Theatricality and Deception, Part 3: Iron Ninja

Her small elven form, the tips of her pointed ears barely visible through her order’s traditional black mask, quietly, swiftly dropped through a hole above the holding cell of several slaves-to-be, a mix of human, elven and even Drow.

She ignored the stench within the hole; apparently it was a dumping hole for a latrine once. Apparently, dumping fecal waste falling from above into a slave’s cell was a mere matter of efficiency for the Drow who commanded here.

But these were not the Drow of Ryncletica’s kind. They were an otherworldly sort. Rather than meeting the challenges of Vulkoor, these Drow worshipped Lolth, the Spider Queen goddess.

Ordinarily, Ryncletica would respect Drow as Drow: Let the best man win, as Vulkoor would demand. But these were Drow of a different bent. They wanted domination. They ignored Vulkoor. And they chose to enslave even their own kind.

Ryncletica’s vows of law and order, combined with her personal distaste of spiders and the fact that one overgrown spider goddess was threatening to rip her home world into rocks for the Demonweb, gave her renewed assurance that these things that call themselves Drow were not worthy.

In the cell, the slaves inside gave little reaction to her falling from above, save to move away, closer to the rocks and bars of the cell’s interior. Ryncletica’s eyes were only visible to them, but she could see a few of them relax slightly as she lifted a single index finger to her covered mouth as a caution to stay quiet. The two Drow slaves in the cell narrowed their eyes in examination. She knew what they were thinking. Familiar form, yet not the same.

She pulled out her shortswords and slammed them into the cell door, letting her weapon’s many enchantments easily destroy the simple wards that kept the door magically sealed to hold the captives inside.

The hushed but tangible sounds of rushed footfalls came from ahead. “The door is open! Search for the slave that did this!” one of the Drow guards said. The others of the party scattered, searching the darkness and dank with their enhanced night-vision for the intruder, confident that they would find their prey.

From above, something disguised as just another stalactite fell towards a lone guard, green, icy Ninja Poison dropping from her outstretched swords…


 

Ryncletica may be level 30 but her power continues to grow amazingly well. So much so that she’s doing something only Szyncletica the star-thrower has done often: Soloing Epic Elite adventures.

That news might be a “meh” moment to a few of you that eat Epic Elite quests as snacks. But consider that I don’t use multiclassed characters. I’m using everything a single class offers, while synergizing Epic Destinies, feats, skills and gear as anyone else would do. Ryncletica has reached a personal pinnacle where the use of theatrical and deceptive tools as well as some of the better gear and training now raise her to a level none of my melee Monks have achieved.

For me, in the past, Epic Elite meant a very bloody fight, even with a full party. But now I know that the first and foremost requirement in entering EE is fortification beyond 150 and at least 500 HP. At 200+ fortification and 800ish HP,  I can withstand several 100 point critical hits without worry and need to pay attention only to Red Named and champions, who break those rules and most of my defenses.

The key to Ryncletica’s challenge (and successes, so far) is using the basics inherent in the class. Stealth. Quick strikes. Doublestrike. Techniques to disable and slay.

That is, most of her Heroic enhancements remain her fundamentals of attack, defense, and especially escape. Epic feats, destinies only improve the enhancement’s effectiveness.

Technique remains the prime skill. I don’t engage everything at once. I pick off the weakest and leave me plenty of time to pummel the toughest without any enemy reinforcements helping out. I’ll scatter the enemies, cause them to search for me. And when the moment is right. I strike.

So let’s break down the Epic Poison Master.

Offenses

Ryncletica is primarily a two-weapon melee fighter with the complete Two-Weapon Fighting line and the Epic Destiny feats Blinding Speed for permanent Haste and Perfect Two-Weapon Fighting for more doublestrike. She’s got 32% Doublestrike with current options. Every ki weapon she wields is a Vorpal weapon courtesy of Ninja Spy training.

