Review: Battleheart Legacy

My work and some personal stuff still leaves me playing significantly less than I’d like. But it’s also the dog-days of summer where many players are vacationing. Even the twice-weekly Deathwyrm raid runs are a little harder to fill. But Fall will be here soon and things will settle back. I’ve not yet touched Update 36 for that reason so more comments on that on another day.

Naturally I cannot play DDO at work but I find bits of downtime where I’d like to stay awake with a game. I turn to my iPhone 7 and have searched for single-player RPG adventure games on it. One was Oceanhorn, a total love-letter to the 1990s-era game The Legend of Zelda: A Link to the Past and a very clever game, although short and with limited replay options.

But when I found Battleheart Legacy, I found the closest thing to soloing DDO on a mobile device that I’ve ever seen.

The app maker I trusted: Mikamobile made the Zombieville USA games that have worked for several years of fun play. Battleheart Legacy is the second of a series of games (The original Battleheart appears to flirt with the appearance of the first Nintendo Final Fantasy game and I’ve looking forward to buying it).

This second Battleheart is so rich with content and features, not to mention humor, that I find myself laughing often.

The interface avoids dedicated virtual buttons for movement and easily uses the touch an area to move to a place feature, which also works great for classes with teleportation effects.

Like DDO, you begin with selecting a character from a somewhat limited assortment of appearances. All start with a simple sword and street clothes. You can also clone a save file to take that version in a different direction. All behavior is saved automatically, and you can pause the game simply by returning to the iPhone home screen.

BH-1

These names seem familiar…

The tutorial is short and simple and can be easily bypassed if you wish. There are dialogue options you can choose to be as lawful or snarky as you want. While there are no alignments in BH, you can behave as good or evil as you’d like to be. However, going dark might literally kill off your NPC helpers, especially if you turn on Crazy Mode.

BH-2a

The Barbarian trainer is skeptical. You are armed with sass, however.

You can opt to have a helmet visible or not visible (if the armor has one) but this is as far as you go in appearance options. The armors you do get and weapons over time do change and look pretty spiffy, however.

The game is polished, attractive and leaves you plenty of freedom enough in travel to kill yourself if you don’t pay attention. Dungeons that don’t match your level are clearly marked. DDO players will find the character skills and gear interface to naturally easy to use.

Two towns have an academy where you’ll find class trainers. Six are easily found: Bard, Paladin, Wizard, Ranger, Knight (fighter) and Rogue. But events and exploring other rooms lead you to discover that there are SIX additional classes: Battlemage (similar to Warlocks), Witch, Necromancer, Barbarian, Ninja and Monk.

BH-Monk

Oh, yeah. And no funny finishing moves finger-breaking combos, either.

BH instantly got my love at the discovery of the Ninja and Monk, obviously. The Ninja is similar to the Monk but with dual-wielding swords and a lot of high-speed attacks. The Monk is all-unarmed and very, very durable with the right tweaking.

And tweaking you’ll love in this game. BH encourages you to use abilities and skills from other classes and there is no limit to how much you can train. However, you have only a few gear, ability and passive skill slots. A Monk can use Bard skills, Rangers can add Rogue skills, and none of this affect your character’s abilities. It’s all as versatile as you want it to be.

BH-abilities

Mix-and-match skills from any class you wish to give you what you want.

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The training window for a class.

I started with the Ranger. You hold a bow in one hand and use your sword if things get too close. You get an animal companion that helps hold aggro, although it’s a little squishy.

The Attributes list to the left actually scrolls to show additional attributes, like Dodge.

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BH-Attrib

Scroll the left side to see more detail on your stats. Here, trained abilities can be switched out from other classes on the right.

Leveling is easy and you can repeat dungeons over and over and loot over and over to gain gear to sell. As you gain levels, the smithys slowly give upgraded equipment. There are quests to gain ore for each to gain a bonus item or higher level gear. Quests range from dungeon crawls to arena mauls, including a death arena where you can get the best gear in the game if you can survive long enough to kill at least 80 enemies.

The end-game prep quests, to collect three shards, are located in high-level dungeons that will easily eat you even at high level. Best to enter at a much higher level than dungeon level to improve your odds.

Magic and abilities are cooldown based, eliminating mana management. To improve the speed in which you reuse abilities, you can get items that give you a chance to instantly reset a cooldown or decrease the cooldown time. You can improve critical hits on attacks and spells, increase the critical hit multiplier, enjoy passive HP regeneration, increase Dodge, find classes with Evasion, and increase movement and attack speeds. Every item buff stacks if you can find items that support any of these abilities.

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Smiting Paladin encourages smiting. Neat.

