hooks and IC slashing for 6 seconds of 100% shadow doublestrike (for a very powerful burst DPS that renews 24 seconds later--when 10K ends)
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    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by Spencerian View Post
    I am always a fan of those who work out a new build that pulls through the power of a fully-trained pure Monk.

    This looks like a great plan. The only thing I would suggest is greater WIS. Not sure if I know why CHA is higher (I know that Drow get a better base score), but if you can shove points into WIS, your Dark finishers will stick, which can paralyze and mute enemies with great potency will give you faster damage with the No Mercy ability trained.

    Looking forward to how this build works out. Keep us updated!
    Starting wis is 16 and cha is 10. Ending wis is 22 and cha is 14. So I think you missed something there. Also, divine crusader has the ability choices of str, wis or cha so I plan on taking some wis enhancments there as well as the two taken in shintao. Not quite sure how high wisdom will get in the end with everything that will be added but it should be pretty decent since starting it at 16. Now I need to cap an alt to try this out. Thanks for your reply.
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    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by Saekee View Post
    Good start--but you are missing the dodge feat...pures that hybrid ranged and melee are feat-starved
    I will post a thread soon on the u22 ninja but my take is similar. I recommend you go SWF, use shuricans as general weapon but use hooks and IC slashing for 6 seconds of 100% shadow doublestrike (for a very powerful burst DPS that renews 24 seconds later--when 10K ends)
    Yes, couldn't squeeze it in but it's certainly not a deal breaker. Going to stick with shortswords as those get bonuses from Drow Xen'drik weapon training and Ninja Spy as previously stated. Shadow double isn't a bad idea but I've used it before and for 30 ki and only 6 seconds I didn't like it. After I play this some I may change my mind. We'll see.
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    which named shortswords do you possess/plan to use?
    You're going to miss having dodge...you want it at 25; without the feat, you can't take the ninja dodge enhancements nor the drow ones
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    I'm leveling a Shuricannon monk myself now---at level 11 at this time.
    I used shortswords quite a bit up to level 9, but I swapped the feat out at Fred at 9th level.

    My observation is that when you have quickdraw, rapid shot, and precise shot all working together, it is pretty comfortable running in ranged only, with the shortsword only there for the offhand or in case you want to toss out some light finishers. This is particularly so once you get the passive ki regeneration in stealth and from the henshin enhancement, with makes it so you don't feel compelled to melee to fuel 10k stars and shadow fade.

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    Quote Originally Posted by Saekee View Post
    which named shortswords do you possess/plan to use?
    You're going to miss having dodge...you want it at 25; without the feat, you can't take the ninja dodge enhancements nor the drow ones
    You can still take acrobatic, which I have done for +3% dodge. I still don't feel it's a deal breaker. I should still be able to get a respectable dodge. With the high dex and wisdom, AC should be useful and it still has shadow veil as well. A decent PRR should also be achievable. I think the defense should be quite adequate.

    Quote Originally Posted by ValariusK View Post
    I'm leveling a Shuricannon monk myself now---at level 11 at this time.
    I used shortswords quite a bit up to level 9, but I swapped the feat out at Fred at 9th level.

    My observation is that when you have quickdraw, rapid shot, and precise shot all working together, it is pretty comfortable running in ranged only, with the shortsword only there for the offhand or in case you want to toss out some light finishers. This is particularly so once you get the passive ki regeneration in stealth and from the henshin enhancement, with makes it so you don't feel compelled to melee to fuel 10k stars and shadow fade.
    What feat did you have to swap out? TWF? I may indeed find the same to be true after play testing. An epic TR would easily respec the build but all the ranged abilities are there so no worries. Initially I just like the option of being able to melee. We'll see how it goes.
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    Yes, it was the TWF feat. I swapped it out for precision to slightly increase my ranged effective dps. I did this because by 9th level:

    1. My effective damage potential had mostly caught up to what I could get with TWF AND
    2. I had sufficient ki generation to fuel it without popping out the paired shortswords.

    From 1-9 you'll find the shortswords pretty useful with a shuricannon build, after that much less so, IMO. That said, an entirely restructured shuriken-melee hybrid build is probably pretty doable, getting more melee power in return for the defense and shuriken offense that it trades away. Maybe something like monk-12/ranger-6/ third class to taste

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    Quote Originally Posted by DethTrip View Post
    You can still take acrobatic, which I have done for +3% dodge. I still don't feel it's a deal breaker. I should still be able to get a respectable dodge. With the high dex and wisdom, AC should be useful and it still has shadow veil as well. A decent PRR should also be achievable. I think the defense should be quite adequate.
    Ah I see--I did not know you could still take acrobatic. However, the Drow side says it requires the dodge feat if you intended for 3% dodge from there. That totals 6% between feats and the three from Drow.
    But if you can get to 25% dodge without it, that is very good.
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    Quote Originally Posted by ValariusK View Post
    Yes, it was the TWF feat. I swapped it out for precision to slightly increase my ranged effective dps. I did this because by 9th level:

    1. My effective damage potential had mostly caught up to what I could get with TWF AND
    2. I had sufficient ki generation to fuel it without popping out the paired shortswords.