Being Drow, like Szyncletica the Shuricannon, Ryn holds a powerful alternative to melee fighting when it is unsafe to engage an enemy at close range. As a melee fighter, her weaponry slices and dices rapidly, with large levels of ki generated by that. But she is also quite capable of taking out anything using her shuriken almost as rapidly as her swords, missing only some of the ranged/thrown feats to optimize that skill.

Ninja Poison is the central damage dealer. No matter what the weapon, Ninja Poison is delivered to any enemy except Poison-immunes (most demons, devils, constructs and undead). This damage-over-time effect accelerates her killing power, debuffs any Poison resistance by 100% and lasts longer than other DoTs.

Secondary damage comes from Sneak Attacks and any destiny training effects, which comes frequently as I bluff them with the Unyielding Strike attack. Unloading Ninja Poison via the Touch of Despair finisher also debuffs an enemy against the quintessential negative-energy attack, the Touch of Death.

As for weaponry, I’ve noted it before in a recent post. I’m using the strongest Venomous shortswords I have, both given Festival Icy Burst, used against most enemies. I change up weapons as necessary: two Elemental Fury swords for most elementals, two Thunder-Forged shortswords for DR-busting, or Epic Forester Brush Hooks for metalline/aligned bypassing against Maruts and pit fiends.

Defenses

Ryncletica now shows the most impressive defensive stats of any Monk I’ve made, more so than even my “Little Mountain” Shintao Monk, Lynncletica.

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Currently training the Unyielding Sentinel destiny, Ryncletica boasts the best defenses I’ve had on a Monk. She has a 97 PRR with 34% Dodge, 20% Concealment, 25% Incorporeality with 152 AC and 215 Fortification. All these numbers have saved her from devastating damage against Epic Elite Champions and some bosses, but that’s half the story.

Earth Stance gives +15 stacking PRR, and she wears the Outfit of the Celestial Guardian for +38 PRR by enhancement. Unyielding Sentinel’s Heed No Pain gives +30 PRR and some Insightful PRR bracers add another 15. By twisting the tier 2 ability Improved Combat Expertise from Legendary Dreadnought for +20 PRR, Ryn can reach 117 PRR in her current destiny. While in Grandmaster of Flowers to use ki for maximum offensive options (such as the crowd-destroying Everything is Nothing during trash-ridden raids such as “Fire on Thunder Peak”), the Standing with Stone ability and its +15 PRR will be combined with Improved Combat Expertise to reach 38 (Outfit) + 15 (Earth Stance) + 15 (Insightful bonus bracers) 15 (Standing with Stone)+ 20 = 103 PRR.

I did consider the Shintao Monk enhancement Iron Skin to give additional PRR, but it would take away from Ninja Spy’s Sneak Attack bonuses and Crippling Strike at tier 5 of its enhancements. The miss-chance defenses help more than additional PRR, anyway.

The Legendary Feat Scion of the Astral Plane raised her Dodge cap to 34%. With a Lesser Displacement item (three are available from high-end content), she can reach Dodge/Incorporeality/Concealment defenses of 34/25/25%. Using blinding techniques such as Flash Bangs give a brief 50% Concealment.

Tactics

Superheroes like the Batman or Black Widow are more than their weapons. They use their cunning to help fight enemies, even when outnumbered–provided they focus on keeping every else they fight busy, confused, off-balance, or ineffective.

A ninja is about deception and subtle attack, using stealth and non-damaging resources to move the enemy to where she wants them to be, or leveraging the enemy’s expected behavior to her advantage.

One game-changing Epic Destiny feat changed my fighting dynamic significantly: Dire Charge. This is a stunning ability that uses your highest ability score modifier +20 and any Stunning modifiers from gear (I use a Seal of House Dun’Robar).  The stun created by ramming into an enemy leaves nearby enemies helpless for 6 seconds, much like Stunning Fist,  but a mass effect. I eliminate them quickly as the combined Sense Weakness and No Mercy generate over 60% more damage with additional modifiers.

Often I’ll use distance to lure solitary enemies, using shuriken, and then use Dire Charge or the paralyzing Freezing the Lifeblood finisher to pick them off. Isolating enemies fits the ninja skill set but is also a safer option than charging into a heavily-armed group of CR 42+ enemies.

