Hark, The Herald Angels Fight

I'm captivated by the erinyes, red-winged and powerful. Why am I attracted to bad girls? You'd think one divorce would fix me of that.

I’m captivated by the erinyes, red-winged and powerful. Why am I attracted to bad girls? You’d think one divorce would fix me of that.

Real-life and work have definitely curbed my blogging efforts of late, leaving me little precious time to complete the substantial updates in The Book of Syncletica with builds and what-not, as well as general help here and there in the player-base. A crisis caused me to miss a scheduled appearance as podcast guest on DDOCast last week, which vexed me greatly. I can’t provide enough apologies to Shamgar and anyone who tuned in.

So I’m trying to make up for lost time and posts by going straight to a brief talk on the new release of Update 27: “Trials of the Archons.”

For past update, the most we’d seen of the Good-aligned celestial forces in the battlefields of Shavarath are skeletal remains of fallen archons on the battlefields and one living archon we are able to free and speak with briefly in “Wrath of the Flame.” Atop the floating fortress of Amrath, we can see one of the celestial cities floating far off. And that was it, until now.

Something (perhaps our collective ass-kicking adventurer lifestyle) has compelled the archons to call on the adventurers to assist them. But the trust of the archons is not given easily.

“Trials of the Archons” is broken down to three quests and one raid. The first, “The Archon’s Trial,” sends you through an increasingly difficult set of challenges. The archons initially say that they had a nice battery of canned tests but, since a force of devils and demons have decided to invade that day, why, say you adventurers go off and clean them up for us?

The archons are angelic beings, all appearing to be stunning, flying statuesque humanoid females, always flying and hovering. This holy appearance, however, doesn’t seem to preclude them from applying a certain kinder, gentler type of dickery. It’s understandable from their point of view as the archons have seen how the mortals are easily tricked (see “Wrath of the Flame”) or are corrupted from within (“The Lords of Dust”). Given that their war against the devils and demons (with the devils and demons in-fighting in a perpetual civil war to boot, as noted in “Bastion of Power”) is filled with endless strategy and counter-attack, the archons’ thoughts about who to trust border on insular considerations only.

Thankfully, through the three quests you can complete, you show that you can hold your own in a fight. “The Archon’s Trial” eventually pits you against archons in a duel, and they are hardly pushovers. Since they are Good-aligned (like the Eladrin in the Vale of Twilight) your Holy weapon has no effect, forcing you to change your game.

Quest #2 is “Demon Assault.” If the name rings a bell, it’s because you’re getting a sequel of sorts from the Marketplace quest, “Devil Assault.” Rather than being locked in a small room in arena-style combat, you’re placed in ruins and must navigate through them, slay wave after wave of demons that pour through portal gateways. It’s a trial. You have an optional rescue before your party gets the beatdown of your life from a boss fight.

The last quest, “The Devil’s Details,” requires your party to find out what the great pit fiend Arraetrikos is planning in a new offensive to win the endless war. You’re introduced to the erinyes: The dark, corrupted version of the archon, with red wings and a very nasty attitude.

Complete these three quests and you’re flagged for a new raid: “Defiler of the Just.” I have no more information on this one since it was just released except that it’s got a few serious bugs that may make it unplayable right now.

“Trials of the Archons” has both level 13 and level 30 quest modes to satisfy your tastes. The loot is absolutely incredible. While completing the first quest, I received an Epic quarterstaff that basically will kill anything unholy with great ease.

I first tried quest #1 with the ever-prepared Kiricletica, master of soloing. As I learned later with a party, completing this one took time and, likely, I would have failed my final fight one-on-one against a group of archons. Ninja prowess can only go so far, even with dark finishing moves and deceptive effects. I aborted my Heroic run to join guildmates for an Epic Hard attempt with Szyncletica the star-thrower.

Being what she is, Szyn was able to help beat back the hordes with spamming shuriken. In “The Archon’s Trial” there is a puzzle situation where you should be wary without a lot of electrical resistance and absorption.

In conclusion, these new quests, at least, are a refreshing new addition after the welcome but highly time-intensive “Haunted Halls of Eveningstar” and “Thunderholme” content.

I tried to keep this review spoiler-free, so keep your comments that way, too and let me know how you’ve enjoyed this new stuff.

DDO Zen Archer: The Completed Build

Mericletica5I’ve fully trained my Zen Archer build. Equipping this first one, Mericletica, will still take time on the quieter realm of the Cannith server, but all the central enhancements and initial destinies are done. I’ve still got the level 16 Pynthetica to complete on Ghallanda, but as a third-life it’s going so slow to level her.

The build’s a great alternative that delivers damage while providing all the benefits of complete Monk levels in both offense and defense.

This post is also a kind of apology and shout-out to Firewall’s Shuricannon 2.0 build. I’ve been so ADHD or just plain overwhelmed in other matters that I’ve only begun a 2.0 ‘Cannon and so haven’t been able to talk much about it. The Zen Archer has been my obsession of late, and that time spent was worth it by adapting concepts from the ‘Cannon, as I’ll explain.

Shuricannon’s Slower Kin

I’ve talked extensively on the original Shuricannon. Firewall has since upgraded the build to deliver more fortification bypassing for more damage.

Much of the Zen Archer’s design is very similar to the Shuricannon, directly or in principle.