    From 1-9 you'll find the shortswords pretty useful with a shuricannon build, after that much less so, IMO. That said, an entirely restructured shuriken-melee hybrid build is probably pretty doable, getting more melee power in return for the defense and shuriken offense that it trades away. Maybe something like monk-12/ranger-6/ third class to taste
    With ninja capstone (+1 threat and vorpal), the extra +1 crit from GM earth, and high dex (att and dam mod) I think the melee dps will be pretty good. Divine Crusader will also add quite a bit of dps with bab = to level and other goodies. Will this be the maximum possible melee or throwing dps? No. Will the dps be pretty good? I don't see any reason why it shouldn't be. All the required feats and enhancements are there. I think it actually looks pretty good on paper but I'll know a lot more after play testing.

    Quote Originally Posted by Saekee View Post
    Ah I see--I did not know you could still take acrobatic. However, the Drow side says it requires the dodge feat if you intended for 3% dodge from there. That totals 6% between feats and the three from Drow.
    But if you can get to 25% dodge without it, that is very good.
    6% from monk levels and 3% from acrobatic is a good start. 10% from gear is at 19% already. Just have to squeeze in 6% more from somewhere but even if not 19% isn't terrible. You will still have a high AC and shadow veil. Still not a deal breaker imo.
    Last edited by DethTrip; 08-06-2014 at 01:55 PM.
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    Well, I started this build except I went swf (is a monk feat like twf just had to put some points into balance) instead of twf for a few reasons. It seems to me that doing +100% mainhand weapon damage (gswf) is like hitting with a mainhand and offhand. The thing is, you don't get a 100% chance to throw an offhand so that alone seems to make swf superior. On top of that, you get the 30% attack speed increase which is a huge dps gain. THEN, when taking perfect swf, you vorpal on a 19-20. This will be very nice since I will be taking the ninja capstone that gives vorpal. At lvl 14 now and the melee is still better dps. Only obvious difference is, you are putting yourself in harms way to melee. So I have been switching back and forth depending on the enemies and situations. I really do like having both options. This toon does not have all his EDs done so certain EDs may work better with one style over the other as well. Still liking having both ranged and melee. Will report back after some more playing.
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    Quote Originally Posted by DethTrip View Post
    More or less, Yes. In some content, wind stance would be good but in EEs, I would opt for the extra AC, HPs and PRR. Plus keep in mind that the ninja capstone and celestial champion each give +1 crit threat range combined with imp crit piercing will provide a 13-20 crit range as I believe the bonuses are added before imp crit. Also with precision debuffing fortification and either weapons or armor adding more debuffing, there should be plenty of critting going on. The +1 crit multiplier from earth will add a good bit of dps. Could be half a dozen of one or six of the other as far as dps goes but the added defense wins imo.
    Some named shortswords have an expanded threat range and will crit with the capstone and divine crusader 11-20/2. The brush hooks will do 11-20/3.
    Quote Originally Posted by DethTrip View Post
    Well, I started this build except I went swf (is a monk feat like twf just had to put some points into balance) instead of twf for a few reasons. It seems to me that doing +100% mainhand weapon damage (gswf) is like hitting with a mainhand and offhand. The thing is, you don't get a 100% chance to throw an offhand so that alone seems to make swf superior. On top of that, you get the 30% attack speed increase which is a huge dps gain. THEN, when taking perfect swf, you vorpal on a 19-20. This will be very nice since I will be taking the ninja capstone that gives vorpal. At lvl 14 now and the melee is still better dps. Only obvious difference is, you are putting yourself in harms way to melee. So I have been switching back and forth depending on the enemies and situations. I really do like having both options. This toon does not have all his EDs done so certain EDs may work better with one style over the other as well. Still liking having both ranged and melee. Will report back after some more playing.
    Check out this thread, in particular post #10.
    As I mnetioned above, SWF and do burst damage with melee with Shadow double. Spencerian and I have chatted about this on his blog also! I am at level 24 with it now. It helps to be able to use Celestia on skellies if you have it.
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  16. #16
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    Quote Originally Posted by Saekee View Post
    Some named shortswords have an expanded threat range and will crit with the capstone and divine crusader 11-20/2. The brush hooks will do 11-20/3.
    The hook looks good. Will bypass all but slashing dr, nice. Would have to take ic slashing to take full advantage of them but would still be useful in certain situations.