In the event I have to dive into a large fight where crowd control isn’t practical, such as the end-battle in “The Battle of Eveningstar,” I use my shuriken with a Celestia as the off-hand weapon that delivers area-of-effect fireballs and flame while I ran about, keeping the spawns down while concentrating on the boss. I often soften up champions, which frequently have attacks that bypass my strongest defenses, with ranged attacks.

More techniques include fighting when pulling isn’t an option. When a mob gathers up to surround me, I let them–and then throw a Flash Bang to stun and blind them. I can use Dire Charge then to stun a few longer and then kill them, or fade into stealth and regroup.

When the mob is too large for grinding them down, it’s the hate-magnet dummy created by the Diversion ability that can not only save me but a party as well. Often Orange and Red Named enemies aren’t pulled to the dummy, but their support will be, which will at least limit my fight, hopefully at some distance from the dummy, to a fewer number.

The essential objectives are the only items on the Iron Ninja’s playbook on Epic Elite. Most combat-oriented optionals are skipped for speed or avoided for safety. Likewise, it’s against the ninja way to slaughter boxes and barrels; breakable bonuses are skipped. These leave you vulnerable since enemies will hear your footfalls as you run around barrel-slaying.

But why talk about it? Let me show you how Ryncletica uses every trick she has to take on the hordes in the combat-heavy EE “House of Broken Chains.” House Avithoul’s guards are no slouches with many critical-hitting blademasters (often champions) to handle, and spiders about to throw me off my stealth game if I’m not prepared.

But playing Epic Elite requires you to be prepared. Perhaps not as crazy-prepared as the Batman, but similarly able to adjust to any scenario. In this quest, I learn quickly how to match muscle against muscle by creating an army of my own from House Avithoul’s resources.

The video will be closed-captioned in YouTube: Click on the CC button to view them.

Since this video, Ryn has completed two of the three Demonweb quests alone as well on EE. Whether she’ll try the enemy-zerging “Reclaiming the Rift,” I don’t know.

And now I’m considering if Ryncletica has the chops to pull off a melee-based solo Heroic Shroud like her star-throwing cousin. If I do so, I’ll let you know.

How a Ninja Causes a Bug

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So, here’s Ryncletica, now a powerhouse fighter at level 30. She’s continuing to train every destiny to gain enough fate points to have Sense Weakness and other abilities twisted for raids and to boost her Epic Elite combat prowess.

I started up the Epic saga that pretty much requires everything in Eveningstar and beyond, starting with “Impossible Demands.” Just to be sporting, I enter with Iessin the Rogue/Shadowdancer in Epic Elite.

The fight with Priestess Vicala begins strangely because I couldn’t target her at first. For some reason I kept targeting the door behind her but my sword strokes pass through her. I shift position to get Vicala to move, and she does, towards the locked end-quest chest.

Among other spells I shake off, she begins smacking me with a hundred points of Divine Punishment. I return the favor with a hundred points of Ninja Poison ticking on her. Here’s the combat log at the peak of the battle:

(Combat): Vicala Szind’s divine punishment hit you for a total of 75 points of light damage after 37 were blocked by energy resistance.

(Combat): You hit Vicala Szind for 97 points of poison damage.

(Combat): Vicala Szind’s divine punishment hit you for a total of 79 points of light damage after 37 were blocked by energy resistance.

. . .

(Combat): Vicala Szind’s divine punishment hit you for a total of 85 points of light damage after 37 were blocked by energy resistance.

(Combat): You hit Vicala Szind for 87 points of poison damage.

(Combat): Vicala Szind’s divine punishment hit you for a total of 79 points of light damage after 37 were blocked by energy resistance.

(Combat): You hit Vicala Szind for 99 points of poison damage.

(Combat): You hit Vicala Szind for 103 points of poison damage.

(Combat): You hit Vicala Szind for 97 points of poison damage.

Helping me reduce the punishing Light damage is a cloak that has Light Resistance 37, a very handy thing against evil clerics.

