Stone Claw Mantis Style - An Optimized Sickle Monk (Ongoing Damage)

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Stone Claw Mantis Style 
Thri-Kreen Stone Fist Monk/Tiger Claw Master/Reincarnate Champion





Build Goals

This build is made to use the new Slashing Kama Style. Ongoing damage is typically viewed as inferior to frontloaded damage, but the monk class and Flurry of Blows mechanics flies in the face of the focus fire philosophy. Apply ongoing damage to whatever target is least likely to be focus fired. Don't apply it to mobs likely to die before they even take it. You won't ever be a Twin Strike ranger, but that doesn't mean you won't contribute a meaningful amount of damage to the fight.

The goal of this build is to optimize Flurry of Blows in a number of ways. We will be increasing frequency (Blurred Strike Ki Focus), which will require us to obtain a number of attacks that will allow us to attack twice in the same turn. FoB damage will see a fairly standard increase until paragon, when it will finally top off. Targets will increase in paragon and epic as well.


Ideally, if you are FoBing twice a turn, you should be applying two medium-high strength ongoing damage effects. If you ever run out of ongoing damage targets, that means that enemies have been failing their saves, and you should be happy, and just use FoB normally.


Level 1 Build and Discussion

Stone Mantis, level 1
Thri-Kreen, Monk
Monastic Tradition: Stone Fist
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 16, Con 10, Dex 20, Int 8, Wis 11, Cha 10.


STARTING ABILITY SCORES
Str 14, Con 10, Dex 18, Int 8, Wis 11, Cha 10.



AC: 17 Fort: 14 Reflex: 16 Will: 12
HP: 32 Surges: 7 Surge Value: 8


Stealth +10, Thievery +10, Perception +5, Athletics +10


UNTRAINED SKILLS
Acrobatics +5, Arcana -1, Bluff, Diplomacy, Dungeoneering, Endurance, Heal, History -1, Insight, Intimidate, Nature +2, Religion -1, Streetwise


FEATS
Level 1: Ki Focus Expertise


POWERS
Monk at-will 1: Crane's Wings
Monk at-will 1: Five Storms
Monk encounter 1: Scattering of Leaves
Monk daily 1: Spinning Leopard Maneuver


ITEMS
Monk Unarmed Strike, Cloth Armor (Basic Clothing), Club, Dagger, Shuriken (5), Adventurer's Kit



Discussion:
Stone Fist was selected for the Monastic Tradition due to the fact that it has the highest base FoB damage, and is the only FoB that increases in damage on it's secondary targets (2/4/6). Thri-Kreen was chosen for the race because of the perfect stat line-up, minor action attack and all around solid race mechanics (jumping, +1 speed, +2 athletics? Heck yes!).


While I would have preferred the 16/16/13 array, I felt the need to be aware of the somewhat controversal PP choice and opted for a 18/14/11. Mitigating the effects of the -2 to the one attack need to be taken at every step, to ensure that we are using the full +4 damage to FoB. If we are not, we might as well choose another PP. 18/14/11 is typically viewed as the superior choice anyway, but obviously drops FoB damage, and makes your defenses much more polarized.


Assuming Backgrounds and theme, we have selected Born Under a Bad Sign (/le gasp) and Iron Wolf Barbarian. Normally, you would think that we would not be making very many charges as a Monk. However, a charge is a great opener, and our PP comes with two great charges. The second part of the power is inaccurate, but affects many targets, and allows us to trigger Blurred Strike Ki Focus (get used to hearing that). Iron Wolf Barb power swaps are actually quite good, being No Action attacks, allowing more FoB triggers. Keep in mind that if our Iron Wolf Charge rider misses, we can easily use another No Action to take it's place.


Crane's Wings gives you a massive at-will jump, as well as single target damage with a push. Five Storms is your typical go-to at-will. Scattering of Leaves gives us our first encounter power with a double attack. Spinning Leopard Maneuver gives us a massive amount of attacks, which again will meet the requirement of Blurred Strike Ki Focus.


First feat goes into Ki Focus Expertise. +1/2/3 feat to hit (all ki focus and weapon attacks) and +1/2/3 damage against bloodied targets (only Ki Focus attacks) is very good.


Number of ways to trigger Blurred Strike Ki Focus: 5
Thri-Kreen Flurry, Iron Wolf Charge, Action Point, Scattering of Leaves, Spinning Leopard Maneuver. Not a bad start.


Level 2

Changes:
+5 HP
+1 to attacks, defenses, checks
New Monk Utility 2: Supreme Flurry
New Feat Level 2: Slashing Kama Style

Magic Items (Expected GP = 1,920):
Level 5 (1,000 gp): Blurred Strike Ki Focus +1
Level 3 (680 gp): Ki Club +1
Total: 1,680 gp


Big level! You gain Slashing Kama Style, allowing you to do ongoing damage equal to the FoB damageon one adjacent target a turn. Blurred Strike Ki Focus makes its first appearance, allowing you to FoB twice in one turn as long as they were triggered by different attacks. Ki Weapon allows you to add 2 to your FoB damage the first time each round.


Supreme Flurry allows you to FoB a third time a turn, once a day.


Time for FoB tactics: You need to plan your FoB targets carefully. For example, you use Scattering of Leaves, with two mobs adjacent. You hit the first mob, FoB the second for ongoing -> hit the second, FoB the first for ongoing. This will give you the most FoB damage. Alternatively, you could focus fire and do: Hit First, FoB Second (Ongoing) -> Hit Second, FoB Second (normal). Ongoing on minions is useless, as is ongoing damage on targets likely to die before it ticks twice. Plan it for every situation.


Max FoB damage: 10 = 3 (Str) + 3 (Stone Fist) + 2 (Ki Weapon) + 2 (Secondary Target).


Being able to apply 10 ongoing damage at-will by level 2 is pretttttty good.


Level 3

Changes:
+5 HP
New Monk Encounter 3: Eternal Mountain

Magic Items (Expected GP = 2,560):
Level 5 (1,000 gp): Blurred Strike Ki Focus +1
Level 4 (840 gp): Flowform Cloth Armor +1
Level 3 (680 gp): Ki Club +1
Total: 2,520 gp


Eternal Mountain is not a double attack (and we could grab one from Iron Wolf Barbarian). However, it is VERY strong. AoE Prone + damage resist? Combos great with Thri-Kreen Flurry.


Flowform Armor gives us a nice no action save.


Level 4

Changes:
+5 HP
+1 Dex (21), +1 Str (17)
+1 to attacks, defenses, checks
New Feat Level 4: Unarmored Agility

Magic Items (Expected GP = 3,200):
Level 5 (1,000 gp): Blurred Strike Ki Focus +1
Level 4 (840 gp): Flowform Cloth Armor +1
Level 3 (680 gp): Ki Club +1
Level 2 (520 gp): Amulet of Resolution +1
Total: 3,040 gp


Really wanted to take some more DPR feat (Crashing Tempest, Accurate Ki Focus, Four Armed Flurry...) but attacking twice a turn, front line, is bound to draw some threat. +2 AC is really solid. Amulet of Resolution gives you +1 to all NADs, as well as a reroll of a failed save (very handy with our robes).