  • High miss-chance and general defenses (30% Dodge, 25% Incorporeality, 20% Concealment).
    • Firewall’s build adds in Lesser Displacement (25% Concealment) from an upgraded robe from “Temple of Elemental Evil.” I’m working on that myself. Unlike his Drow-based build, however, I go Elven, and have the Shadow Dragonmark for invisibility and Displacement. Saekee’s tip to use Harper Agent’s Magic of Patience enhancement allows me a 5-minute Displacement at level 28, reducing the need to get Green Steel clickies. The differing playstyle reduces the need for the number of Displacements.
    • All points in DEX give a high Reflex as well as damage as noted below. That Reflex save has only failed me twice, in an Epic Normal run (I think) in “Ghost of a Chance.” There’s a very nasty blade trap there that laughed at my 64-ish Reflex save and chopped me to bits. Same for the trap guarding the elemental engine of the prime enemy airship in “Precious Cargo.”
    • The Zen Archer’s role is the opposite of the ‘Cannon. The ‘Cannon is a capable “flying tank,” with its Monk speed, PRR and miss-chance. However, by Epic, it only uses ki for Ten Thousand Stars with Shadow Veil. The Zen Archer uses ki more often for GMoF attacks in that mode. When in other destinies, I try to twist Enlightenment for +1 passive ki. Else, I have only +2 passive ki when in Sneak and from Ultimate Ocean Stance. The Zen Archer is a sniper.
  • Hard Hitting DPS.
    • The Shuricannon specializes in higher DPS by leveraging Doubleshot-like advantages from both the Drow-granted Shuriken Expertise feat and the Ninja Spy’s core abilities, specifically Advanced Ninja Training.
    • The Zen Archer is an Elven build. Firewall took Drow for Shuriken Expertise and damage bonuses, and Ninja Spy for DEX-to-Damage with stars and other damage bonuses. Along similar lines of reason, I chose Elf to give immediate proficiency for longbows and, with training, DEX-to-Damage with bows. Both Zen Archer and Shuricannon then ramp up DEX to the maximum possible to deliver damage. As bows don’t gain further benefits in Heroic DPS beyond Sneak Attack damage and  the No Mercy enhancement from Ninja Spy, I adjusted my build to concentrate on the benefits of the Harper Agent enhancements to add Ranged Power and, later, stacking Deception to slow and Bluff enemies, where SA gains additional damage. By Epic, I’m adding more bow damage from the Grandmaster of Flowers destiny, using A Dance of Flowers and Piercing Clarity on top of the destiny’s Ranged Power and Epic Power leveling bonuses.
    • Further, the Zen Archer’s longbows deliver greater base damage per hit. My Szyncletica’s best stars see 60-75 damage per hit, although there are a lot of other effects that certain shuriken gain for DPS per hit, especially Ninja Poison, which the Zen Archer cannot do. The Zen Archer’s base hits with a Thunder-Forged Longbow at level 28, in Grandmaster of Flowers, is 150+ once all competency bonuses are up. I tested the overall DPS on the planar gateway portal in Aussircaex’s Valley. While Szyncletica could take that portal down in about 45 seconds with Ten Thousand Stars, Mericletica with Manyshot blasted that thing to bits in under 30 seconds. I still have a TTS and normal bow test for her, but the base damage is clearly superior with a bow, even if the total sustained DPS works differently. I have Manyshot and TTS and better Doubleshot outside of this, versus Szyn. However, I didn’t let Szyn train two destinies to gain the Doubleshot feat to further improve her sustained attack. Meri’s fortification bypass is also superior to Szyncletica’s, which started off on Shiradi Champion to immediately benefit from Whirling Wrists and related damage enhancements. Shuricannon 2.0, with gear, can get higher bypassing.
    • Like the ‘Cannon, bonuses to critical hit threat and range ramp up the damage. But here, the Zen Archer sees critical hits in the 1500 or greater range since, with Earth Stance and Overwhelming Critical, I get a x5 effective multiplier (the ‘Cannon does this too after a fashion and with another destiny). I never saw such critical hit numbers with my ‘Cannon, but again, DPS is subjective. I do see similar take-down speed with the Zen Archer as the ‘Cannon. However, both builds are played very differently. The ‘Cannon is a berserking, running attacker. The Zen Archer is a calm, near-motionless, balanced sniper. As such, the ‘Cannon clears more enemies per minute, but the Zen Archer can zap down a single tougher enemy as fast yet not endanger itself. I clear rooms and dungeons very well. I just do so one enemy at a time as fast as possible.

