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12 months ago ::
Jun 29, 2012 - 2:13PM
#1571
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Date Joined:
Jul 16, 2010
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I don't think kender's rating on Falling Needle docked it any points for not scaling at Epic, which is all the errata fixed. Dark Blue is probably appropriate, since most Monks will want either better effects or a burst attack.
The problem with Salamander Charge is that, well... Compare it to Light the Fire, the level 1 encounter power. Light the Fire is 2d8 + DEX, Salamander Charge is 4d6. Total wash there. The only advantage to Salamander Charge is that it leaves behind a zone rather than an aura, but said zone doesn't trigger without forced movement of some kind, whereas the Light the Fire aura triggers itself.
A level 5 Daily power that's only marginally better than a level 1 Encounter power just plain sucks.
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12 months ago ::
Jun 30, 2012 - 2:45AM
#1572
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Date Joined:
Jan 21, 2010
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I totally agree with your point of view. SC seems to poor, maybe DW-builds will take the power for the fire synergies.
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12 months ago ::
Jul 01, 2012 - 12:13PM
#1573
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Date Joined:
May 30, 2008
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Where are the gloves for were-creature located?
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12 months ago ::
Jul 01, 2012 - 9:51PM
#1574
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Where are the gloves for were-creature located?
Claw Gloves? AV2.
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12 months ago ::
Jul 05, 2012 - 9:27AM
#1575
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Date Joined:
Mar 22, 2008
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So, not entirely sure this is exactly CharOp, but putting it here anyway. I was rolling up a level 11 Monk for a campaign, and decided to use Akuma/Oni from SSFIV for my inspiration. I went with a Githzerai Centered Breath Monk, because Zuoken's Centering. And Radiant Fist, because I'm not very impressed with Monk PPs and it worked well enough. It's not entirely optimized, because flavor, but I don't want to suck, either.
Now, I'm mainly just looking for suggestions, because I don't have any particulars really nailed down. I took Fiery Serpent for my level 7 encounter, because I can't find any better Hadouken type power without going outside Monk... anyone know of any other good ranged attacks? Most of the powers I like best seem to be upper paragon. I guess I'm just looking for some advice on how to make this character play well and somewhat resemble the character that inspired it.
Also, guess I'll post what I have so far. Spoiler:
Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Ogre, level 11 Githzerai, Monk, Radiant Fist Build: Centered Breath Monk Monastic Tradition: Centered Breath
FINAL ABILITY SCORES Str 11, Con 13, Dex 21, Int 11, Wis 21, Cha 11.
STARTING ABILITY SCORES Str 10, Con 12, Dex 16, Int 10, Wis 16, Cha 10.
AC: 28 Fort: 21 Reflex: 23 Will: 24 HP: 83 Surges: 12 Surge Value: 20
TRAINED SKILLS Insight +15, Perception +15, Acrobatics +17, Athletics +17, Religion +10
UNTRAINED SKILLS Arcana +5, Bluff +5, Diplomacy +5, Dungeoneering +10, Endurance +6, Heal +10, History +5, Intimidate +5, Nature +10, Stealth +10, Streetwise +5, Thievery +10
FEATS Radiant Fist: Divine Rage Level 1: Ki Focus Expertise Level 2: Skill Power Level 4: Superior Implement Training (Accurate Ki Focus) Level 6: Unarmored Agility Level 8: Deadly Draw Level 10: Skill Training (Religion) Level 11: Zuoken's Centering
POWERS Monk at-will 1: Five Storms Monk at-will 1: Dragon's Tail Skill Power: Agile Recovery Monk encounter 1: Drunken Monkey Monk daily 1: Spinning Leopard Maneuver Monk utility 2: Swift Flight Monk encounter 3: Eternal Mountain Monk daily 5: Water Gives Way Monk utility 6: Purifying Meditation Monk encounter 7: Fiery Serpent Monk daily 9: Stone Juggernaut Monk utility 10: Iron Dragon Defense
ITEMS Monk Unarmed Strike, Magic Githweave Armor +3, Periapt of Cascading Health +2, Elven Chain Shirt (heroic tier), Rain of Hammers Accurate Ki Focus +2 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
I created a build I named Akuma that I can't seem to find in searches. I may have never posted it. The gist is Revenant(Half-elf) monk with Twin Strike, MC Barbarian+Hurl Weapon. Since your fists are weapons, you can now throw your fists as +3, 1d10 weapons. You can post up decent single-target dpr on that frame, if you like, or just use it as an addition to your usual monkness. I just can't imagine a better way to represent throwing fists than to be throwing a hadouken.
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12 months ago ::
Jul 05, 2012 - 9:41PM
#1576
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Date Joined:
Jun 17, 2010
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Half-elf Desert Wind Monk Dilettante Twin Strike Blistering Flourish Soaring Blade PP Blurred Strike Ki Focus Firewind Blade
Round 1: Blistering Flourish, fire attack, adds cha mod fire to all melee attacks, triggers firewind blade, triggers fob, 3 instances of fire damage Round 2: Twin strike, does +cha mod fire, triggers fob, triggers blurred strike for extra fob, triggers firewind blade, 5 instances of fire damage Round 3: see round1 Round 4: see round2 etc...
I did one without the firewnd blade and posted it earlier. If only there were easy ways to add fire vulnerability to take advantage of the all the instances of damage.