Level 5

Changes:
+5 HP
New Monk Daily 5: Water Gives Way

Magic Items (Expected GP = 4,480):
Level 5 (1,000 gp): Blurred Strike Ki Focus +1
Level 4 (840 gp): Flowform Cloth Armor +1
Level 4 (840 gp): Shielding Sickle +1
Level 3 (680 gp): Ki Club +1
Level 2 (520 gp): Amulet of Resolution +1
Total: 3,880 gp


Water Gives Way. Wow, is that a nice Monk Daily! Put yourself in a position where the mob charges you. Now, you interupt his attack, do 4d10 damage, slide him 2 AND prone? Sign me up!


As Rhythm Blade doesn't work without a shield bonus, upgrade your Sickle to a Shielding Sickle for some nice +1 AC Shield Bonus.


Level 6

Changes:
+5 HP
+1 to attacks, defenses, checks
New Feat Level 6: Crashing Tempest Style
New Monk Utility 6: Centered Defense

Magic Items (Expected GP = 6,400):
Level 6 (1,800 gp): Iron Armbands of Power
Level 5 (1,000 gp): Blurred Strike Ki Focus +1
Level 4 (840 gp): Flowform Cloth Armor +1
Level 4 (840 gp): Shielding Sickle +1
Level 3 (680 gp): Ki Club +1
Level 2 (520 gp): Amulet of Resolution +1
Total: 5,680 gp


Another 2 damage of your FoB from Crashing Tempest. As a Blurred Strike Ki Focus Monk, you have a suprising amount of melee powers compared to more monks, so go ahead and grab Iron Armbands. Five Storms and Eternal Mountain won't get the bump, but pretty much everything else will.


Centered Defense gives you a powerful encounter long stance. Use it before using something that will make a lot of creatures mad.


Max Flurry Damage is now 12.


Level 7

Changes:
+5 HP
New Monk Encounter 7: Wolf's Bound (Iron Wolf encounter)

Magic Items (Expected GP = 9,600):
Level 6 (1,800 gp): Iron Armbands of Power
Level 5 (1,000 gp): Blurred Strike Ki Focus +1
Level 4 (840 gp): Flowform Cloth Armor +1
Level 4 (840 gp): Shielding Sickle +1
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Ki Club +1
Level 2 (520 gp): Amulet of Resolution +1
Total: 6,520


There are a LOT of options for options for double FoB powers this level (2 from Iron Wolf, 3 from Monk). None of them stand out as amazing powers, but given that we will actually have a respectable amount of immediate powers and that it can be tacked onto almost every attack we have, I opted for Wolf's Bound. You can use it with a charge, or Crane's Wings, or many of our fun dailies.


Gauntlets of Blood give us a nice +2 damage against bloodied targets (so 3 if we are using our Ki Focus).


Level 8

Changes:
+5 HP
+1 Dex (22), +1 Str (18)
+1 to attacks, defenses, checks
New Feat Level 8: Superior Implement Training: Accurate Ki Focus

Magic Items (Expected GP = 12,800):
Level 10 (5,000 gp): Accurate Blurred Strike Ki Focus +2
Level 6 (1,800 gp): Iron Armbands of Power
Level 4 (840 gp): Flowform Cloth Armor +1
Level 4 (840 gp): Shielding Sickle +1
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Ki Club +1
Level 2 (520 gp): Amulet of Resolution +1
Total: 11,320


Finally get your Accurate Ki Focus, and upgrade your Blurred Strike while you are at it. Also, Dex hits an even number this level, as well as standard increase to attack. +4 to hit in one level!


Max FoB Damage is now 13.


Level 9

Changes:
+5 HP
New Monk Daily 9: Crane Dance

Magic Items (Expected GP = 16,000):
Level 10 (5,000 gp): Accurate Blurred Strike Ki Focus +2
Level 8 (3,400 gp): Steadfast Amulet +2
Level 6 (1,800 gp): Iron Armbands of Power
Level 4 (840 gp): Flowform Cloth Armor +1
Level 4 (840 gp): Shielding Sickle +1
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Ki Club +1
Total: 14,616


Crane Dance gives you another Blurred Strike trigger. Swap out your old neck for Steadfast. Immediate Interupt against stun and daze. Yes please.


Level 10

Changes:
+5 HP
+1 to attacks, defenses, checks
New Feat Level 10: Four Armed Flurry
New Monk Utility 10: Iron Dragon Defense

Magic Items (Expected GP = 22,400):
Level 10 (5,000 gp): Accurate Blurred Strike Ki Focus +2
Level 9 (4,200 gp): Flowform Cloth Armor +2
Level 8 (3,400 gp): Steadfast Amulet +2
Level 7 (2,600 gp): Boots of the Fencing Master
Level 6 (1,800 gp): Iron Armbands of Power
Level 4 (840 gp): Shielding Sickle +1
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Ki Club +1
Total: 21,248


Iron Dragon Defense gives you a very nice reduction in damage. Consider training it out later on if you get too many interrupts. Four Armed Flurry gives you +2 FoB damage on one target, which is just fine, because Slashing Kama only affects one target.


Upgrade Flowform, and take Boots of the Dancing Master for defenses and mobility.


Max FoB damage: 15.


Level 11 Build and Discussion

Stone Mantis, level 11
Thri-Kreen, Monk, Tiger Claw Master
Monastic Tradition: Stone Fist
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Iron Wolf Barbarian
FINAL ABILITY SCORES
Str 19, Con 11, Dex 23, Int 9, Wis 12, Cha 11.

STARTING ABILITY SCORES
Str 14, Con 10, Dex 18, Int 8, Wis 11, Cha 10.


AC: 29 = 10 (Base) + 5 (half level) + 6 (Dex) + 2 (Feat) + 2 (Enhance) + 2 (Monk) + 1 (item) +1 (Shield)
Fort: 25 = 10 (Base) + 5 (half level) + 4 (Str) + 2 (Feat) + 2 (Enhance) + 1 (Class) + 1 (item)
Reflex: 27 = 10 (Base) + 5 (half level) + 6 (Dex) + 2 (Feat) + 2 (Enhance) + 1 (Class) + 1 (item)
Will: 24 = 10 (Base) + 5 (half level) + 1 (Wis) + 2 (Feat) + 2 (Enhance) + 1 (Class) + 1 (item) + 2 (Stone Fist)


HP: 85 Surges: 7 Surge Value: 21


TRAINED SKILLS
Stealth +16, Thievery +16, Perception +11, Athletics +16


UNTRAINED SKILLS
Acrobatics +11, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +6, Endurance +5, Heal +6, History +4, Insight +6, Intimidate +5, Nature +8, Religion +4, Streetwise +5


FEATS
Level 1: Ki Focus Expertise
Level 2: Slashing Kama Style
Level 4: Unarmored Agility
Level 6: Crashing Tempest Style (Retrained to Starblade Flurry at level 11)
Level 8: Superior Implement Training (Accurate Ki Focus)
Level 10: Four Armed Flurry
Level 11: Improved Defenses


POWERS
Monk at-will 1: Five Storms
Monk at-will 1: Crane's Wings
Monk encounter 1: Scattering of Leaves
Monk daily 1: Spinning Leopard Maneuver
Monk utility 2: Supreme Flurry
Monk encounter 3: Eternal Mountain
Monk daily 5: Water Gives Way
Monk utility 6: Centered Defense
Monk encounter 7: Wolf's Bound
Monk daily 9: Crane Dance
Monk utility 10: Iron Dragon Defense