Mericletica6

  • Defensive advantages from full Monk training.
    • The Shuricannon has stronger innate magic protection from the start as Drow gain Spell Resistance that grows as they do. The Monk’s Diamond Soul feat adds this in at level 13 for the Zen Archer. The two features are identical and, thus, don’t stack on the Shuricannon. Grandmaster of Flowers and an airship buff add a little more stacking bonus.
    • I managed to work in the highest fortification I have ever made on a character with the Zen Archer: 205%. This comes from a 25% Exceptional Fortification loot-gen helm, 40% from the Unyielding Sentinel’s Brace for Impact, 125% Fortified gloves, and guild ship bonuses that filled in the rest. This should ensure that the Zen Archer can stand and fire without as much concern against any melee enemies that get too close, except Champions, the bane of many a build, which often can ignore one or more of the Zen Archer’s passive defenses.
    • The Zen Archer is still a ninja at heart and has very strong Hide/Move Silently skills to go where it wants without detection. Having Abundant Step is key here–and having sufficient ki to use it repeatedly without compromising my ki store.
    • The Zen Archer in Grandmaster of Flowers mode regenerates +4 ki at maximum, gaining a maximum 240 ki held fully charged. I can use many offensive and defensive abilities without dangerously depleting my ki pool in extended fights, and regenerate ki very rapidly between each battle. It also allows the use of shrines to recharge my spell points without worrying about ki loss.
    • I still find the Way of the Sun Soul set helpful for the Zen defense. To go with the miss-chances, Reflex saves, Improved Evasion, high fortification and Spell Resistance comes the 25% damage-reducing Radiant Forcefield effect that often procs while in Earth Stance while I deliver maximum critical hit damage from that stance’s benefits to weapon.
    • The only enemies that make the Zen Archer move are Champions. They threaten one or more of my defenses at all times. But keeping GMoF as the central destiny grants me emergency damage through the knockdown effect of Drifting Lotus, where I can then Pin that enemy and eliminate it.
  • Gear.
    • Both Zen Archer and ‘Cannon use similar gear, outside of the weapons, of course. In my case, as I don’t run as many specific quests as Firewall is able to do to get the best of the best, I’m still adding in effects that both builds enjoy to squeeze that last bit of DPS from every shot. In fact, youshould be able to use the same gear for thisbuild as the ‘Cannon if you’re able to obtain it. Here’s what I have for now.
      • Fortification bypass.
        • Shuricannon 2.0 revels in this, and the Zen Archer took more than a few pointers here. It’s one reason why I’ve found that the Grandmaster of Flowers destiny provides the best overall offensive and defensive balance for this build.
        • You can gain more DPS from Shiradi Champion and more burst DPS from Fury of the Wild, but GMoF’s Piercing Clarity adds 10% additional fortification bypassing to go with the 25% of Precision feat for 35%, and a 5% guild buff for 50% currently. I’ve trained up a bit of Shadowdancer and used Grim Precision and its 15% bypass bonus.
        • If I train up more destinies for more fate points, I could upgrade a Twist of Fate slot for tier 3 to use that as well for 65% with Grim Precision. Even Heroic level Black Dragonscale Robes will add 10% Armor-Piercing for 75%. I’m making routing Heroic Elite runs into Gianthold Tor, quickly gathering 3 White and Black scales for the next lives and using that armor. On Cannith, I don’t see a lot of opportunities to build Flawless Black Dragonscale Robes for 15% Armor-Piercing, but hope springs eternal with an LFM.
      • Two key rings, the Ring of Shadows and Seal of House Avithoul, provide Hide/Move Silently defenses, Blurry, 10% standing Incorporeality (saving ki to reduce use of Ninja Spy’s Shadow Veil) with Improved Deception (stacks with the Harper Agent enhancement) and Sneak Attack bonuses. This slows charging enemies but also greatly slows attacks by even Red Named enemies when Manyshot is running. The continuous high-speed hits tend to permanently turn away bosses and slow their attacks, making take-down faster.
      • Shadowdancer’s permanent Shadow Form will save some ki later here.
      • Saekee and I learned during an EE run into “The Claw of Vulkoor” that Deception effects per player tend to “lock up” bosses to the point where they can’t make attacks or defense. They’re in a state of permanent Bluff while the DPS holds. Saekee had at least one Deception effect and I have two.
      • Defensively, the Way of the Sun Soul set also helps in Earth Stance with PRR bonuses, including a boost from Standing with Stone. I do want to add a Sheltering augment somewhere to fortify my total soak damage reduction to around 45-60 PRR.
      • I have unlocked a Spider-Spun Caparison outfit with Improved Dexterity +3 for more HP. Replacing the Boots of the Woodsman I’ve worn are a pair of Surefooted Boots. This grants the Mobility feat for 2% more Dodge but also has a Green augment slot where a Topaz of Power +150 sits to give more spell points for Rejuvenation Cocoon.
      • Replaced my Nightforge Gorget with a temporary necklace with Wisdom +8 and a Yellow augment slot used with a Deathblock gem. I hope to find the Necklace of Mystic Ediolons for inherent Deathblock, better Improved DEX and CON but also (once upgraded) Augment Summoning for +4 to my summoned and hireling ability scores, which would make them more helpful in Epic Elite, especially running Primal Avatar for additional boosts.
      • The Tier 1 Thunder-Forged Longbow with a Good augment gem is the primary weapon, punching anything it targets, especially dragons. If I find any groups running the Thunder Peak raid enough, further upgrades of the weapon would be nice. I’m getting well-acquainted with “Temple of Elemental Evil” enough to start hunting for the Epic Sapphire Sting, the only other bow that makes the TF bow seem weak.
      • I’ve completed my Shroud flagging. I have one first Green Steel desire: A triple-positive bow for handling undead bosses. I’m confident that Mericletica might do something only Szyncletica has managed: Completing the Shroud alone. The need is less in bragging rights than the low population on Cannith.
  • Destinies and Epic Training
    • I trained more destinies on this character than I ever had on any character to date. I started with GMoF, bypassed Legendary Dreadnought for expediency to get Shiradi Champion and Primal Avatar trained to qualify for level 28 Epic Destiny feats, and trained Shadowdancer to gain more fate points to upgrade slot 1 to tier 2. I plan to train Legendary Dreadnought, Fury of the Wild and Shadowdancer to gain three more fate points to get tier 3 unlocked. I know Firewall loves Divine Crusader, so I’ll be tooling through Unyielding Sentinel for more fate points and to unlock that destiny too.
    • While in Grandmaster of Flowers, I have Pin from Shiradi in an upgraded tier 2 Twist slot and Rejuvenation Cocoon from Primal Avatar in the second and third Twist slots. This allows three important GMoF abilities to stay up without Twisting (Piercing Clarity, A Dance of Flowers for 1.5W damage increase, with Enlightenment and the innate abilities Ubiquity for Tumbling through enemies and Balance in All Things keeping ki regeneration at its maximum while also giving knockdown immunity). GMoF’s offensive powers, also help in defense and damage, especially Drifting Lotus, and it allows me to have the room-obliterating Everything is Nothing available on boss fights.
    • Shiradi Champion works very well at the expense of defense and ki regeneration. Pin and Otto’s Whistler are impressive attack modes that make this destiny great in smaller fight scenarios.
    • Primal Avatar is a great defensive destiny that boosts my character’s outward defenses, specifically with hirelings. The aggro-magnet Elder Dryad allows me to pummel things from afar longer. Of course, Rejuvenation Cocoon is a requirement for most characters and is easy to train. The Zen Archer tries to avoid being too dependent on it as the ultimate balance between DPS and defense is the goal of the build. If the Zen Archer is taking so much damage that Cocoon has to be used all the time, the build’s not doing what it should.
    • The Blinding Speed Epic feat gives permanent Haste for 22% Ranged Alacrity. The level 28 Epic Destiny feat Doubleshot adds 10% Doubleshot for  a total of 15% with Elven and guild ship bonuses.
    • Off-destiny, this build still does good damage, but does enjoy the Ranged Power bonuses from each destiny. That said, Fury of the Wild’s intentionally nerfed +1 Ranged Power (balancing out the monkchers that use that) is less attractive than GMoF and Shiradi or Shadowdancer.

The Final Build

I’ll be pasting the final build later on my forum thread for anyone to import into Character Builder Lite, and update the first post with the final information.

I have a video to share of this build tackling a battle to give an idea of its power. The Zen Archer isn’t bad at all in Epic Elite, but you do have to pick battles with care as you would any character.

Comments welcome. Be sure to click the “CC” for captioning that explains the tactics as the video goes along.

Hard Labor

bugs-hard-laborBack at work now and there is too much to do here to spend time catching up on matters of interest in DDO.

I wanted to note that I’ll be soon making major rewrites to The Book of Syncletica.

This overhaul will bring the guide to current update information, add at least a couple of builds and suggested starter builds, simplify language, have interconnecting links with its sister tome, Stormreach Shadows, provide video, and perhaps provide chapters on key quests that can test your Monk build as well as your play style.

But I would appreciate any suggestions from you on things you’d like to see, not just in the guide, but also in this blog.

I’ll be back to regular posts as soon as I’m able. Namaste.

On Vacation

Taking a break from the blog and the forums this holiday week in the U.S. I hadn’t had a long vacation in, like, forever.

Doesn’t mean I stopped gaming, however. Mericletica, Zen Archer #2 and first-lifer, is now capped. She plays very well. More on her and the final build specifics will come next week.

The Case for Fortification…and More

The shield: A symbol of fortification. Your type is different, or not.

The shield: A symbol of fortification. Your type is different, or not.

Was watching the latest video tutorial from Axel, where he’s discussing how to increase your character’s survivability. As his character plows through Epic Elite “Lords of Dust,” starting with Merideth, he notes, with emphasis, that he’s not going to discuss several topics: saves (which are “class-dependent”), AC (believing that super-high AC isn’t possible) and Evasion (which, he says, is outmoded by heavy armor, which seems contradictory to having AC).

I smile at his informative talk as he lets his Ranger/Monk/Cleric loose. I know he’s this specific multiclass because he has a yellow bar (ki: Two Monk levels for Evasion), a Ranger class symbol, and is able to purify the altars in that quest, which requires Divine levels.

Axel has great information for melee characters and it’s definitely recommended. But that video wasn’t for me. My Epic Elite experience with evasive classes (Monk, Rogue) is different. And, in the time I had available to watch what I could of the video, Axel didn’t mention one key protection needed for everyone.

I learned, not long after a trip into “The Portal Opens” with Syncletica with the then-new Menace of the Underdark expansion, that Death will come on swift heels to those who lack in Epic protection.