She goes all “Super Saiyan” on me as expected in the quest’s start. You know what that is: Drow priestesses sacrifice any innocent to gain a super buff that recharges their life and reduces your attack effectiveness for a time.

But the Ninja Poison DoTs persistently damage her, even in super-mode. As she returns to normal, her body “hiccups” every 2 seconds as the Ninja Poison dots her with 107 points of damage. Her Divine Punishment dots stop after about 15 seconds.

So, Vicala sacrifices the Purple Dragon Knight and then leaves, closing the door–which she does. I move back to the normally-safe area by the entrance and shrine.

And then the very pissed-off Vicala comes storming back through the door. She’s not following her preset patrol. She attacks me and the passive Iessin–not just twice but three times, also sacrificing the already-stricken Purple Dragon Knight a second time as she goes Super Saiyan once more.

Proof that, while Divine Punishment can deal debilitating damage, Ninja Poison throws up to 20 stacks of the stuff and lasts 15 seconds per stack, ticking damage every 3 seconds.

Ninja Poison ruined my normal attempt to rescue all hostages without the priestess noticing.

And it left me a momentary challenge on how to turn off Ninja Poison for the first fight or I’d keep turning the priestess into more than the usual psychotic murderess she is. (The answer there would be to switch off the Poisoned Soul and Sting of the Ninja enhancements.)

To the defense of the developers, this isn’t so much of a bug than a glitch. Ninja Poison was too effective on her at the start on this first attempt. Often some NPCs that fight then go inactive have any lasting player damaging effects removed. Looks like Vicala didn’t get that treatment on the first attempt.

I reset the quest, tried again and completed. However, during the run, Vicala apparently was enjoying a particular piece of furniture upstairs and glitched again, halting her patrol. I took advantage of that, rescued all the hostages and then dispatched her.

#ninjaproblems

No Mercy to the Helpless

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As mentioned last post, I’ve turned my attention from Pynthetica, capped at 30 and participating in many a Legendary or Epic Elite raid for the best gear, and started work on my second unique build, Ryncletica, the poison-master.

While I’m so totally enjoying the power of poison damage that Ryn magnifies, especially with the new Venomous prefixes, I’m appreciating now why some people have steered away from shortsword builds, weapons with only 1d6 base damage compared to other swords. That attitude might have changed with weapons such as Thunder-Forged swords.

But ultimately they aren’t ninjas. We Ninja Spies also get sizeable critical threat, damage and Vorpal bonuses to these weapons as the character grows in power at level 20.

Like Pynthetica, I held Ryn’s level at 25 while I completed a destiny to get a useful Epic Destiny feat at level 26, other than Toughness. That was Perfect Two Weapon Fighting, to get 5% untyped Doublestrike with some offhand Doublestrike, too.

To get that feat, I needed one trained Primal epic destiny. I’ve been training Shiradi Champion off and on, but that got familiar too quickly. Ryn is a Drow, so she’s able to train as a “light” Shuricannon like her sister Szyncletica. Ryn gains all the vorpal and critical threat range or threat bonuses for using stars, missing only the available Ranged and throwing-related feats but has Shuriken Expertise as a granted feat and Ten Thousand Stars. Most importantly, Ryn is a melee fighter and I’ve played enough ranged characters of late.

So I picked the Fury of the Wild destiny. This was the first time I’ve tried it on any character, but I’ve heard quite a lot about it. It’s commonly the central destiny used by the typical “monkcher” hyper-DPS builds, leveraging Adrenaline to dramatically generate high burst DPS when Manyshot and  Ten Thousand Stars are leveraged.

But Ryn is using the destiny as it was designed, as a melee-based destiny. I’ve not had a lot of use of Adrenaline, mostly because its Rage effects intended for the destiny’s audience, the Barbarian, aren’t as nice to Monks because it lowers some stats that benefit the unarmored Monk.

But one ability caught my eye, one I’ve heard others mention. That’s Sense Weakness. This tier 4 ability can give, with all 3 ranks, 30% additional damage to Helpless enemies with cumulative weapon damage bonuses based on the enemy’s current HP.