ITEMS
Monk Unarmed Strike, Shuriken (5), Adventurer's Kit, Ki Sickle +1, Shielding Dagger +1, Iron Armbands of Power (heroic tier), Gauntlets of Blood (heroic tier), Boots of the Fencing Master (heroic tier), Blurred Strike Accurate Ki Focus +2, Steadfast Amulet +2, Flowform Cloth Armor (Basic Clothing) +2, Circlet of Indomitability (heroic tier), Diamond Cincture (heroic tier)


Changes:
+6 HP
+1 Dex (23), +1 Str (19), +1 Con (11), +1 Int (9), +1 Wis (12), 1 Cha (11)
+1 to attacks, defenses, checks
New Feat Level 11: Improved Defenses (Retrained Crashing Tempest Style to Starblade Flurry Style)


Magic Items (Expected GP = 32,000):
Level 10 (5,000 gp): Accurate Blurred Strike Ki Focus +2
Level 10 (5,000 gp): Diamond Cincture 
Level 9 (4,200 gp): Flowform Cloth Armor +2
Level 8 (3,400 gp): Steadfast Amulet +2
Level 8 (3,400 gp): Circlet of Indomitability
Level 7 (2,600 gp): Boots of the Fencing Master
Level 6 (1,800 gp): Iron Armbands of Power
Level 4 (840 gp): Shielding Dagger +1
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Ki Sickle +1
Total: 29,648


Ah yes. The wonderful selection of mediocre Monk Paragon Paths. We opted for the much underestimated but surprisingly potent Tiger Claw Master. Not only is is full of VERY good charges (no more vanilla charges for you!) but it has a very solid selection of powers and features. The encounter power hits like a truck (for a Monk) this level (3d10 + 2d6) when you add in our theme power. Speaking of the theme power, you should probably not be relying on the secondary effect to connect anymore (ie. you need like 3-4 targets for it to trigger), so expect to use Wolf's Bound with it. The PP AP feature is probably the weakest, but combined with the encounter power or daily, becomes passable. But most importantly, the level 11 feature. I can hear it already...


"-2 to all attacks for +4 FoB damage is terrible!"


If that were the actually the case, you would be correct. Fun fact: you only have to take the -2 penalty to the attack roll for ONE target. This means you can take the -2 on attacks until the FoB is triggered or until you decide to stop.
Still confused? Consider this situation.
You are adjacent to three creatures, one of them a minion. You use Thri-Kreen Flurry. Knowing that the minion will die of both the initial hit or the FoB, you take decide to take -2 to hit on him. You roll, you hit him, despite the -2 (we did take a 20 and accurate...) and FoB is triggered off that hit. You resolve the rest of the attacks on the other two mobs without taking -2. After the hit is resolved (minion dies), you use FoB with +4 damage. Even if you missed the minion, he still would have died to FoB that should have triggered off the last two. So use Tiger Claw Style (-2 to hit/+4 FoB dmg) with CARE. Don't use it when you are up against a single target and are using a daily. Focus on creatures you have CA against, or that are debuffed, or that will die either way, or when you charge, or when you have many, many opportunities to trigger it. In a couple more levels, we will debuff our FoB targets so we are attacking Will from now on to help us connect with our attacks.


It's not power attack. It's power attack on roids (-2 to hit for +12 damage). Used intelligently, it will net more damage than the other Monk PP options.


If this is too complex/risky for you, Mountain Devotee is a not bad replacement (I just hate the level 16 feature and 11 encounter, and it doesn't work with Iron Wolf Barbarian at all...) or Initiate of the Dragon (hate this PP except the 16 and 20). Remember, we are optimizing *ongoing damage* here, so some madness is expected.

Starblade Flurry was selected in place of Crashing Tempest Style. I know we are optimizing the bleed, but adding a third target is pretty critical to ANY monk. Improved Defenses netted us a massive +2 to all NADs. Picked up Diamond Cincture and Circlet of Intomitability this level to round off our defenses.
 
Max FoB damage: 19(!!!). You heard me. We are putting out daily level ongoing damage with our striker class feature.
3 (base) + 4 (Str) + 2  (Ki Weapon) + 4 (Secondary target) + 4 (Tiger Claw Style) + 2 (Four Armed Flurry).

Ways to Trigger Blurred Strike Ki Focus: 7
Thri-Kreen Flurry, Iron Wolf Charge, Scattering of Leaves, AP, Spinning Leopard Maneuver, Wolf's Bound, Crane Dance.


Level 12

Changes:
+5 HP
+1 to attacks, defenses, checks
New Feat Level 12: Toughness
New PP Utility 12: Tiger Frenzy


Magic Items (Expected GP = 48,000):
Level 10 (5,000 gp): Accurate Blurred Strike Ki Focus +2
Level 10 (5,000 gp): Diamond Cincture 
Level 9 (4,200 gp): Flowform Cloth Armor +2
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Steadfast Amulet +2 
Level 8 (3,400 gp): Circlet of Indomitability
Level 7 (2,600 gp): Boots of the Fencing Master
Level 6 (1,800 gp): Iron Armbands of Power
Level 4 (840 gp): Shielding Dagger +1
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Ki Sickle +1
Total: 33,848 

Grab a filler feat for now (Toughness in this case), as we will be retraining it at level 14 to double up on Elan feats. Tiger Frenzy gives you a half decent stance. Backlash Tattoo round off our item selection, as we are saving for next level.


Level 13

Changes:

+5 HP
New Monk Encounter 13: Furious Bull (Replaces Scattering of Leaves)


Magic Items (Expected GP = 64,000):
Level 15 (25,000 gp): Accurate Blurred Strike Ki Focus +3
Level 10 (5,000 gp): Diamond Cincture 
Level 9 (4,200 gp): Flowform Cloth Armor +2
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Steadfast Amulet +2 
Level 8 (3,400 gp): Circlet of Indomitability
Level 7 (2,600 gp): Boots of the Fencing Master
Level 6 (1,800 gp): Iron Armbands of Power
Level 4 (840 gp): Shielding Dagger +1
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Ki Sickle +1
Total: 57,848 

Really tough call deciding what encounter power to replace. Furious Bull is a must, despite the lack of a double attack (sets you up with CA until your next turn...). This means replacing either Eternal Mountain or Scattering of Leaves. Now, Eternal Mountain synergizes better with our new power (daze -> prone next turn = very sticky) but that means we would be down to a meager 3 powers (Iron Wolf Charge, Thri-Kreen Flurry, Wolf's Bound) to trigger FoB with per encounter. Iron Wolf Charge is getting fairly inaccurate, and Wolf's Bound needs a melee attack, meaning both will be probably used in the charge opener. Assuming an AP or daily each encounter, you are looking at 3-4 rounds of double FoB. Granted, the last couple rounds are the least important, and you should be hitting more targets with your bursts, meaning the FoB damage lost won't suck as much. Thus, replace Scattering of Leaves, even though it sucks not FoBing as much as we should be.

Upgrade Ki Focus.


Level 14

Changes:
+5 HP
+1 Dex (24), +1 Str (20)
New Feat 14: Elan Heritage, Elan Mental Assault (Replaces Toughness)

Magic Items (Expected GP = 80,000):
Level 15 (25,000 gp): Accurate Blurred Strike Ki Focus +3
Level 14 (21,000 gp): Flowform Githweave Armor +3
Level 10 (5,000 gp): Diamond Cincture 
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Steadfast Amulet +2 
Level 8 (3,400 gp): Circlet of Indomitability
Level 7 (2,600 gp): Boots of the Fencing Master
Level 6 (1,800 gp): Iron Armbands of Power
Level 4 (840 gp): Shielding Dagger +1
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Ki Sickle +1
Total: 78,008

Elan Heritage is a filler feat, sadly. All you really gain out of it is telepathy 5 (fitting for a Thri-Kreen). But Elan Mental Assault... Now you are attacking the Will Defense instead of AC, Reflex and Fort as long as they were FoBed. Quite the accuracy boost. Upgrade Flowform Armor (+1 AC, +1 Will).