That specific protection is fortification.

In Heroic levels, experienced adventurers often help discouraged neophytes among us after they’re killed with only one or two hits by a monster. Our first question to help is, “What’s your fortification?”

The reply from that adventurer is often, “What?” or “I don’t know.”

For Monks, fortification is critical since we are often front-line or solo fighting.

I suspect that a few of us get confused as to when and what we need in fortification, where we can get it, and why it’s so dang important.

Don’t Die on the First Hit

Fortification, saith the wiki, reduces the chance for your character to suffer additional damage calculated as a critical hit or a sneak attack. Fortification doesn’t stop normal physical damage and is worthless against spell casters.

It’s generally easier now than prior to Update 19 to find fortification resources for any level. Before then, you had to look for items with suffixes of “Light,” “Moderate” and ‘Heavy” fortification. Let’s break down the minimum you should have by character level first.

  • Fortification 25%: The current name of what was once “Light” fortification. Almost all named items for this have no minimum level to use it. There are 10 named items that have this property. However, since Update 19, many loot-generated items (boots, belts and gloves) have the Fortified prefix with fortification levels between 20% to 40% that are still usable by adventurers between level 1 and 5.
  • Fortification 75%: The current name to what was “Moderate” fortification. There are 18 named items with this property. Again, there will be more loot-gen items with the Fortified prefix that should service characters between levels 6-11 with percentages between 40 to 80%.
  • Fortification 100%: Also called “Heavy” fortification. Every character should be wearing this amount by level 12, if not as soon as level 9. By this time, monsters will have a much easier time heavily damaging characters, especially foes that can make Sneak Attacks. Many, many named items exist, including the venerable Minos Legens. My personal favorite, the Nightforge Gorget, since that’s an easily-crafted level 9 item from “A Relic of a Sovereign Past”, with a Yellow augment slot suitable for a Deathblock gem (a topic of protection for another post).

Now, you can also find Heroic items with greater than 100% fortification now, too, which are very helpful in the highest-level Heroic Elite difficulties where monsters will have Epic levels (Challenge Rating 20 and above) while you’re still at character level 18.

But I might not have impressed on you sufficiently as to the importance of fortification, so let me back up some more.

How Critical Hits Work

While critical hits determine extra damage by player characters to enemies when your weapon attack roll is around 19 or 20 and a confirmation roll is also made, the same goes for enemy attacks at your character.

Fortification, again, reduces the chance that you’ll take additional damage as a critical hit or sneak attack despite the enemy’s attack roll.

The easy way to calculate what chances your character will take it to the face is to look at the Challenge Rating (CR) of your enemy by selecting it and using your Examine selection in your focus window. I’ll use the wiki’s examples.

Say you have 50% fortification against a kobold with a CR of 1. That monster has a 51% chance to hit you with a critical hit.

A CR 20 monster hitting a 100% fortified character has a 20% chance at a critical hit. So having the standard maximum fortification in Heroic levels isn’t enough to avoid a nasty slash in higher-difficulty content. Any quests over level 18 will sting on Elite for sure. This doesn’t take into consideration how boss enemies work, or Monster Champions, which now keep even experienced adventurers on their toes because these randomly-found enemies often possess higher CRs and have special buffs that may increase their chances of wailing on you without mercy.

A CR 54 enemy striking a character with 150% fortification has only a 4% chance of scoring that critical hit.

See the pattern?

Epic Fortification

I once joined a guild run into Epic Elite “Devil Assault.” All of us were level 22 or better. We died with ease as CR 44 trash decided it was time to take us out to the curb, rapidly.

The common factor in that total-party-kill was that few of us, if any, had more than 125% fortification. As the last example showed, that’s not enough against any monster of CR 25 or better, especially ones that often flanked us and got sneak attacks. We needed at least 140% fortification to have a 4% chance not to carry home our own entrails back in our arms.

Anyone that’s gone toe-to-toe with the Epic Elite end-boss of “The Lords of Dust,” Karas, will get a harsh lesson in why epic fortification is so critical. His Sneak Attack damage will end you immediately.

So, I make a habit to get any Epic character of mine ready to handle the worst of the worst as best as possible. I recommend at least 150% fortification if you’re going toe-to-toe in any Epic Elite–more if you’ve got it.

Thankfully, getting this isn’t hard at all, keeping in mind some rules.

  1. Standard fortification, an Enhancement bonus, does not stack with other Enhancement bonuses. Only the highest percentage applies. Epic Fortified loot-generated items go up to 125%.
  2. Special fortification types can stack, depending on the bonus descriptions.

So, an item with the Fortified prefix, as with any item that says a percentage of “fortification” are standard levels. None of these stack.

I know Axel’s character has to have at least 150% fortification to survive. Even with very high HP, you take just a couple of critical hits in EE and you’re done.

Special Fortification

But there are items and effects with Exceptional and untyped Fortification levels. Unless the percentages found on these items are the same number, they will stack with each other and standard fortification.

  • Fabricator’s Bracers and Fabricator’s Gauntlets: Once their Nearly Finished property is unlocked, these together provide 25% untyped stacking fortification to any character. The downside is that you must equip both items at the same time, screwing with your Epic equipment feng shui.
  • Exceptional Fortification items and properties: Some loot-generated items will give stacking fortification, up to 25% more, often having the Fortifying prefix (that’s different than Fortified). These fortification bonus is an Insight bonus and stacks with the Enhancement bonus of standard fortification. However, only the highest Insight bonus item applies. Named items such as the Leaves of the Forest medium armor and the Greater Stalwart Trinket share this property.
  • Some enhancement trees and one Epic Destiny provide untyped fortification that stacks with everything.
    • The Sacred Defender tree for Paladins give 2% fortification for each trained core ability.
    • The Paladin-typed Unyielding Sentinel epic destiny has the ability Brace for Impact, a tier 1 ability that any character can train and Twist for 4 destiny points to give a 40% stacking fortification bonus. Alone with a 100% fortification item or effect, many players may have sufficient protection for anything, including a few lighter Epic Elite fights.
  • High level guild airships with the Armory amenity can get up to 15% additional stacking fortification, improved by the Proving Ground state room amenity.

In Practice

My Zen Archer build is meant to stay put, like a turret, firing on anything. Without fortification, that’s certain death when melees are able to close in on me.

Someone left a very low priced Fortifying Helm (note the word difference) on the Auction House in Cannith one day, with 25% stacking Insight bonus to fortification. Yay, me!

I’ve wrapped up training Unyielding Sentinel with my archer to get that tier 1 Twistable ability. I have 190% fortification available, with no less than 125% at any time in her first Epic life. Once I let go of the Nightforge Gorget and wear a 115 to 125% item as I move into level 27-28 gear, I’ll  have over 200%, more than enough fortification for Epic Elite.