But the discerning ninja in the audience knows that the Ninja Spy has a similar enhancement: No Mercy. It also gives up to 30% more damage to the Helpless.

So, your question is: Does No Mercy and Sense Weakness stack in damage?

My preliminary tests suggest, yes. Yes, it does. While my math is certainly off because of extra benefits of the destiny, that’s at least a 60% boost in damage any time something is made Helpless.

Ninja Spy has one way to easily make many enemies, even Orange names, quite Helpless. I’ve mentioned it before: Freezing the Lifeblood, which gives a special minute-long paralysis that gives me plenty of time to chop something to tiny bits. Far more effective than Stunning Fist at Epic play, Freezing only requires me to get a high WIS to improve the modifier. Hardly a problem. It’s most effective against trash but occasionally I’ll get an Orange-named with low Fortitude, like Maribeth, a human cultist mini-boss in “The Lords of Dust.”

I’ll post a video that shows how terribly powerful this merciless combo can be on another day. It’s so potent that I’ll be focusing training more destinies so I can add this as a Tier 4 Twisted option. I’ll likely prefer Grandmaster of Flowers as her raid destiny once at level 30 as there are more options in that destiny alone to weaponize all the ki that Ryn builds up, saving a lot of Twist slots of abilities found there.

For now, she’s moved on to train Primal Avatar to gain more fate points and versatility. I’m familiar enough with this destiny with Zen Archers but this the first time I’ve used it as a melee character. It’s showing some promise as it supports bonuses to Two Weapon Fighting. One tier 3 ability that was really helpful in my first “Caught in the Web” run was the fully-ranked Balanced Attacks, which knocks down enemies on a vorpal and causes Helpless. That’s certainly another Twist candidate.

Now comes the annual Risia Winter Games. When I was fresh to the game, it was a fun event and was where I began to appreciate more how Monks are a special class. In short, I could farm the hell out of the place for purple coins faster than anything.

And those coins offer chances to make many “Icy Burst kits”–three recipes with enough Motes of Winter to add Icy Burst damage to the Venomous shortswords and kamas I find. This is logical enough because most things I can poison will also suffer from Cold damage. If I can find Venomous shortswords with Red Augment slots–so much the better.

Ryn farmed about 48 Purple coins in an hour and frosted up several of the her speciality poison weapons nicely.

Now to work on her hit points: Now at level 27 with Blinding Speed and Perfect Two Weapon Fighting, Ryn’s DPS is excellent but she needs to be able to survive more than one catastrophic hit despite 241% fortification. A rust monster in my first run of Legendary Tempest’s Spine one-shotted me–but we were in on Hard difficulty and I was 5 levels lower.

Despite owning similar miss-chance effects found on other ninjas in my dojo, Ryn’s melee fighting status makes her far more vulnerable to damage than I’d like. I can adapt by watching my enemies and situations far more carefully, use stick-and-move tactics, and of course, letting others in party charge ahead first. I specialize in trash removal, as do many melee Monks.

With that first Legendary TS raid complete, a very kind guildmate passed to me what seems to be the best cloth armor in the game for use at level 29: Outfit of the Celestial Guardian. That armor has so much in it that I’m having the pleasant problem of what gear to swap out because of that armor’s many benefits. Until then, I’m wearing a Shadowscale Outfit that fits like a catsuit and isn’t bad at all for protection. Perhaps a +5 Charisma tome is in order. I’ve been revisiting an old friend: the finisher Shining Star, which doesn’t cause Helplessness but its dance-off to the death certainly is beneficial.

I have to play her more and more in melee combat-intensive quests like the Batman or 007, at least in terms of preparedness, creativity and resources. I’ve been best so far in ranged-type combat with Szyncletica and Pynthetica. It’s Ryn that is my first melee character to confront the greatest nastiness of the Legendary realm.

Epic Purple Haze: Venomous Weapons

Update 29's new prefix/suffix format offers some improvements for a poison master--if she can find the weapons.