Everyone gets just 5 health potions that fully restore you while in a dungeon. You’ll want to find passive health regeneration or life-stealing items and spells to stretch your HP, since there are no NPCs I’ve seen so far that assist you. These potions are automatically restored on returning to the map.

Your abilities are shown in slots below that are easy to access. Targeting, movement and graphics are perfect on an iPhone 7 and should work fine on iPhone 5s or better, or newer iPads.

BH-Combat

Health and white experience bar with abilities below that restore after cooldown make for a simple and sublime interface.

The humor and writing is simple and funny. This NPC welcomes you in the first Academy training hall and clearly tells you how you are destined for greatness.

BH-5

The hidden class trainers often have an attack option if you piss them off. You don’t want to try this unless you don’t care to use the class and if you like to die very, very quickly. A couple of them challenge you to a duel to qualify for training, and a few you cannot find until you find them in a random encounter that activates if you travel around the map too long.

Battleheart Legacy has very good replay value, with difficulty levels as well as reset options that allow you to keep your skills but reset your level for a new challenge. The world is way, way smaller compared to other RPGs or MMOs but it is large enough to enjoy.

BH-map

Touch to move to a dot and then touch the destination option on the upper right. Quests to complete may show this yellow exclamation point. You might get stopped by a random encounter.

The game is a steal at $4.99 US and has no in-app purchases; you get everything you need to enjoy it.

While it’s been around for three years, the app maker has been about since the smartphone app was invented and keep all of their games compatible over many years with iPhone. There also appears to be an upload/download option of character files.

You’ll love this game if you’re stuck somewhere, or not.

Here’s a nice 14 minute video review to let you see how it looks and works.

The Return of the Thwacky-Stick

QuinAndGholaFanWith three characters done with their Thunderholme raid runs to build their Thunder-Forged weapons, I wanted to get another character dusted off and armed.

I was also getting slightly burned out from the successes of ranged and thrown fighting. I’d been playing Pynthetica, Szyncletica and Paracleta a bit too much lately, and I wanted to go melee again since Lynncletica is fully-actualized as a strong tank for many raids, and the Poison Master Ryncletica needs some gear tweaks before she goes into Thunderholme.

It was time to return to Quintessica, my Henshin Mystic.

A long time ago in a D&D-styled game not so far away, I made a Fighter that used quarterstaves. I called them “thwacky-sticks” because the Fighter essentially beat the living crap out of everything with impunity.

I never quite got that same mojo with the Henshin Mystic…until now.

Quintessica’s sat on the sidelines for a handful of reasons, although I enjoyed playing her.

  1. Attack speed (in the original enhancement pass) was woefully slower than other builds using quarterstaves.
  2. Overall defense was very poor, especially for a melee build. It was like playing a Barbarian with less than no armor. When a character builds up aggro as the Mystic does, they need to absorb much more damage or attack faster.
  3. Building up effective spellpower (in the original enhancement tree) to increase the ki-powered damage types was doable but problematic. You could have a staff that increased spellpower or melee damage, but not both.

Thankfully, it looks like these problems seem licked back with Update 33, so now, I’m catching up.

Offensive Changes

The new enhancement tree removed the use of spellpower to increase damage to ki-powered spell-like abilities. In its place, ki-powered abilities are magnified by Monk levels, Melee Power, or both. The tree gains remarkable base Melee Power bonuses.

These changes have really boosted the overall attack performance. For example, Cauldron of Flame is an extraordinarily potent kill-zone maker since the Melee Power and Monk level bonuses stack up to roast a wide area. It’s your own personal Firewall and every melee cannot help but come face-to-face with you–and burn.

If a boss is inside the zone with you, smack them with the All-Consuming Flame fire debuff and the damage goes way up. Bonus: You can move within the flame circle now; it lasts 30 seconds and has a 30 second cooldown. For places where I expect to get swarmed, I have this attack ready. And you also gain an attack and PRR boost while inside a Cauldron.

The addition of melee power in the core enhancements also increase general weapon damage. Hits do seem harder and more effective. It doesn’t hurt that Lighting the Candle, the Fire/Force damage weapon buff, also scales with that Melee Power.

For my build, I chose to add CleaveGreat Cleave, and Whirlwind Attack. This allows me to spin a staff almost continually. You can guess how all that spinning works with enemies trying to kill me while immersed in a Cauldron of Flame. Did I mention the extra fun with glancing blows?

The doublestrike-boosting Quick Strike also has a faster cooldown, allowing more chances for extra hits. I’m trying to add any Doublestrike bonuses here and there.

While I like some of the melee attacks of Legendary Dreadnought, it appears that Fury of the Wild is the better ED to use with its glancing-blow benefits to two-handed weapons such as quarterstaves, the burst damage of Adrenaline and Unbridled Fury, as well as Fury Made Placid (WIS +6, improves Monk DCs and AC). As I’ve said, Mystics and Barbarians have similar features.