Sauce for the Goose

Thankfully, most monsters lack any fortification, making our player character’s critical hits that more damaging.

But a few enemies are fortified against us, reducing our weapon effectiveness. That’s why you can’t sneak attack a skeleton and some constructs and bosses.

But you can train abilities or find items that offer fortification bypassing or reduction. In the case of bypassing, your weapon or attack ignores a certain level of enemy fortification for yourself only. In the case of reduction, it universally lowers the fortification, allowing others in your party to cash in.

Most of these effects stack unless they’re classified as a similar type of bypass or reduction.

  • Precision is a combat feat that allows you to ignore 25% fortification and gain 5% to your to-hit with no penalties.
  • Armor-piercing bypass properties come on items such as the Black Dragonscale Robe, as well as some weapons.
  • Rogues get Opportunist, a feat that also bypasses 10% fortification.
  • The Trapsmith’s Workshop guild ship amenity gives a 5% bypass.
  • Rogue Assassins have Assassin’s Trick for 25% reduction.
  • The Destruction and Improved Destruction property found on weapons is a stacking reduction effect.
  • Improved Sunder, a melee strike, reduces fortification.
  • The Dark Monk’s finishing move, Touch of Despair (Dark/Dark/Dark) reduces fortification by 25%.
  • The Favored Soul’s Shield of Condemnation core ability in Angel of Vengeance can reduce fortification by up to 50%.
  • Weapons with Weaken Construct or Weaken Undead reduce fortification.
  • The Artificer’s and Rogue Mechanic’s Wrack Construct can reduce fortification by as much as 50%.
  • Insult, a Fury of the Wild ability, reduces by 10%. (Be careful of the tier 1 ability, Tunnel Vision, which, while you’re raged, reduces the player’s fortification by 10%.)
  • Piercing Clarity, a Grandmaster of Flowers ability, bypasses up to 10%.

Teacher Firewall’s Shuricannon 2.0 build, from which I draw much inspiration in solidifying the Zen Archer, shows that he can generate a 95% armor-piercing rating with a lot of gear and upgrades that I’ll likely not see. I’ll be happy to have 50%.

For Mericletica the now-Epic Zen Archer, I have Precision with Piercing Clarity for 35% fortification bypass. If she can get a Flawless Black Dragonscale Robe, that can increase by 15% or 20% to get 50 to 55%. In the highly unlikely event I can upgrade to a Tier 2 Thunder-Forged Longbow, the “Dragon’s Edge” upgrade offers 35% Armor-piercing, which is what Firewall crafts in his Thunder-Forged Shuriken.

Note that armor-piercing is a typed effect and usually doesn’t stack with itself, only the highest bonus applies.

The Other Protections

Axel’s information deals with the player type that (1) is generally a melee fighter, which will take a walloping in EE, (2) has time to get the best gear, and (3) multiclasses to get the best of everything. I’m betting, too, that his playstyle is totally different than my own, as the video shows (his style is scream-and-leap melee). Based on the video, he clearly knows his stuff for armored fighting.

My focus is generally on Monks, so what he ignores in this video are actually key to the defense of the EE Monk.

Axel is very right on never focusing on only one area of defense. You need to dabble in as much as possible. But what you can or should dabble depends on your class, and not everyone is going to dabble in several classes to start.

I’ve discussed these Monk defenses in different posts and in the Monk guide at length, but let me summarize what protections are important for the EE Monk aside from fortification.

  • Saves: Saves are the ultimate armor for a Monk. While saves may not be relevant to Axel or other classes save a Paladin, saves determine how likely Monks are going to be hurt or overcome by some types of damage or spells. It’s hard to build a Monk with poor saves: they won’t live through Heroic if you do manage to build a poor one.
  • Spell Resistance: This high passive defense blocks so many spell attacks but few talk about it because the Monk gains this benefit automatically. Few others get this ability, even in Epic play. Monks generally get 30 spell resistance at level 20. If you are Drow, you get this defense earlier, and Grandmaster of Flowers allows a stacking bonus. You can’t get Spell Resistance any other way except from a Cleric/Favored Soul spell.
  • Improved Evasion: It was paradoxical to me that Axel said that Evasion wasn’t necessary for EE play when his character in that video showed a yellow bar, suggesting 2 Monk levels, a common way to get Evasion. Evasion avoids damaging spells and certain trap damage. Since spell casters abound in EE play, Evasion is the old-school way to avoid that problem. Today, heavy armor folks can reduce this damage with Magical Resistance Rating (MRR), which can’t apply with no-armor types. Firewall notes that Improved Evasion is equivalent to 100 MRR, and my gameplay confirms this. Spell Resistance, combined, make Monks very magic-resistant. We can stand in a sea of fire elementals and never get hit by a fireball.
  • Miss-chance: High Dodge, Incorporeality and Concealment are key in many a Monk’s survival, and we can boost these numbers unlike any other class. My Zen Archer relies on maximizing these effects and sustaining them longer than many other classes. Axel discounts them in this one video because of their problems in activating them or their general effectiveness. Since I can get 25% Incorporeal, 20% Concealment and 30% Dodge, I’m far more effective than 10% Ghostly and Blur alone.
  • AC: While AC is less effective at higher difficulties, it’s not ignored. It’s simply one helpful passive defense. Mericletica sits around 84 in Earth Stance, which isn’t bad at all for a non-melee character, which helps a little in mitigation against trash at least.
  • PRR: Physical Resistance Rating’s recent tinkering by the devs makes a little PRR go a longer way. Getting 25 PRR means 20% of any damage is absorbed. PPR helps my Monks when all other defenses are compromised. Combine that with other defenses and life is that more survivable should a hit get through. I’ll want to add a PRR augment gem to get this a little higher.
  • Special gear: I love the Way of the Sun Soul set and how it provides a Radiant Forcefield type effect on you (in Earth Stance) with a critical hit confirmation, reducing damage by 25%. Combined with other damage avoidance and mitigation, this helps the Zen Archer hold her position to boost her damage.

Definitely take the great work that Axel provides and use it, but note that Monks are special and some information there might not apply. Don’t know if Axel does Monks, but based on his smooth video series, I’m sure he has a clue about them.

Review: Is It Wrong to Try to Pick Up Girls in a Dungeon?

48188The blog title is not a question for you, good reader.

I have scoured Hulu for more gaming-themed anime after the (Epic!) conclusions of the second seasons of “Log Horizon” and “Sword Art Online“.

I found a new one. It’s title is…unfortunate, and long, but the storyline more than makes up for it.

“Is It Wrong to Try to Pick Up Girls in a Dungeon?” (hereafter called “Dungeon”, known by fans by the nickname of “DanMachi”) is the story of a newb. Yes, that inexperienced adventurer that’s certainly going to die in the first few minutes of a quest from grave inexperience, or so you think.