Update 29’s new prefix/suffix format offers some improvements for a poison master–if she can find the weapons.

I’m still tooling about with Ryncletica, a Drow that leverages all kinds of Poison damage with Ninja Poison to DoT the hell out of many enemies.

With Update 29, a curious addition has arrived to weapon prefixes that has almost caused me to forget that I still need a Shard to build an Epic Envenomed Blade for Ryn.

That’s the Venomous prefix. These are adding 1d6, 2d6, 3d6, 4d6, 5d6, even 6d6 Poison damage to weapons. That’s a lot of Poison for the 100% Poison debuff caused by Ninja Poison to amplify, far more than the Poison damage that any other weapon adds. In contrast, my two preferred weapons are the Tiefling Assassin’s Blade and the Envenomed Blade, which give only 1 to 6 Poison, with occasional bursts of additional Poison in the latter. I just found a level 28 blade of Critical Piercing for extra damage.

So these new weapons give more consistent Poison damage that should stack and amplify. I said should as I had yet to test it until recently.

While the Venomous prefix was rather common, it took me some time to find a couple of shortswords (shown above) with Venomous, never mind an idea set with of Wounding or Doublestrike. I even found a Venomous returning shuriken before these two shortswords. That’s the first Poison throwing star I’ve ever seen, and I hope to watch Sting of the Ninja boost its DoT effects.

So, at level 24, Ryn’s test needed to find a boss that (1) Wasn’t a devil, elemental or undead, (2) Was respectfully high rank, at least CR 28 so I can watch the DoT build-up, and (3) had a simple end-fight with no respawns to complicate my observations.

Frelga, the night hag awaiting at the end of “The Riddle” on Heroic Elite, qualified for the job.

The result: As expected, these weapons get sizable boosts of Poison damage that get magnified with Ninja Poison. This build also adds the Venomed Blades Drow enhancement to go with all that. Don’t have a Quiver of Poison yet, which would complete this build’s power.

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ScreenShot01828It would be nice to also find an Red augment slot. Sadly, there are no Poison rubies we can add to weapons. That would be nice to see.

The weapons themselves also have a strong base damage, which is welcome.

You may notice other purple damage amidst all the purple poison haze. That’s the Touch of Despair finisher debuff that magnifies negative energy damage. I do have the 500-point zapping Touch of Death on hand, but wasn’t using it here so I could observe the new Poison.

The Poison Master is a somewhat limited build to be sure, especially with Update 28 and 29’s additional raids and quests that build up to a new invasion by the devils of Shavarath and other outsiders that are completely immune to Poison. Good against Drow and humans and many others.

But when that one HP-heavy boss shows up that isn’t a devil but is resistant to many other attacks, Ryncletica will be up to the job.

Zen Eternal

ScreenShot01776I’ve played little else than Pynthetica lately. She’s my second oldest character, a human Ranger AA gone all Elven Monk, now aiding me in perfecting my Zen Archer build beyond what Mericletica began on the Cannith server.

I’ve purposefully halted any level ups at 25 for a time to get Pyn more abilities she never received in your first two lives. As a human Ranger she sat at level 20 for months before Update 17 and the Menace of the Underdark expansion. I tinkered with her a little bit but then left her alone again for months. When the enhancement pass came around, I finally had an idea for her and TR’ed her into the first concept of the Zen Archer. It didn’t go very well as her ranged damage bit and I TR’d her again by level 22.

In neither first or second life did I give Pyn enough playtime to build up any Epic Destiny. So, now, I don’t want her to slack again in her third life. I want to give her all the things.

That starts with level 26, the first Epic Destiny feat. Often on all characters I just take Toughness, which requires no completed sphere. Nay, nay! to that, this time, not for the neglected Pynthetica. I’m simply building all the destinies, not just for choosing something other than Toughness, but to gain more Fate points to improve her lot as she moves forward. I finally wised up and did this with Mericletica and then began destiny build-ups to many others. It’s clear I had a fear with that.

But I wanted to take things a step or ten farther, especially with level 30 now available.