This is nice!
How about the level 6 daily, Resonating Fist, if you have any kind of Str mod?
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12 months ago ::
Jul 05, 2012 - 9:42PM
#1577
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Date Joined:
Sep 17, 2007
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Why would you bother with that? You have actual top tier powers to take at that point.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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12 months ago ::
Jul 05, 2012 - 9:56PM
#1578
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Date Joined:
Feb 23, 2012
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I did post a build that I made in its own thread. Here is the build as it stands. Spoiler:
Show
====== Created Using Wizards of the Coast D&D Character Builder ====== Birel, level 14 Half-Elf, Monk, Initiate of the Dragon Monastic Tradition Option: Desert Wind Half-Elf Power Selection Option: Dilettante Auspicious Birth (Auspicious Birth Benefit) Theme: Werewolf
FINAL ABILITY SCORES STR 14, CON 13, DEX 20, INT 11, WIS 14, CHA 20
STARTING ABILITY SCORES STR 13, CON 10, DEX 16, INT 10, WIS 13, CHA 14
AC: 29 Fort: 25 Ref: 28 Will: 28 HP: 97 Surges: 8 Surge Value: 24
TRAINED SKILLS Athletics +14, Perception +17, Stealth +17, Thievery +17 UNTRAINED SKILLS Acrobatics +12, Arcana +7, Bluff +12, Diplomacy +14, Dungeoneering +9, Endurance +8, Heal +9, History +7, Insight +11, Intimidate +14, Nature +9, Religion +7, Streetwise +12
POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Werewolf Utility: Wolf Shape Monk Feature: Desert Wind Flurry of Blows Ranger Attack 1: Twin Strike Monk Attack 1: Blistering Flourish Monk Attack 1: Five Storms Monk Attack 1: Masterful Spiral Monk Utility 2: Supreme Flurry Monk Attack 3: Burning Brand Monk Attack 5: Water Gives Way Perception Utility 6: Foil Ambush Monk Attack 7: Fist of One Hundred Strikes Monk Attack 9: Crane Dance Monk Utility 10: Spider Technique Initiate of the Dragon Attack 11: Draconic Torrent Initiate of the Dragon Utility 12: Dragon's Vengeance Monk Attack 13: Torrent of Falling Knives FEATS Level 1: Adept Dilettante Level 2: Improved Monk Unarmed Strike Level 4: Internalize the Basic Kata Level 6: Improved Defenses Level 8: Unarmored Agility Level 10: Ki Focus Expertise Level 11: Versatile Master Level 12: Starblade Flurry Level 14: Effortless Motion
ITEMS Monk unarmed strike x1 Blurred Strike Ki Focus +3 x1 Ki Dagger +1 x1 Robe of Eyes Cloth Armor (Basic Clothing) +3 x1 Torc of Fortune +3 x1 Claw Gloves Boots of the Fencing Master x1 Bag of Holding Everlasting Provisions Voran's Floating Lantern Iron Armbands of Power (heroic tier) x1 ====== End ======
The build has some choices that are not considered "optimal" but then it was going to be for a tabletop game. I eventually decided not to use the monk because the it is a little too optimized for the party and I know the DM would not have liked it. That being said, desert wind and blistering flourish have lots of potential and are not being used. For example, because it adds fire to all your attacks, you could do a tiefling build and take advantage of all the fire feats they have. If you do a dragonborn, you could MC fighter and take honorable blade and add another damage type to all your attacks and so you would do fire+breath weapon to make it harder to resist. Halfings have both dex and cha so they would make perfect desert wind monks. Everyone is wrapped up in the first 3, centered breath, stone fist, etc.
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12 months ago ::
Jul 05, 2012 - 11:11PM
#1579
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Date Joined:
Jun 17, 2010
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Why would you bother with that? You have actual top tier powers to take at that point.
I was only suggesting Resonating Fist in response to the "If only there were easy ways to add fire vulnerability" - it may not be good, but it's an easy way to add vulnerability in a build that's already pretty feat-starved. Sorry I'm a week late to that conversation, and I missed that there was an extra thread for it.
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11 months ago ::
Jul 13, 2012 - 8:08PM
#1580
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Date Joined:
Aug 18, 2007
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I'd been thinking about Slashing Kama feat and what type of ongoing damage you get. I'm saying both interpretation are valid. Let me explain.
1. Slashing Kama modify flurry of blows so inherit it's keyword including elemental damage keywords
2. Slashing Kama convert flurry damage to untyped damage
3. Slashing Kama look at the Flurry of Blows keywords including elemental damage keyword
So for a regular Iron Soul flurry , you get con +2 untyped ongoing damage. For a desert wind flurry, you get charisma + 2 untyped damage which then inherit the fire keyword. For Elan heritage and the psychic flurry, you get abilty mod + 2 psychic converted to untyped then inherit the psychic keyword from the flurry modified by the feat. For a Genasi shocking flame monk, flurry of blows get the lightning or fire keyword. Slashing Kama get ability stat + 2 mod + shocking flame converted to untyped then inherit the fire or lightning keyword from Flurry of Blows.
Reason I thought about this was the fact I could abuse Slashing Kama and Shocking Flame with the untyped damage only interpretation. If Slashing Kama lose the fire or lightning keyword what stopping me from applying Shocking Flame again to Slashing Kama?
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