As for other destinies, Primal Avatar doesn’t have much save STR and a few weapon buffs. Unyielding Sentinel may be helpful in quasi-tanking since I can maximize CON from the tree, but perhaps Divine Crusader’s similar treats with Consecration and weapon buffs may add up, as well as STR bonuses that I desperately need for more damage.

As melees go, Quintessica kills more efficiently now, thanks to these boosted powers and the wider reach of the staff to smack things. Wear-and-tear on quarterstaves is still nasty, and for the first time ever, I’m seeing permanent damage build up on a Thunder-Forged weapon. Upgrading it through the tiers doesn’t change this so I’ll bind it and use a repair oil kit from the DDO Store (or use the Stone of Change) shortly now that it’s bound to my character anyway.

As for attack speed, the last core enhancement pays off. Serenity adds 15% boost to attack speed, which seems to stack with Melee Alacrity boosts. I missed this in an early review of the new tree. I liked the idea of taking the epic feat Blazing Speed for permanent Haste, but realize weapon damage is better and will work in Epic Feats and Destiny Feats such as Overwhelming Critical and Harbinger of Chaos. Being a Monk, I already have plenty of speed for running or attack.

Dire Charge is also under consideration. This mass-stun pairs well with the cleaving to affect mass damage to several enemies, especially if I can get them all close in a Cauldron to burn everything for 6 seconds while getting a beat-down with a staff. Its effectiveness will vary in raids, where often trash is warded or red-named and unaffected by stunning.

The only enemies I can’t burn are devils and demons. I make some Force damage, sure. I’ll just have to be more creative in some raids.

Defensive Changes

The core enhancements improved the inadequate defenses a tiny bit. For every core enhancement, you gained +3 PRR for a maximum of +15. That’s not much, but it’s still appreciated. Staying in Mountain Stance at its maximum tier adds another 15 PRR. I just might reach 100 PRR with some Insightful bonuses and the best Monk armor, Outfit of the Celestial Guardian, by level 29.

Adding to this, I also followed Lynn’s design and trained Combat Expertise for more AC. The epic destiny Legendary Dreadnaught’s Improved Combat Expertise adds 20 PRR with the companion feat active as an epic character, which could be easily twisted.

Quinn currently sees 61 PRR, with more later. Like other older characters in my dojo, I didn’t train every destiny early on for them, so Quinn’s second life is holding at 25-27 while I work on completing EDs to unlock fate slots as well as qualify for ED feats such as Perfect Two-Weapon Fighting. Glancing-blow damage is great when you have multiple cleave effects.

I added something from the Ninja Spy tree to help: Shadow Veil. That 25% incorporeality combined with Dodge, Blur and AC seem to get Quinn through many scrapes, although she still bruises more than Lynncletica. Ideally, Quinn should be 3/4 as durable as Lynn and have around the same HP. I am not confident of Quinn’s effectiveness as a tank, even an off-tank. Lynn’s PRR stands around 150-161 PRR with nearly 300% fortification and has more HP than Quinn, who would get pummeled without more PRR and fortification. “Stick and move” is really Quinn’s mantra.

General Stance and Feat Changes

The general Monk stance updates are mixed blessings. Water Stance gives greater Dodge and a really improved cap. Fire Stance received the critical threat multiplier from Mountain Stance, which, I believe has improved Threat.

The most useful feat changes involved Ku-kando and the Shining Star finishing move. The DCs of both are no longer CHA-based but WIS-based. While I can’t use Ku-kando as a Mystic, I have weaponized Shining Star, sending enemies into dance frenzies with its spell-like ability of Otto’s Irresistible Dance. This finisher is rapidly easy to activate since it uses Earth-Wind-Fire moves in sequence that don’t lengthen the time to activate with cooldowns.

There’s also the mob-draining power of Every Light Casts a Shadow. In groups, I just warn others to have Death Ward equipped (just in case of a nagging bug) before I throw myself into a pile of enemies and neg-level the lot of them.

I had forgotten that Every Light is a dark-ki attack, which means I can also activate the ninja-grade finishers such as the paralyzing Freezing the Lifeblood or the mage-stopping Pain Touch. I have to time the attack just right, but after neg-leveling all near me, the odds of this helpless-inducing paralysis sticking go way higher.

Although the Mystic’s damage often add Force damage as well, she’s got to be careful in raids like “Defiler of the Just,” where everything is fire-immune, naturally, as devils and demons. Some dragons also will laugh at her powers but Thunder-Forged weapons are meant to hurt most of them. Amplifying the fire damage as a Mystic is just a bonus.