  • Train one Divine sphere destiny before taking level 26. That was building up Unyielding Sentinel after completing Shiradi Champion, Grandmaster of Flowers, and Primal Avatar. That unlocked the level 26 Epic Destiny feats Guardian Angel and Holy Strike. Guardian Angel gives PRR equal to your WIS for 30 seconds if your HP<=50%. Holy Strike adds Ghost Touch and 10d6 untyped damage to Evil. I picked Holy Strike.
  • Take Blinding Speed at level 27 for permanent Haste. It requires no prerequisites. Now my Ranged attack speed is 22%. It could still be improved with Gilvaenor’s Ring and Gilvaenor’s Necklace, which, combined, add a stacking 10% Competence bonus to ranged alacrity for a grand total of 32% ranged alacrity. I’ll have to convince a lot of people to run “Tower of Despair” in order to get that ring, and several runs through “Genesis Point” to find that necklace.
  • Complete 2 Primal destinies before level 28. That’s for the 10% additional Doubleshot feat, of course. That’s completed.
  • Complete Shadowdancer, Legendary Dreadnought and all remaining Divine destinies before level 29. These three capped Martial destinies and three Divine destinies (with several more Fate points as a side benefit) open the level 29 Epic Destiny feat Embodiment of Law for 10 Bane damage to all enemies and 20 Law damage against Chaotic enemies. It’s a lot of grinding, but where am I going?
  • Choose a level 30 Legendary Feat.
  • Complete Fury of the Wild to have maximum karma in the Primal Sphere.
    • That’s right–as a reward for being neglected for so long, Pynthetica gets to be my first Epic True Reincarnation. I want the Primal Sphere’s Epic Past Life feat 3% bonus to Doubleshot, and will return as a Zen Archer again and again.

Since the initial announcement, some things have changed about Legendary Feats. So Scion of the Ethereal Plane is less attractive as a result, so now I’m looking to others.

Not sure of the simple buffs of Scion of Arborea are as good: +20 Ranged Power, +2 to Enhancement Bonus of the bow. I leaned then to Scion of Limbo. There are eight buffs that pop on for 1 minute and cycle randomly, but most of them very useful. 40 Ranged Power, or 16% Doubleshot, 30 PRR, 20% Dodge and 40 to Healing Amplification, 1d20 Chaos damage, and so on.

But it’s Scion of the Astral Plane that won my internal debate. It adds 4% Doubleshot plus another 4% while Centered (woot!) as well as 4% Dodge and 4 to the Dodge cap. That brings the dodge cap benefits from being a Ninja Spy (the Zen Archer’s secondary enhancements) up from a 30% cap to a 34% Dodge.

So my miss-chance numbers go up: 34% Dodge, 25% Incorporeality, 20% Concealment. I’d love to invite the crazies in our meta-guild into an Epic Elite “Prison of the Planes” to get a shot at a level 25 Ring of Shadows with Lesser Displacement at 25% Concealment. And I’ve still got 3 Displacement dragonmarks, each lasting about 5 minutes thanks to a Harper Agent enhancement. A Pendant of Quiet Movements or certainly the Token of the Proven might require less deaths to obtain. I’d prefer the trinket as I have little else to add there now, rather than sacrifice my Epic Golden Guile. These stacking Improved Deception effects really slow down charging enemies.

With 20% Doubleshot (3% Elf, 2% Guild Buff, 5% from the Dynamistic Quiver, and 10% Doubleshot Epic Destiny Feat), this final feat would give me 28% Doubleshot. I just scored the 8% Epic Dynamistic Quiver to give me 23% Doubleshot at level 28. With that last destiny this goes to the highest I can make without Epic Past Life feats or special temporary buffs: 31% standing Doubleshot. That’s not bad at all for a pure elven Monk with mixed enhancements. Szyncletica the Shroud-soloing Shuricannon hasn’t any appreciable Doubleshot.