Max FoB Damage: 20


Level 15

Changes:
+5 HP
New Monk Daily: Dancer on the Sea of Battle (Replaces Crane Dance)

Magic Items (Expected GP = 112,000):
Level 15 (25,000 gp): Accurate Blurred Strike Ki Focus +3
Level 14 (21,000 gp): Flowform Githweave Armor +3
Level 13 (17,000 gp): Steadfast Amulet +3
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture 
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Circlet of Indomitability
Level 7 (2,600 gp): Boots of the Fencing Master
Level 6 (1,800 gp): Iron Armbands of Power
Level 4 (840 gp): Shielding Dagger +1
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Ki Sickle +1
Total: 105,328

Drop your lackluster level 9 daily (or level 1, they are approx. equal) for an upgraded version. Upgrade Steadfast Amulet and grab Dice of Auspicious Fortune (Hint: these are GREAT for those crappy FoB situations where you are not sure if you can pull off using Tiger Claw Style) 


Level 16

Changes:
+5 HP
+1 to attacks, defenses and checks
New Monk Utility 16: Stance of the Still Sword
New Feat 16: Implement Focus (Ki Focus) 

Magic Items (Expected GP = 160,000):
Level 15 (25,000 gp): Accurate Blurred Strike Ki Focus +3
Level 15 (25,000 gp): Ring of the Dragonborn Emperor
Level 14 (21,000 gp): Gauntlets of Blood (Paragon)
Level 14 (21,000 gp): Flowform Githweave Armor +3
Level 13 (17,000 gp): Steadfast Amulet +3
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture 
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Circlet of Indomitability
Level 7 (2,600 gp): Boots of the Fencing Master
Level 6 (1,800 gp): Iron Armbands of Power
Level 4 (840 gp): Shielding Dagger +1
Level 3 (680 gp): Ki Sickle +1
Total: 151,160

A decent stance and we finally pick up our Implement Focus. Whoo. Upgrade Gauntlets of Blood and grab a Ring of the Dragonborn Emp. Decent damage increase, if I must say so myself. We also gained a very nice buff on our second wind (like, we can't be hit once we second wind) from our PP.


Level 17

Changes:
+5 HP
New Monk Encounter 17: Whirlwind Kick

Magic Items (Expected GP = 240,000):
Level 16 (45,000 gp): Iron Armbands of Power (Paragon)
Level 15 (25,000 gp): Accurate Blurred Strike Ki Focus +3
Level 15 (25,000 gp): Ring of the Dragonborn Emperor
Level 14 (21,000 gp): Gauntlets of Blood (Paragon)
Level 14 (21,000 gp): Flowform Githweave Armor +3
Level 13 (17,000 gp): Steadfast Amulet +3
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture 
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Circlet of Indomitability
Level 7 (2,600 gp): Boots of the Fencing Master
Level 4 (840 gp): Shielding Dagger +1
Level 3 (680 gp): Ki Sickle +1
Total: 195,860

Finally! A good double attack encounter power! Double attack, pulls creatures in (setting you up for more AoE), good damage, flight. What's not to love!? Now we are comfortabley Blurred Strike FoBing 4 times an encounter, 5 if we are lucky. Upgrade Iron Armbands.


Level 18

Changes:
+5 HP
+1 to attacks, defenses and checks
+1 Dex (25), +1 Str (21)
New Feat 18: Beshada's Boon

Magic Items (Expected GP = 320,000):
Level 20 (125,000 gp): Accurate Blurred Strike Ki Focus +4
Level 16 (45,000 gp): Iron Armbands of Power (Paragon)
Level 15 (25,000 gp): Ring of the Dragonborn Emperor
Level 14 (21,000 gp): Gauntlets of Blood (Paragon)
Level 14 (21,000 gp): Flowform Githweave Armor +3
Level 13 (17,000 gp): Steadfast Amulet +3
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture 
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Circlet of Indomitability
Level 7 (2,600 gp): Boots of the Fencing Master
Level 4 (840 gp): Shielding Dagger +1
Level 3 (680 gp): Ki Sickle +1
Total: 315,860

How about healing 5 temp HPs a turn? Sound good? Ok. We'll go with that then. Seriously though, every single level we've gone up, I've been sorely tempted to take this (in heroic? You'd never go down). You can take it earlier and just push back the damage feats. Upgrade Blurred Strike.


Level 19

Changes:
+5 HP
New Monk Daily 19: Mithral Tornado

Magic Items (Expected GP = 400,000):
Level 20 (125,000 gp): Accurate Blurred Strike Ki Focus +4
Level 18 (85,000 gp): Steadfast Amulet +4
Level 16 (45,000 gp): Iron Armbands of Power (Paragon)
Level 15 (25,000 gp): Ring of the Dragonborn Emperor
Level 14 (21,000 gp): Gauntlets of Blood (Paragon)
Level 14 (21,000 gp): Flowform Githweave Armor +3
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture 
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Circlet of Indomitability
Level 7 (2,600 gp): Boots of the Fencing Master
Level 4 (840 gp): Shielding Dagger +1
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Ki Sickle +1
Total: 397,460

A VERY nice daily that is not only a double attack, but hands out save ends daze all across the board. Upgrade Steadfast Amulet.


Level 20

Changes:
+5 HP
+1 to attacks, defenses and checks
New Feat 20: Dazing Fist
New PP Daily: Awaken the Celestial Tiger 

Magic Items (Expected GP = 520,000):
Level 20 (125,000 gp): Accurate Blurred Strike Ki Focus +4
Level 19 (105,000 gp): Flowform Mindweave Armor +4
Level 18 (85,000 gp): Steadfast Amulet +4
Level 16 (45,000 gp): Iron Armbands of Power (Paragon)
Level 15 (25,000 gp): Ring of the Dragonborn Emperor
Level 14 (21,000 gp): Gauntlets of Blood (Paragon)
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture 
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Circlet of Indomitability
Level 7 (2,600 gp): Boots of the Fencing Master
Level 4 (840 gp): Shielding Dagger +1
Level 3 (680 gp): Ki Sickle +1
Total: 498,260

So let's count the things our new PP daily does. It:
1.) Is a charge, making it work with our theme and AP feature, and has a +1 to hit.
2.) Is a double attack, meaning Blurred Strike.
3.) Prones.
4.) Dazes (via our latest feat).
5.) Does (4d10 + mods) + (4d10 +mods) + (2d10 if both attacks hit). 10d10 + double mods total.
6.) Puts us in a stance that adds Str. mod to FoB (that is 5 currently, soon to be 6).

Holy crap. This power is godly. Massive single target damage, and a boatload of special effects to round it off. Love it.

Pick up Dazing Fist. Now all dailies daze, and if they already did, they do more damage. Deadly. Upgrade Flowform Armor.


Level 21 Build and Discussion

Stone Mantis, level 21

Thri-Kreen, Monk, Tiger Claw Master, Reincarnate Champion
Monastic Tradition: Stone Fist
Past Spirit: Past Spirit (Genasi)
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Iron Wolf Barbarian 


FINAL ABILITY SCORES
Str 22, Con 12, Dex 26, Int 10, Wis 13, Cha 12.