The world of “Dungeon” involves a large town where a massive ancient multifloored dungeon rests below. Many adventurers carefully explore the tower and whoop any monsters found. Monsters continually spawn, so were it not for the adventurers, the monsters would rise up and overwhelm the world. The side-benefit for the world of Orario is that adventuring is a primary occupation.

This world isn’t a game come to life like Log Horizon or a virtual MMO as is Sword Art Online, but uses some gaming principles and mechanics in a “real life” in-universe context, specifically stats. On the literal backs of every adventurer is an elaborate magical tattoo that basically show the adventurer’s stats, skills and magic, if any.

There are gods, too. Quite a few. They aren’t watching over their world from another plane of existence, deciding what fate to give to their “children,” as they call the humans, elves, dwarfs, and others. Eons ago, as the story goes, they got bored. Collectively, they sealed off most of their divine powers and incarnated themselves to live and learn with their children, including taking on both pleasures and inconveniences of bodily form.

What powers they did keep were given to the adventurers to help develop and raise their skills to fight monsters. The gods form guild-like families, or familia, each of which often specialize in something. Magic. Blacksmithing. Drinking. Each god in the familia is responsible for reading changes to their children’s stats by reading their back and mystically manipulating the information there.

Our hero, Bell, decided to become an adventurer after his grandfather was killed. But he knew enough that he would get killed without joining a familia. But he was rejected by everyone until a lone goddess named Hestia offered him a place with her. Bell is generally a lightly armored rogue-like fighter, using (for a time) only a small dagger or short sword.

So now the Hestia Familia is  active, membership: 2. Some familia are rich and live in good homes, even mansions. Hestia isn’t there yet. Bell and Hestia live in the basement of a long abandoned church. Their furniture is ragged and there is only one bed, where Bell, being a gentleman, gives to Hestia, while he sleeps on the couch.

“Dungeon” is filled with familiar characters or roles that they play in adventurer business. There’s a business that advises adventurers, dressed in business attire and who also serve as the government in terms of rules that adventurers must obey outside of the dungeon. That group also exchanges the monster crystals (what’s left of a monster after they are destroyed) in exchange for the currency.

Like DDO’s guilds, familias come in many sizes and leadership. A few are rotten, most are good, some are small and others very large. An adventurer can form a party from members of other familias, but otherwise are discouraged within their own ranks from trying to fraternize too strongly.

news_xlarge_danmachi_kokuchi2Bell’s life changes at the very start of episode 1. This white-haired kid is on a low dungeon level when a minotaur from several floors up goes on a rampage and nearly turns Bell into goo where it not for Ais, a stunningly beautiful blonde and highly powerful adventurer. She’s a level 6 adventurer, perhaps the equivalent of a DDO level 18 character, which took her 10 years to reach.

Leveling up is normally a very slow process. Bell is a level 1 (as are many adventurers there) and, if he levels like other adventurers, won’t see level 2 before adulthood. But Bell isn’t like all the others.

Bell is amazed at Ais but, often, he’s way too embarrassed to approach her. Bell’s pretty shy all around, which isn’t helped by the fact that his dungeon advisor, a couple of waitresses, and even Hestia herself are rather attracted to him.

“Dungeon” isn’t the typical “harem” anime series, however. Conflict and drama abound. Some adventurers take horrible advantage of small people called “Parum” (it’s Latin for “little”, which avoids getting sued by the Tolkien estate), abusing and stealing what they can from them. And one person, a goddess herself, seems to throw all kinds of bad things at Bell, just to entertain herself as some gods once did in their glory days.

Bell’s growth is reflected by the reactions of other adventurers who are first skeptical then astonished at how he becomes less of the blood-stained “Tomato Guy” that Ais saved to an resourceful adventurer ready to save himself and others if he can do so. While the world of Orario has Clerics, death is final here; there’s no resurrection.

“Dungeon” has mild fanservice (Gainaxing, revealing clothing, Bell often put through marshmallow hell) but no nudity and a little cursing. Despite the harem theme, the show does keep the overt sexuality down, although there are obvious indications that one goddess digs other ladies. It’s believable that many of the girls in the show like Bell. What’s different about each motivation comes from the plot.

The show is sufficiently bloody, however, often involving great moments of awesomeness when Bell does what others believe is completely impossible for him to do.

Unlike SAO or LH, this appears to be a 12-episode series, extracted from its light novel origins.

You can enjoy “Dungeon” completely free on the Crunchyroll movie site, or pick it up with delayed episodes on Hulu Plus.

Bonus points to the producers of the show in using the same voice actor of SAO’s Kirito. That man makes for dramatic voice acting, even if I can’t understand a word he’s saying.

Zen Grandmaster

Sure, it was from the Training Dummy. But there it is.

Sure, it was from the Training Dummy. But there it is.

The race of the Zen Archers and the testing of the build was never a fair contest. Mericletica on Cannith was a first-lifer with XP nearly oozing out of every pore just for showing up somewhere, while three-lifer Pynthetica has to scrap for play time.

Pyn wins in the gear department hands down, however, having accumulated much in her lifetimes, including a Shimmering Arrowhead and all the big bows, including a Raider’s Box-bestowed Pinion bow that’s dying to be used.

But Mericletica, now level 23, is first to test the viability of the Epic Zen Archer first. As a first-life Monk, she began in the Grandmaster of Flowers destiny.

As part of the build testing, I’m writing a series of posts on Epic Destinies as they relate to the Zen Archer, with GMoF first.

Weaponized Ki, Improved Damage

While GMoF helps unarmed Monks best, it also offers general bonuses that apply to armed Monks. Mericletica’s ki is boosted. Her weapon damage is improved. A few Destiny Points to DEX aids in damage and to-hit. She bypasses more fortification.

Update 25 grants +3 Ranged/Melee power per each innate ability. That’s a great start to a build that will already had  15 Ranged Power on entering Epic play with her Harper Agent training. And every Epic character gains +3 Epic Power per level. At present, Mericletica has around 27 Ranged Power.