Also, level 29 and 30 give additional Fate points and a fourth slot, making it easy to add things like Otto’s Whistler or Grim Precision to a build that needs every advantage to survive Legendary Tempest’s Spine and Shroud. Our guild is stoked on trying these very soon.

Shadowdancer or Grandmaster of Flowers will be my raid destiny for maximum defense or offense, respectively. Both give decent damage. It’s Grandmaster’s font of high passive ki regeneration, offensive ki attacks, Everything is Nothing, and boosts to weapon base damage that will allow me to use Ten Thousand Stars almost continually every 30 seconds and ward off the largest mobs. It’s Shadowdancer’s higher Ranged Power, extra fortification bypass with Grim Precision, boosts to fill in my Dodge cap to maximum and continuous 25% incorporeality in Shadow Form that helps in raids where there are proportionally fewer but tougher enemies (such as the devils and portals in the Shroud).

Extra Credit: Upgrade my Thunder-Forged Longbow, and build a Legendary Bow worthy of a Zen Archer.

I have no idea what kind of bow to build for Legendary Shroud.

Kiri and Through a Mirror Darkly

My final stealth walkthrough within the murk of Wheloon Prison concludes with “Through a Mirror Darkly.”

More so than “Army of Shadow,” “Mirror” highly favors a stealth approach. I was able to retrieve most of the eight Orbs, needed to open the path to the boss, with no fighting. In fact, many enemies never knew I was there.

“Mirror” requires you to move through the Netherese headquarters using a mirror clickie that shunts you between the normal and Shadowfell dimensions. One advantage you gain in the use of the mirror is that, while it pulls you out of stealth, the mirror does not affect your Invisibility.

For a Ninja Spy with Shadow Veil (1 minute Invisibility and 25% Incorporeality) and high passive ki regeneration, this is ideal for moving into corner rooms, often filled with enemies, going invisible, using the mirror and sneaking to recover an orb and leaving a room without detection. You still need strong Hide and Move Silently skills to pull this off, otherwise, enemies close by may not see you but will certainly hear your footfalls, even in Sneak.

Moving about this way saved me once after materializing into a roomful of Howlers and their tender, bailing out before I became dog chow.

The boss fight works almost the same as “Army of Shadow,” in that the boss now moves between dimensions and sends minions at you as he leaves.

I changed the fight conditions by delivering heavy doses of Ninja Poison to DoT him while in the normal dimension. But when he switches to the other realm, I never follow him and let the Ninja Poison take points off of him. His Shadar-Kai minions on the Shadowfell side are more formidable than the normal humans I use to rebuild ki and charge up to poison the boss again once he returns.

The video is captioned as the others; click the CC if you don’t see them.

Kiri and Wheloon Prison, Part 4

Wuss.

Wuss.

Continuing our stealth walkthrough of the Wheloon Prison quests, “Army of Shadow” works similarly to “The Thrill of the Hunt.” Thankfully, no hordes of Howlers.

You have but one job: Kill the Shade General there, organizing the Netherese recruiting effort.

On entering, the NPCs are neutral, giving you plenty of time to note the reinforcements that will turn on you en masse after you tell the recruiter to suck ducks.

Kiricletica chose a third option, and it might be something only a Monk can do. After starting the NPC dialogue and returning to Sneak,  I complete the dialogue and use Abundant Step to dive out of range of the enemies. They stand there without an immediate target, allowing you to begin your infiltration plan.

You have a couple of tasks to open the way forward and up the Shade’s Tower where the boss awaits.

First, crash the amorous Netherese “auditions” being conducted by Darobad the bard-stud. Killing him allows you to open the tower key. The second task is to pull the gate lever, lowering a bridge to the tower. Rantha is an optional guard you can kill to gain a chest.

There are several optionals throughout, but I skip them to sneak up the tower. Shadows are generally my only foes as I make my way up.

General Marthir is a wuss. As I do with most other red-named bosses, I use generous amounts of Ninja Poison to DoT him to death. I poisoned him so thoroughly that he died a few seconds after going inactive to let me whack at his pet Nightcrawler.

As before, captions are included; simply click the CC button if they don’t show.

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