STARTING ABILITY SCORES
Str 14, Con 10, Dex 18, Int 8, Wis 11, Cha 10.



AC: 38 = 10 (Base) + 10 (half level) + 8 (Dex) + 2 (Feat) + 4 (Enhance) + 2 (Monk) + 1 (item) +1 (Shield)
Fort: 36 = 10 (Base) + 10 (half level) + 6 (Str) + 3 (Feat) + 4 (Enhance) + 1 (Class) + 2 (item)
Reflex: 37 = 10 (Base) + 10 (half level) + 8 (Dex) + 3 (Feat) + 4 (Enhance) + 1 (Class) + 1 (item)
Will: 36 = 10 (Base) + 10 (half level) + 1 (Wis) + 3 (Feat) + 4 (Enhance) + 1 (Class) + 2 (item) + 3 (Stone Fist) + 2 (Mindweave)

HP: 138 Surges: 8 Surge Value: 34


TRAINED SKILLS
Stealth +23, Thievery +23, Perception +18, Athletics +23, Nature +20


UNTRAINED SKILLS
Acrobatics +18, Arcana +12, Bluff +13, Diplomacy +13, Dungeoneering +13, Endurance +11, Heal +13, History +12, Insight +13, Intimidate +13, Religion +12, Streetwise +13


FEATS
Level 1: Ki Focus Expertise
Level 2: Slashing Kama Style
Level 4: Unarmored Agility
Level 6: Crashing Tempest Style (retrained to Starblade Flurry at Level 11)
Level 8: Superior Implement Training (Accurate Ki Focus)
Level 10: Four Arm Flurry
Level 11: Improved Defenses
Level 12: Toughness (retrained to Elan Mental Onslaught at Level 14)
Level 14: Elan Heritage
Level 16: Implement Focus (Ki Focus)
Level 18: Beshaba's Boon
Level 20: Dazing Fist
Level 21: Defender of the Wild


POWERS
Monk at-will 1: Five Storms
Monk at-will 1: Crane's Wings
Past Spirit (Genasi): Acid Surge
Monk encounter 1: Scattering of Leaves
Monk daily 1: Spinning Leopard Maneuver
Monk utility 2: Supreme Flurry
Monk encounter 3: Eternal Mountain
Monk daily 5: Water Parts Way
Monk utility 6: Centered Defense
Monk encounter 7: Fist of One Hundred Strikes
Monk daily 9: Crane Dance
Monk utility 10: Iron Dragon Defense
Monk encounter 13: Furious Bull (replaces Scattering of Leaves)
Monk daily 15: Dancer on the Sea of Battle (replaces Crane Dance)
Monk utility 16: Stance of the Still Sword
Monk encounter 17: Whirlwind Kick (replaces Eternal Mountain)
Monk daily 19: Mithral Tornado (replaces Spinning Leopard Maneuver)


ITEMS
Monk Unarmed Strike, Shuriken (5), Adventurer's Kit, Boots of the Fencing Master (heroic tier), Backlash Tattoo (heroic tier), Dice of Auspicious Fortune (paragon tier), Shielding Dagger +1, Ki Sickle +1, Ring of the Dragonborn Emperor (paragon tier), Gauntlets of Blood (paragon tier), Iron Armbands of Power (paragon tier), Blurred Strike Accurate Ki Focus +4, Steadfast Amulet +4, Flowform Mindweave Armor +4, Circlet of Indomitability (paragon tier), Diamond Cincture (paragon tier)


Changes:
+6 HP
+1 Dex (26), +1 Str (22), +1 Con (12), +1 Int (10), +1 Wis (13), 1 Cha (12)
New Feat 21: Defender of the Wild
New Racial Encounter: Acid Surge


Magic Items (Expected GP = 800,000):
Level 20 (125,000 gp): Accurate Blurred Strike Ki Focus +4
Level 20 (125,000 gp): Diamond Cincture (Paragon)
Level 19 (105,000 gp): Flowform Mindweave Armor +4
Level 18 (85,000 gp): Steadfast Amulet +4
Level 18 (85,000 gp): Circlet of Indomitability (Paragon)
Level 16 (45,000 gp): Iron Armbands of Power (Paragon)
Level 15 (25,000 gp): Ring of the Dragonborn Emperor
Level 14 (21,000 gp): Gauntlets of Blood (Paragon)
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 9 (4,200 gp): Backlash Tattoo
Level 7 (2,600 gp): Boots of the Fencing Master
Level 4 (840 gp): Shielding Dagger +1
Level 3 (680 gp): Ki Sickle +1
Total: 706,580



Discussion
Big changes.

Reincarnate Champion was taken for more minor/move action attacks (I'm sure you know why by now). Our first new racial ability, Acid Surge, can trigger two Blurred Strike FoBs without another attack or action. As a move action. Meaning you can second wind, or just AoE nova like crazy for one turn (Whirlwind Kick to bring mobs in, Furious Bull on an AP, Move Action Acid Surge, Minor Action Thri-Kreen Flurry, No Action Supreme Flurry). BOOM! Hell yeah. We will be taking Dragonborn as our next race (obvious reasons are obvious), and we still get our Dex stat bump at lvl 24! We also get some skill bumps, allowing us to salvage a skill or two from our array.

Oh, and we took Warden as our MC to qualify for this ED. Shaman also works, neither really add much to the build. A blocker or an AoE mark. Upgrade Diamond Cincture and Circlet of Indomitability.

Max FoB is 23.
3 (base) + 6 (Str) + 6 (Secondary) + 2 (Four Arm Flurry) + 2 (Ki Weapon) + 4 (Tiger Claw Style).

Number of ways to trigger Blurred Strike Ki Focus: 9 (ie. you will be burning your attacks once you get ANOTHER minor action attack).
Thri-Kreen Flurry, Iron Wolf Charge, Wolf's Bound, Whirlwind Kick, Acid Surge, AP, Dancer on the Sea of Battle, Mithral Torado, Awaken the Celestial Tiger.

Keep in mind that Crashing Tempest is a lot easier to use at this point, as it simply adds 2 to every target. If you are hitting 5 FoB targets, you need to be doing ongoing 20+ damage from your Sickle to equal it (as the creature has a 55% chance to save). Crashing Tempest does more damage the more targets you have (although creatures tend to be larger in later levels, so getting 5+ targets can be tough), so it is dependant how many creatures you can end within melee touch range when you use powers. Either way, your Sickle has had a good run if you decide to swap it out here for either Crashing Tempest or Pointed Step.

The rest of Epic is fairly straight forward (and tedious as heck to equip out), so the build stops here. You take the no brainer feats (CA against FoBed targets, speed, defenses, init, etc) and continue to take powers that are double attacks. You have a truckload of of minor, move, no action and just regular double attacks to fuel your FoBing fun, and should be dropping save ends damage several times a round.

 

 

Feel free to post. 


I like this build. It's effective from level 1 on, and gets to its shtick early. No cheese. Nothing game breaking. No rules questions, and it will feel like a monk. Nicely done!
If its ok with you I will link it to my guide.
Thanks Kender.

I had a lot of fun building it, and I couldn't believe how high you could get the ongoing damage. Sure, Crashing Tempest is simpler and probably edges ahead in epic but... 23 ongoing damage man! An it actually ends up with a very nice Primal vibe to it, a Thri-Kreen remembering the distant past and manifesting powers ala the fluff. Great fun. 