  • Inner Focus (innate ability 1): Additional ki and stacking spell resistance to avoid attacks. Of course, this is also a rechargeable non-Meditation emergency ki surge button, helpful in prolonged attacks where I’m spamming Ten Thousand Stars and other ki attacks as often as I’m able.
  • Perfect Balance: More to Dodge to maximize it to 30%.
  • Lily Petal: The first of the magical ki attack balls. I plan to heavily leverage these and related attacks because of the Zen Archer’s maximized regenerative ki effects. As they give Magic type damage, most enemies can’t resist it and take hundreds of points of damage. It’ll be especially helpful against Champions, the bane of the Zen Archer, as their special buffs often compromise at least one of the build’s circles of defense.
  • Enlightenment: More passive ki regeneration and ki as a whole to empower attacks. I’m using this ability to make adjustments to enhancement AP, as I’ll note in a moment.
  • A Dance of Flowers: Increases the weapon damage modifier for her bows.
  • Centered Mind (innate ability 2): The Slippery Mind feat to ward off enchantment attacks such as Otto’s dancing spells, buying the character time to escape and attack.
  • Serenity: More stacking spell resistance needed against things such as the Drow spellcasters.
  • Wholeness of Spirit (innate ability 3): Periodic cleansing button of bad status effects and debuffs.
  • Orchid Blossom: Lily Petal’s mass strike upgrade. Helpful against mobs.
  • Walking with Waves: While in Ocean Stance, an additional 3% Dodge if I require it by this time.
  • Perfection of Body: Boosts to Fortitude saves, where this build is weakest.
  • The Abiding Path (innate ability 4): Immunity to Slippery Surfaces. I do not fear and will not move away from the spellcasters with Sleet Storm.
  • Standing with Stone: Up to +15 PRR and 15 HP when in Earth Stance. I’m often in this Monk stance for improvements to the critical threat range of my bows and damage mitigation, now that other abilities of the destiny can compensate for the loss of saving throws and Dodge when otherwise using Ocean Stance. Critical hit damage goes up 30% easily when I’m running in this mode.
  • Piercing Clarity: Effective True Seeing against concealment effects. Most importantly, additional fortification bypass of 10% to go with Precision (25%) and other bypass training I can utilize.
  • Ubiquity (innate ability 5): Tumbling through enemies as if they were incorporeal. Helpful to shift position while not interrupting Archer’s Focus, if it works.
  • Drifting Lotus: My answer to avoiding Improved Precise Shot. Combined with the other ki attacks, I’ll be able to quickly knockdown and damage enemies, often using this feature to escape with stealth if a fight becomes overwhelming.
  • Dancing with Flames: Like A Dance of Flowers, I hoped this additional ability would also boost the weapon dice modifier. However, it fails to work with bows, only unarmed and perhaps melee weapons. It’s skipped.
  • Perfection of Soul: Additional Reflex saves when in the heat of battle. Right now, I’m less in need of it.
  • Balance in All Things (innate ability 6): Immunity to most knockdowns and an additional +1 to passive ki regeneration. For the Zen Archer, that means up to a total of +5 possible passive ki regeneration (Stealthy from Ninja Spy, Contemplation from Henshin Mystic (now disabled), Ultimate Ocean Stance, Enlightenment and this innate ability). If HP drops to less than 50%, then Way of the Tenacious Badger adds +1 for a rapid +5/+6 passive regeneration, perfect for spamming Lily Petal and other alternative attacks.
  • A Scattering of Petals: A Blinding debuff for escapes. A convenient alternative to the Ninja Spy’s Flash Bang (which isn’t trained). I’d rather add another DEX point.
  • Everything is Nothing: One of the best Epic Moments out there that instantly kills almost everything in a wide range. Since this Epic character will be spamming ki attacks often, it should be easy to have this charged for tactical use in wide areas where many enemies are anticipated, sniping and luring as many enemies into “Death Blossom” range. The Zen Archer will never lack in sufficient ki for this or any other ki strike.

Adjustments to Enhancements

With more passive ki regeneration from this destiny, it’s wasn’t a bad idea to retool my Monk enhancements for more weapon damage in Epic play. Here’s the summary.

  1. I reset the Henshin Mystic tree, removing training for Contemplation. This reduces passive ki regeneration by 1 but this is made up with the Enlightenment ability in GMoF, even as a Twisted ability, as well as the last innate ability while in GMoF. This freed up 8 AP and leaves the tree dormant.
  2. Completed 34 points of Harper Agent training. The last two cores weren’t helpful to damage, and those 10 AP used to qualify for it don’t help outside of DEX training. So any training at level 30 stopped after Harper Enchantment of Deception. I did consider Saekee’s great idea to extend my Elven Displacement duration with Magic of Patience, adding 2 points there. My Elven Displacement from my Shadow Dragonmark now lasts a hardy 4 minutes instead of 1 minute 30 seconds, thanks to that Extend Magic effect.
  3. Trained Ninja Spy’s Sneak Attack and No Mercy enhancements using the 12 to 14 freed AP. This additional damage will come in handy when Shiradi Champion training offers Nerve Venom, which makes enemies helpless. Significant damage from Sneak Attacks now apply as Improved Deception effects kick in.

Epic Gear

Mericletica5

Mericletica is a first-life character on a server with a lower player population. I’ll have to make due from the charity of others for gear when raids are run less often.

Grabbed a low-hanging fruit: A Spider-Spun Caparison for a paltry amount of Astral Shards for +3 Insightful DEX later. I gathered plenty of Eveningstar Commendations for the Way of the Sun Soul set and its stance-based buffs.

The Radiant Forcefield-like buff that reduces damage by 25% for 10 seconds when a vorpal-calculated hit is confirmed in Earth Stance adds to the Zen damage reduction scheme, as does the PRR and AC boosts of Earth Stance. Ocean Stance kicks on a Fire Shield/Cold buff. I don’t know if the Wind Stance’s buff of 6% Doublestrike includes Doubleshot as well (I’m sure I tested this on Szyncletica and it does not).

With level 23 done, I decided to downshift to farm some items.

To use the Sun Soul set, my trusty level 3 Bracers of Wind must go, which meant a new Blurry item to replace it. I found a reasonably-priced epic Ring of Shadows on the Shard Exchange and put it on immediately at level 23. This ring has it all for the stealthy, defensive ninja. Great Hide/Move Silently and at least 10% Incorporeal protection with its Ghostly at all times to go with the Blurry, saving me a little ki in light skirmishes where I needn’t kick on Shadow Veil.

On the other hand is a gift from Saekee: A Seal of House Avithoul, perfect for the Epic adjustments for additional Sneak Attack damage, DEX +7 and with Improved Deception that stacks with my Harper based version for frequent Bluff-spins against charging attackers, slowing them down.

STR was a serious problem for me. My collection of bows are heavy, and even as I pared them down, I had to wear some Ogre Power boots and not something more useful. Completing most of the Heroic Elite runs possible in Gianthold gained me sufficient ancient relics to trade for a Diamond of Strength +5 that I added to the slot on the Ring of Shadows.

Scored a non-epic Roadwatch Bow in the latter days of leveling to 20, which was surprisingly effectively against the plant and fey in the “Druid’s Deep” series. I will be buying an Epic version of this thing, as well as completing more Eveningstar challenges to get different Cormyrian bows and their often harsh Improved Paralyzing, Wounding and other detrimental effects.

Saekee was happy to venture out to make me a Tier 0 Thunder-Forged Longbow. I wasn’t doing badly at all beforehand with my non-epic Thornlord for horrific 300 to 400 crits while in Earth Stance with sustained damage of 100 per hit, elevating by 20-45 with a bluffing Improved Diversion spin and the Sneak Attack bonus.

