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.
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.
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.
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.
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).
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.
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.
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).
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!
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.
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.
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
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.
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.
+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.
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).
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)
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.