Basically, the build just "clicked" for me. I would really like to play this build, even though my go to choice for Monks is CB or IS.

Feel free to link it, and let me know if ya would change anything.
Agreed, this is a pretty awesome build!  The Monk article gave a few nice toys to play with (looking forward to picking up the new MC Monk on my Brawler...he was already doing it for ki focus prof to use with Fighting Shield/Boar's Helm)

I'd suggest Tiefling for ongoing damage shenanigans, but minor action attack >>> Icy Clutch (at least in this case since you won't be pumping Int or Cha at all and not using frostcheese)
Even without Cha or Int, that adds a 11 damage bump to your ongoing damage on a failed save. Overall, you could view it as a 5 damage increase to the ongoing damage (only works on a failed save). Thats an interesting option for the race at level 24, thanks for the tip.

Also, at level 30, we can just use Dragon Breath instead of the Tiefling Infernal Wrath. So unless we REALLY needed another minor action attack, it might be worth it (although it does cost a feat).


EDIT: It would also add 11 damage every time someone failed a saving throw against daze (or even slow, if I added that feat) on each and every daily... SAVE ENDS NIGHTMARE FOR THE DM. Ongoing damage, daze and slow! 
You shouldn't actually need Tiefling, use Revenant instead, it gets a Dex +
Ahh right I had forgotten that the L30 feature just gives you all the racial powers.

@Kopaka:  He's Thri-Kreen with Reincarnate Champion ED for access to other races stuff.

Edit:  Correct me if I'm wrong, but Icy Clutch triggers on successful save?
Another thought I had when looking at the ongoing optimization possible is that if you can find a way to type the FoB damage (such as using the radiant fist paragon path instead of tiger claw), you can stack multiple instances of ongoing onto one creature, instead of spreading it around.  

With the number of non-standard actions you're building in, dealing normal damage to your primary target and 46 ongoing to your secondary target (23 untyped, 23 radiant) is nothing to sneeze at.   
Whoa. Just whoa. I know most DMs would dismiss it out of hand, but it's RAW. That could be an encounter ender right there.
Only problem is Radiant Fist would result is some narf features (no Wis). You also take a 4 dmg hit from not being tiger claw.

Still though, Radiant abuse + lots of ongoing damage = win.


AHA! Elan Heritage can make it PSYCHIC damage, which we can get as early as 16. This can work with the tieflings Mindfire Discipline (enemies that save against a psychic effect are slide and gain vun 5 psychic). It's a late game trick, but it is legit.

Amusing XD. 
Also, I remember there was a build from a long while back called...Da Bleeder, I think?  Though I think most of that was Ranger/Spellscar stuff.  Might have a couple interesting things though...
AHA! Elan Heritage can make it PSYCHIC damage, which we can get as early as 16. This can work with the tieflings Mindfire Discipline (enemies that save against a psychic effect are slide and gain vun 5 psychic). It's a late game trick, but it is legit.



On the CO IRC, generally as TorpedoFish.
Vain? Me? NEVER.
57223408 wrote:
You're the straightest shooter I know on these boards. You don't mince words about your opinions, and I respect that about you. The whole fiasco you described in the last State of the CO Forum was particularly enlightening (and kind of disappointing with regards to how they see us).
56868168 wrote:
Ah, Tsuyo. When your post isn't one sentence long full of asterisks, you have much wisdom to share with us .
From the IRC:
(19:52) RuinsFate: You know, I was gonna agree with something PalOn said... but I think I'm just gonna through my lot in with tsuyo's sudden train-wreck grade interjection. (01:45) Nausicaa: yes your rage is a righteous rage :D (01:45) Nausicaa: righteous rage of torpedo
My sci-fi writing.
Oh jeez. Pernicious Onslaught. When a creature fails a save against ongoing damage, one creature adjacent takes the same amount of damage. Student of the Plague feat increases it by 5. I mean, if you can lock up creature near each other, you essentially are doing twice as much ongoing damage. 

Thankfully, my MC is locked in pretty good (has to be primal), and Plague Scarred really doesn't fit the monk at all, and is pretty DM dependant.

EDIT: Need to stop reading the Da Bleeder thread, lest our noble monk becomes some mutated hybrid ranger monstrosity... 
Oh jeez. Pernicious Onslaught. When a creature fails a save against ongoing damage, one creature adjacent takes the same amount of damage. Student of the Plague feat increases it by 5. I mean, if you can lock up creature near each other, you essentially are doing twice as much ongoing damage. 

Thankfully, my MC is locked in pretty good (has to be primal), and Plague Scarred really doesn't fit the monk at all, and is pretty DM dependant.

EDIT: Need to stop reading the Da Bleeder thread, lest our noble monk becomes some mutated hybrid ranger monstrosity... 



Pernicious Onslaught is dangerous.  It affects any adjacent creature, which is likely to be you and/or the party.  Personally, I would not like to be taking 20+ ongoing damage. 
Yea, I'm going to stay away from all that stuff, but I think typing the ongoing damage via Elan so you can double stack it is probably worth a feat (seeing as we already paid the feat price to get access). Basically, there should be ALWAYS an open target for the bleed.

Man, this build is cramped for feats =/. Not sure how to move stuff around.
What about abusing headsman's chop? Hit a prone target with an axe or heavy blade and they take 5 extra damage. I think that would work with flurry of blows... I don't know if its worth it, I didn't take a look at how many of your powers prone enemies, but it would add 5 damage to your bleed against prone enemies (if it works the way I think it does).
Fob doesn't hit, so no headsman's chop.
Anybody consider going CB monk with Ruthless Punisher ranger PP to stack wis again onto the ongoing damage?
As Kender said, FoB doesn't hit, and lacks the weapon or implement keyword, so you can't FoB with an Axe.


Jay, I considered it when I saw it in Da Bleeder build. You give up Stone Fist's higher damage, but gain all the CA and positioning tricks of CB. Most the quarry stuff still sort of works with just a Ranger MC (11 feature wouldn't work too often and AP feature would be none too reliable, but AP to reroll is bad anyways).

Anyways, it seems like a fairly legit choice compared to Stonefist. It obviously comes online much later, has a feat tax, PP has some iffy features and you should definately take a different theme. By the time you hit level 16, your Wis mod should be 5, so that is already higher than Tiger Claw (the down side being it only applies to 1 target instead of 3) and doesn't take a -2 to any of the attacks. Overall, I don't think it's a better choice, but it is much less complicated to use.
Ebberon Shard of the Bleeding Wounds?
Again, FoB lacks the weapon keyword, so you can't use a Dragonshard with it.
Rather same question about Ki Focus and FoB : FoB have only psionic keyword. So how is possible to add Ki Focus Implment damage on FoB dmg?

A remark : i like Unseen Hand PP. For that we need training in stealth, for in particular the Arms of Unseeing Way feature, a new target add for FoB, for a total of 4 FoB : the 1st one with hit + Blurred Strike Ki + Starblade Furry + Unseen Hand PP. Im wrong?

In your build you take "Superior Implement Training (Accurate Ki Focus)". What are the benefits to take this feat, i dont notice attak or dmg bonus in the builder?
1.) You can't add implement damage, for the reasons you stated. I don't think I stated that you could aywhere in the build. Are you perhaps reading "Ki Weapon"? That is a magic item that adds a flat +2 damage to FoB, without needing to attack with it.