On breaking out of the Sun Soul set at higher levels for a raid configuration, the Flawless Black Dragonscale Robe would add more fortification bypass. I’ll be farming Heroic Tor to gather their lesser version for a robe usable for life #2 or for Epic play when I need to really punch through something.

So here’s the gear summary, thus far, for the TL;DR crowd.

  • Helm: Deadly Helm of Accuracy (both +6 bonuses). This is a very useful placeholder until I find something better. The Epic choices are weird here. A Flawless Helm of the Black Dragon would pair well enough with its counterpart robe. The Epic Wheloon chain reward helms aren’t bad, but I think, for now, that level 27 Guardian’s Helmet with 120% fortification and Hammerblock isn’t looking too bad.
  • Necklace: Nightforge Gorget with Deathblock gem. This is always a hard thing to part with until I can stabilize my Epic gear so I have Deathblock and higher Fortification elsewhere. Some Fortified 125% Gloves with a yellow and green slot would be ideal as I could stick a PRR gem in with the Deathblock gem. It’s too easy in places to get a Death Ward buff dispelled, so I never leave the airship without this. I’d rather have a Dodge 8% or better item here, if not elsewhere.
  • Trinket: Mummified Bat. Of all the gear I have, trinkets are in the worst shape. Ideally, a Planar Focus item with Insightful DEX +3 would be fine, but a Shimmering Arrowhead might be the better thing for slowing anything with Crippling. Combined with Improved Deception, this could be a great thing.
  • Cloak: A Drow Piwafwi. The basic Hide/Move Silently allows easy stealth movement but also has that funny Invisibility Guard (like the Drow Slavers, it gives you effective Improved Invisibility for a bit and so slows down aggro) but also Improved Sneak Attack +5 to boost weapon damage. I need to add something better since only the SA effect is working here…
  • Belt: Belt of the Sun Soul. The Concentration +15, Insightful WIS +2 and CON +7 is very welcome.
  • Ring #2: A Seal of House Avithoul. DEX +7. Excellent for boosting Sneak Attack damage and increases the Improved Deception effect since I also have this working on Harper Enchantment. Enemies, even red-names, spin quite a bit, allowing for a lot of extra damage.
  • Gloves: Fortified 105% of Speed VI. This is likely the place to add in greater Epic fortification or DEX or Dodge later. I’d love to find Speed as well until I reach level 27 and get the Blinding Speed feat to be permanently Hasted and get 15% ranged speed. I’m not sure what named item, aside from the Purple Dragon Gauntlets for healing amplification) would fit here. DEX +10 with Dodge 10%/Protection/Natural Armor 1+0 are possible to find by level 28.
  • Boots: Boots of the Woodsman. After many trades of other commendations, these provide Insightful DEX +2 for more damage and some more movement speed. There are many, many better Epic boots to find later.
  • Ring #1: Ring of Shadows, level 23. Blurry, Ghostly, a STR +5 gem, and Hide/Move Silently +17. I shouldn’t need the Drow Piwafwi with this ring, further emphasizing my need to dump that cloak.
  • Bracers: Bracers of the Sun Soul. Boosts not only WIS but adds Insight bonuses to saves, AC and CON.
  • Armor: Vestments of the Sun Soul. This completes the Way of the Sun Soul effects that reduce damage or provide emergency effects such as Restoration. Once I’m cocky enough for chasing 375 PDK favor, I’ll unlock the Spider-Spun Caparison.
  • Goggles: Lenses of the Woodsman. Gives me Seeker +6, an attack bonus and True Seeing, allowing me (in combination with the Sun Soul set) to retire my Teraza’s Perfect Sight, which is why my Helm slot has just a loot-gen item. I was trying originally for some Drow Smoke Goggles but, after three runs through the first Darkening quests and besting “The Battle of Eveningstar” thrice, the drop just wasn’t there. I did score two pairs of Grave Wrappings, one to keep and another to hand over to Gwynncletica, my young Shintao for her later glory. Perhaps Shadowsight would be good here as an alternative later.

Gameplay

Currently, Mericletica blasts things at sustained 100-120 damage with around 20-40 Sneak Attack damage, with 400-500 critical hits once her Archer’s Focus is full.

At DEX 44 or so, Mericletica is a surprisingly hard-hitting powerhouse. I’m starting my Elite run into the Devil Battlefield to complete the Shavarath quests there for Yugoloth Favor Potions. Combined with DDO Elixirs and the special House Deneith potions, I’ll get +6 more to DEX on-hand for crunch fights. It looks like, with items and destinies, Meri should ultimately have around 48-52 DEX base by end-game with +6 in reserve. I need to visit Szyncletica the star-thrower to check how she reached a 60 after two lives and emulate that.

Right now, Dodge bonus isn’t where I want it to be. It’s 21% if I’m in Ocean Stance, but it can reach 30%. I need to retool what I have, starting with that cloak slot. An Adamantine Cloak of the Wolf, with Dodge 8% and Improved Seeker +5 might do the trick. If I can add points to Walking with Waves for 3% more while in Ocean Stance without messing up my Epic Moment, that’s one help.

While I prefer the strong, generally aggressive hireling duo of Albus, the level 20 Favored Soul and my Onyx Panther to take aggro-point, Mericletica wasn’t doing too badly on her own in the wilds of the Devil Battlefield. She took out her first pit fiend with some clever jumping atop the Tower of Despair’s outer gate, pelting the thing from above as it received punches from the Warforged Titan below.

The Grandmaster of Flowers destiny, overall, boosts weapon damage, Dodge and Dexterity, while adding in the ranged ki magic balls as a “finish him!” move with a low HP enemy. It’s actually turning out as a great ranged destiny because it reinforces the zen of this build, leveraging ki and the natural monastic abilities for strong defense and damage. Only Shiradi Champion will be better in general damage and versatility with the bow, but at a defense disadvantage if I read it right.

I’m going to race through Legendary Dreadnought to get another Twist slot unlocked and upgraded, to reach Shiradi Champion and Primal Avatar as soon as possible.

There’s still a lot of items I can farm as well. I see many runs into “The Weapons Shipment” for that Shimmering Arrowhead Hopefully I can bring Saekee or others along to increase my farming odds. I owe him a lot.

I foresee an Epic XP leveling freeze at level 27 to avoid wasting my last Epic Destiny feat slot. While training two Primal destinies to qualify, I’ll take Overwhelming Critical as an Epic Feat at 24, changing the bow critical multiplier from x3 to x4, I think. I’ll take Toughness as the first Epic Destiny feat at level 26, Blinding Speed at level 27, continuing destiny training until I can take Doubleshot (10% added, 15% total) as the last Epic Destiny feat.

I hope to have a video of this build in fully-trained GMoF, as well as Shiradi and Shadowdancer in the coming weeks.

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