    Quote Originally Posted by Saekee View Post
    Check out this thread, in particular post #10.
    As I mnetioned above, SWF and do burst damage with melee with Shadow double. Spencerian and I have chatted about this on his blog also! I am at level 24 with it now. It helps to be able to use Celestia on skellies if you have it.
    I did end up taking shadow double over the stealthy enhancements. I have one celestia, which is partially why I took swf also. I'll check out that post.
    If you're having fun, then you're doing it right.

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    Here is the feat progression I am using:

    1 Feat: (Monk Bonus) Dodge, Point Blank Shot; Drow Shuriken Expertise
    2 Precision
    3 Feat: Fists of Light; Single Weapon Fighting
    6 Rapid Shot; 10K stars
    9 Improved Single Weapon Fighting
    12 Improved Critical: Slashing Weapons
    15 Greater Single Weapon Fighting
    18 Precise Shot
    21 Improved Precise Shot
    24 Improved Critical: Thrown Weapons
    26 Perfect Single Weapon Fighting
    27 Blinding Speed (or OC)
    28 Doubleshot

    I list Overwhelming Critical as an option for 27 because its requirements will change in U23. Blinding Speed is really for faster throwing, since in full air stance you get the haste level attack speed already. Would need to take a good look at Jakeleela's thrown attack speed work to figure out if the blinding speed is really needed.

    I am reconsidering taking Dodge, since I am missing quickdraw; I could swap dodge for quickdraw. I think your arguments for not taking it are sound enough.
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  18. #18
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    Quote Originally Posted by Saekee View Post
    Here is the feat progression I am using:

    1 Feat: (Monk Bonus) Dodge, Point Blank Shot; Drow Shuriken Expertise
    2 Precision
    3 Feat: Fists of Light; Single Weapon Fighting
    6 Rapid Shot; 10K stars
    9 Improved Single Weapon Fighting
    12 Improved Critical: Slashing Weapons
    15 Greater Single Weapon Fighting
    18 Precise Shot
    21 Improved Precise Shot
    24 Improved Critical: Thrown Weapons
    26 Perfect Single Weapon Fighting
    27 Blinding Speed (or OC)
    28 Doubleshot

    I list Overwhelming Critical as an option for 27 because its requirements will change in U23. Blinding Speed is really for faster throwing, since in full air stance you get the haste level attack speed already. Would need to take a good look at Jakeleela's thrown attack speed work to figure out if the blinding speed is really needed.

    I am reconsidering taking Dodge, since I am missing quickdraw; I could swap dodge for quickdraw. I think your arguments for not taking it are sound enough.
    I made some changes to the OP. Let me know what you think. It will be awesome if they do follow through with removing the prereqs for OC.
    If you're having fun, then you're doing it right.

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    nice; where are you right now with it (what level)? The level 28 one is interesting--PTWF means adding 5% doublestrike. I am not sure if that is worth it unless you are doing a LOT of melee. The doubleshot may well be stronger. OTOH have you had any experience in boosting Celestia's glancing blows by standing still while using her? I wonder if PTHF feat could even be interesting if you are focused completely on Celestia and those glancing blows for CC etc.:

    Increases the damage of glancing blow attack when wielding a two-handed weapon by an additional 10%. Also increases the chance for weapon effects to trigger on glancing blows by an additional 10%.
    Note: Does not require any of the Two-Handed Fighting feats.


    Just thinking out loud.
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  20. #20
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    Quote Originally Posted by Saekee View Post
    nice; where are you right now with it (what level)? The level 28 one is interesting--PTWF means adding 5% doublestrike. I am not sure if that is worth it unless you are doing a LOT of melee. The doubleshot may well be stronger. OTOH have you had any experience in boosting Celestia's glancing blows by standing still while using her? I wonder if PTHF feat could even be interesting if you are focused completely on Celestia and those glancing blows for CC etc.:

    Increases the damage of glancing blow attack when wielding a two-handed weapon by an additional 10%. Also increases the chance for weapon effects to trigger on glancing blows by an additional 10%.
    Note: Does not require any of the Two-Handed Fighting feats.


    Just thinking out loud.
    Only at lvl14 atm. So I have a lot of playing left to figure out what direction to take the build.
    If you're having fun, then you're doing it right.

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