2.) I also really like Unseen Hand, it is one of my fav Monk PPs. (moreso since they clarified FoB as a no action attack so that it definitely works with Two Fisted Shooter, a feat that lets you reload your handcrossbow with no problems, if your DM makes you reload it) . However, if you use a Handcrossbow and a Dagger (for Starblade Flurry), you have no hands left to hold a sickle for Slashing Kama, which is the entire purpose of this build.

And the correct breakdown for paragon targets is: 2 (melee 1, base) + 1 (within 5, starblade flurry) + 1 (within 10, Unseen hand) = 4. Times that by two if you manage to use Blurred Strike for a total of 8.

3.) A flat +1 to hit with that implement. I didn't actually do any to "to hit" calculations. CharBuilder is a fickle beast (moreso if its the new one), gotta make sure you have it properly equipped and that you are looking at implement attacks.
1.) You can't add implement damage, for the reasons you stated. I don't think I stated that you could aywhere in the build. Are you perhaps reading "Ki Weapon"? That is a magic item that adds a flat +2 damage to FoB, without needing to attack with it.

2.) I also really like Unseen Hand, it is one of my fav Monk PPs. (moreso since they clarified FoB as a no action attack so that it definitely works with Two Fisted Shooter, a feat that lets you reload your handcrossbow with no problems, if your DM makes you reload it) . However, if you use a Handcrossbow and a Dagger (for Starblade Flurry), you have no hands left to hold a sickle for Slashing Kama, which is the entire purpose of this build.

And the correct breakdown for paragon targets is: 2 (melee 1, base) + 1 (within 5, starblade flurry) + 1 (within 10, Unseen hand) = 4. Times that by two if you manage to use Blurred Strike for a total of 8.

3.) A flat +1 to hit with that implement. I didn't actually do any to "to hit" calculations. CharBuilder is a fickle beast (moreso if its the new one), gotta make sure you have it properly equipped and that you are looking at implement attacks.



What about just a +1 Shoulderbow? You aren't making ranged attacks with it other then an autohit FoB. It does not require a hand by RAW.

"This magic crossbow is attached to or embedded in your back. With a minor action, you can mentally command it to rise to a position on your shoulder. Once it's in position, you can fire a shoulderbow as a standard action by using a mental command and no hands at all."

I guess by RAW that means you should be able to equiq a dagger in your offhand with a sickle in your main hand and the shoulderbow on your shoulder or how ever other way you flavor it.

EDIT: But you have to consider the decision of stacking 3 different ongoing damage types on 3 different (or more) targets or stacking 2 different ongoing damage types on 4 different targets. It really depends on your DM and if he likes to throw BBGs at your or a few standard creatures with 1 or 2 elites.
Interesting thought. Unseen Hand requires you to "fire a load hand crossbow that you are holding". Are you "holding" a Shoulderbow? You are wielding it, for sure. Not sure if that is RAW or not. Makes Unseen Hand a lot stronger if it does.

Slashing Kama style is one target per FoB, regardless of how many FoB targest you have. Not sure how you would get that many different types of FoB damage. If you are following strict RAW, Slashing Kama doesn't allow you to transfer the damage type of FoB, just the amount, so even if you managed to add the Psychic or Radiant keywords, it doesn't allow for stacking multiple ongoing damage types. (Note that this is strict RAW that I would not play by).
The only problem with the Shoulderbow is that you have to be a Warforged to use one.  For some reason the Compendium is not showing the "Special" line.  You cannot even be a Revenant (Warforged) as they lack the Living Construct racial trait that allows for attached and embedded components.
The only problem with the Shoulderbow is that you have to be a Warforged to use one.  For some reason the Compendium is not showing the "Special" line.  You cannot even be a Revenant (Warforged) as they lack the Living Construct racial trait that allows for attached and embedded components.



Indeed, if we read the Dragon 364, we find this :

Special: Only a warforged character can use this weapon. It is always a component weapon.

Thank you very much !


Ring of the WarforgedLevel 17 Uncommon

Decorated with dragonshards, this ring allows a wearer to grow to resemble a living construct.


Ring Slot        65,000 gp


Property


You are able to attach (but not embed) warforged components as if you were a warforged.


Power  Daily (Immediate Interrupt)


Use this power when an attack would bloody you. You gain 10 temporary hit points. If you have reached a milestone today, you instead gain 20 temporary hit points.


Costs ya a Ring slot, but frees up a hand. Probably a good trade for a Unseen Hand Monk. 

I always forget about that ring.  Probably because it normally doesn't do much for you.  That is indeed an awesome item for Unseen Hand, assuming it works.  It's also awesome for Two-Fisted Shooter, assuming it works.
TFS requires a crossbow in your offhand when you get a crit, so I'd say No for that one.
Hi Rathyr,

First, I wanted to thank you for your answers. The rules of the monk class are not at all easy to understand, especially the rule on the FOB. Exactly, I started a build similar to yours, centered on the FOB + ongoing dmg but less effective. And so I find your thread very interesting for me because it gave me lots of new ideas.

It is also my first attempt to build a monk, and this class is completely new to me. Hence the many questions that I can have.


1.) You can't add implement damage, for the reasons you stated. I don't think I stated that you could aywhere in the build. Are you perhaps reading "Ki Weapon"? That is a magic item that adds a flat +2 damage to FoB, without needing to attack with it.



Indeed, I meant the Ki Weapon, but since I knew its origin and use. It is perfectly clear.
An other question about Iron Armbands of Power, why take this item, because all attaks of Monk are Implement?


2.) I also really like Unseen Hand, it is one of my fav Monk PPs. (moreso since they clarified FoB as a no action attack so that it definitely works with Two Fisted Shooter, a feat that lets you reload your handcrossbow with no problems, if your DM makes you reload it) . However, if you use a Handcrossbow and a Dagger (for Starblade Flurry), you have no hands left to hold a sickle for Slashing Kama, which is the entire purpose of this build.

And the correct breakdown for paragon targets is: 2 (melee 1, base) + 1 (within 5, starblade flurry) + 1 (within 10, Unseen hand) = 4. Times that by two if you manage to use Blurred Strike for a total of 8.



So if I understand we have for each FOB four possible targets, two of which must be adjacent and the two either box 5 (for Starblade) is 10 boxes to the power of PP Unseen?

Slashing Kama Style trig only on adjacent target. So Starblade and Unseen on non-adjacent target do not work with this feat, but still take auto dmg without ongoing?

Then, using the property of the Blurred Strike, we can use a second FoB and so with 4 more targets. If these targets are the same or not, the previous rule applies as for the first FOB? I suppose ongoing dmg dont stak too?


3.) A flat +1 to hit with that implement. I didn't actually do any to "to hit" calculations. CharBuilder is a fickle beast (moreso if its the new one), gotta make sure you have it properly equipped and that you are looking at implement attacks.



I'm about to have my character with Accurate Ki Focus. In fact in use old builder because online version is so slow. I finish the build and go to the official builder for last checking
Glad I can help. Monk rules are quite confusing =).


So if I understand we have for each FOB four possible targets, two of which must be adjacent and the two either box 5 (for Starblade) is 10 boxes to the power of PP Unseen?



Correct.


Slashing Kama Style trig only on adjacent target. So Starblade and Unseen on non-adjacent target do not work with this feat, but still take auto dmg without ongoing?



Correct. Slashing Kama Style only affects one target of FoB that is adjacent, regardless of how many other targets you have.

Note that Crashing Tempest Style *would* work with all three of these styles (as odd as it is that holding a club makes your thrown dagger/crossbow/sickle hit harder). The only problem is the lack of hands to hold it in, which is why Shoulderbow is a very interesting option, if it actually works that way.


Then, using the property of the Blurred Strike, we can use a second FoB and so with 4 more targets. If these targets are the same or not, the previous rule applies as for the first FOB? I suppose ongoing dmg dont stak too?



The second FoB from Blurred Strike is triggered off of a second seperate attack, so all the FoB rules apply here (primary target of the new attack or not, the first attack doesn't apply here). You cannot put two ongoing damage  of the same type on a creature, only the highest one will apply. So no, it is not possible to double stack the ongoing damage from Slashing Kama, as the second ongoing damage is the same damage type as the first one (untyped).

If you manage to optionally add a damage type to ongoing damage, you could do first put ongoing damage (untyped), followed by ongoing damage (typed), and the creature would take damage from both. The only two ways to add damage to Flurry of Blows and transfer that over with Slashing Kama (and this is RAI, not RAW) is Elan Heritage for psychic damage and Radiant Fist Paragon Path for radiant damage. Again, this is not RAW, but what I believe is RAI.
Hello Rathyr,

Thanks again


Glad I can help. Monk rules are quite confusing =).


So if I understand we have for each FOB four possible targets, two of which must be adjacent and the two either box 5 (for Starblade) is 10 boxes to the power of PP Unseen?



Correct.


Slashing Kama Style trig only on adjacent target. So Starblade and Unseen on non-adjacent target do not work with this feat, but still take auto dmg without ongoing?



Correct. Slashing Kama Style only affects one target of FoB that is adjacent, regardless of how many other targets you have.

Note that Crashing Tempest Style *would* work with all three of these styles (as odd as it is that holding a club makes your thrown dagger/crossbow/sickle hit harder). The only problem is the lack of hands to hold it in, which is why Shoulderbow is a very interesting option, if it actually works that way.


Then, using the property of the Blurred Strike, we can use a second FoB and so with 4 more targets. If these targets are the same or not, the previous rule applies as for the first FOB? I suppose ongoing dmg dont stak too?



The second FoB from Blurred Strike is triggered off of a second seperate attack, so all the FoB rules apply here (primary target of the new attack or not, the first attack doesn't apply here). You cannot put two ongoing damage  of the same type on a creature, only the highest one will apply. So no, it is not possible to double stack the ongoing damage from Slashing Kama, as the second ongoing damage is the same damage type as the first one (untyped).

If you manage to optionally add a damage type to ongoing damage, you could do first put ongoing damage (untyped), followed by ongoing damage (typed), and the creature would take damage from both. The only two ways to add damage to Flurry of Blows and transfer that over with Slashing Kama (and this is RAI, not RAW) is Elan Heritage for psychic damage and Radiant Fist Paragon Path for radiant damage. Again, this is not RAW, but what I believe is RAI.



To be more precise about your suggestion, to type ongoing dmg there are two ways :

1. Take feat Elan Heritage from Bloodline section and then take Untraceable Flurry :

Untraceable Flurry [Elan Bloodline] Heroic Tier
Prerequisite: Elan Heritage, monk, Flurry of Blows class feature
Benefit: You can deal psychic damage with your Flurry of Blows power. When you do, the power deals full damage to insubstantial creatures.

Total cost : 2 feats


2. Take Radiant Fist PP first (Prerequisite: Monk, trained in Religion).
But i dont read any new dmg type in this paragon. I suppose i must take the right Deity, to access at Radiant but which one please?
I noticed the Divine Sun Attack Technique (Radiant Fist Attack 11), from this PP which deal once per encounter radiant dmg.

Total cost : a PP + one deity + Divine Sun encounter power


An other question about Iron Armbands of Power, why take this item, because all attaks of Monk are Implement?


2. Take Radiant Fist PP first (Prerequisite: Monk, trained in Religion). 
But i dont read any new dmg type in this paragon. I suppose i must take the right Deity, to access at Radiant but which one please?
I noticed the Divine Sun Attack Technique (Radiant Fist Attack 11), from this PP which deal once per encounter radiant dmg.

Total cost : a PP + one deity + Divine Sun encounter power



The level 16 feature of Radiant fist, Radiant Hammer Fists, allows you to deal Radiant with FoB.

 An other question about Iron Armbands of Power, why take this item, because all attaks of Monk are Implement?



Iron Armbands affects melee attacks, it doesn't say anything about weapons. It won't work on your bursts or blasts, but it would affect any melee attacks. 
Iron armbands affect any melee attack with a damage roll.
Iron armbands affect any melee attack with a damage roll.



So sub-optimal for a "full-implement" class powers as the Monk.
Iron armbands affect any melee attack with a damage roll.



So sub-optimal for a "full-implement" class powers as the Monk.



It's not the implement part, it's that most monks are burst specialists.  For example, in a nornal encounter, my level 18 monk would make 0-1 melee attacks unless I use a daily "melee attack everything on the battlefield power".    This isn't untypical past low heroic for optimized monks.  So yes, most monks could probably find better things to do with their arms slot. 

However, this build isn't like most monks, and it primarily makes melee attacks.  Therefore, Iron Armbands make good sense for this build. 

In fact, because this is a melee build, this is one of the few builds where I don't think, "oh, that clearly would be better as another tradition." Primarily, this is because Stone Fist have no natural synergy with bursts and the other two traditions do.   
Iron armbands affect any melee attack with a damage roll.



So sub-optimal for a "full-implement" class powers as the Monk.



It's not the implement part, it's that most monks are burst specialists.  For example, in a nornal encounter, my level 18 monk would make 0-1 melee attacks unless I use a daily "melee attack everything on the battlefield power".    This isn't untypical past low heroic for optimized monks.  So yes, most monks could probably find better things to do with their arms slot. 

However, this build isn't like most monks, and it primarily makes melee attacks.  Therefore, Iron Armbands make good sense for this build. 

In fact, because this is a melee build, this is one of the few builds where I don't think, "oh, that clearly would be better as another tradition." Primarily, this is because Stone Fist have no natural synergy with bursts and the other two traditions do.   




Do
Siberys Shard of the stack of the Mage Monk Implement?
Iron armbands affect any melee attack with a damage roll.



So sub-optimal for a "full-implement" class powers as the Monk.



It's not the implement part, it's that most monks are burst specialists.  For example, in a nornal encounter, my level 18 monk would make 0-1 melee attacks unless I use a daily "melee attack everything on the battlefield power".    This isn't untypical past low heroic for optimized monks.  So yes, most monks could probably find better things to do with their arms slot. 

However, this build isn't like most monks, and it primarily makes melee attacks.  Therefore, Iron Armbands make good sense for this build. 

In fact, because this is a melee build, this is one of the few builds where I don't think, "oh, that clearly would be better as another tradition." Primarily, this is because Stone Fist have no natural synergy with bursts and the other two traditions do.   




Do
Siberys Shard of the stack of the Mage Monk Implement?



Siberys Shard of the Mage would stack with Iron Armbands, as dragonshards provide untyped bonuses to damage.  The only requirement is that they're attached to a weapon that you use as an implement, so ki focus users like this build can't get the bonus.   
Help, I can not find the feat "Kama Slashing Style" in the official builder and in the Compendium too!
Help, I can not find the feat "Kama Slashing Style" in the official builder and in the Compendium too!



It was in Dragon 404 I believe and CB and the Compendium are only up to issue 403. Not sure why they are quite that far behind as the current issue is 406.
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