Weapons

Quinn has a boatload of staves–perhaps too many, and few of them useful in epic. The three I see most effective at level cap are the Thunder-Forged staff (its Adamantine durability is really preferable as well as its Fire/vulnerability damage), the Epic Light Unending (specialized undead/boss beater) as well as a Legendary Green Steel Mineral or Triple-Positive staff (once I build them).

With all the destinies to power up to gain fate points, I’ll have plenty of time to gather ingredients to build these staves to full power.

Gear

The best thing I’ve done is to custom craft items for more STR, CON and WIS while upgrading items for Melee Alacrity, Devotion, and AC bonuses. I have most AC covered except Natural Armor, which needs more of those pesky Purified Eberron Dragonshard Fragments for my crafter. Thankfully, some runs in “Devil Assault” can get me Tokens of the Twelve to exchange for a few: Crafting can get expensive as you add Insightful abilities.

I find the Guardian’s Cloak a staple for damage mitigation on all my characters. And if one enters “Temple of the Deathwyrm” enough, eventually the challenge of surviving the “Red Light-Green Light” room requires that I’ll need a Jeweled Cloak from Epic Gianthold as a backup against the instant-death effect.

To sum up, I’ve been far more cocky in running quests. Knowing the areas help me lure (or avoid) enemies so I can effect maximum damage to many enemies in an enclosed space. When there are a mix of mages and melee, the woo-woo of mass-neg leveling increases my chances of taking all down a bit faster. I wonder if the Mystic can win the melee-only/no-spells game of “kill ’em all faster.”

It’s been a long while since I’ve made a video, and I think I’ve promised one for the Mystic for longer. Lots of real-life work to do first, but sometime soon I’ll get one posted.

 

 

A Cautionary Tale of L-Shroud Part 4

Mericletica5Our most excellent multi-guild raid team took on a Legendary Shroud on Hard recently.

We should be old hats at this. But L-Shroud has a deceptive quality. Most of us have played Heroic-level Shroud many, many times before. So the familiar surroundings of L-Shroud, I suspect, causes some of us to let our guard down.

That’s a very bad thing to do in any part, but especially in Part 1, where the troglodytes that appear are all very dangerous. The sorcerers disintegrate. The fighters critically hit you with one strike, and so do the assassins. In this part, we break off two or three people to guard the portal beater’s backs. That’s a difficult job since the trash spawns at the portal as well as behind the team. And most of our player defenses on Legendary are much weaker.

For some reason this night, our DPS on portal beating was OK but you could tell it wasn’t our best. We complete Parts 1, 2 and 3 without much fuss.

It’s Part 4 that I worry about most now in Legendary Shroud.

The fight is exactly the same as in the Heroic version. Devils show up with a few friends to off you. After a time, Arraetrikos appears for the first time.

And this is where sub-par DPS will end your raid–and also why a solo Legendary run is nearly impossible.

Optimally, you kill Harry in one pass, else he returns with gnolls that heal him. In Legendary, the eight gnolls will heal Harry back from 1/4 HP to full health in less than 30 seconds. And the gnolls are hardy bastards; only one or two adventurers cannot destroy them fast enough. You need to devote the whole party to remove them fast, then switch over to Harry and peel back more HP on him.

But Harry is also being Harry, throwing fireballs and slapping adventurers hither and yon, killing a few. After a consecutive Ten Thousand Stars and Manyshot volley to his face, Harry often turns his attention to me and spins meteors to my face, which will sting a bit, even with high Reflex saves, without some PRR.

That’s typically the point where your party is doomed, especially if your DPS was only adequate but not superior. One or two adventurers with only one or two death penalties may be OK, but once 5 or more in your party have suffered 3 or more deaths, their performance and HP are greatly reduced, increasing the chance for others to die and all but ensuring that Harry will triumph.

So, to those a little new to L-Shroud, here’s a tip or two for what its worth.

  1. Check your party DPS before entering. A full party is less important than a party that can rid the floor of portals and have the power to hurt Harry (or the gnolls) situationally. Not that I fault our raid party here (we love to have everyone play) but players under level 25 in the party probably hurt our chances that night.
  2. Ensure people have their portal-beaters and Harry beaters as well as any fortification bypassing. The simple portal-beater isn’t enough, in my opinion. You need to reduce the portal’s (and L-Harry’s) fortification to do similar damage to him as in Heroic. My Pynthetica the Zen Archer is designed to excel in both categories thanks to a strong weapon (a Complete Thunder-Forged Longbow that punches Force damage) but also because she can reach 85% fortification bypass thanks to Precision (25%), the bow’s armor-piercing (35%), the Grandmaster of Flowers ED Piercing Clarity (10%) and, by level 30, the Shadowdancer ED Grim Precision (15%). I swap in +5 Holy Arrows, kick on Ten Thousand Stars and go to town. It shouldn’t be a terrible option for most to switch to crafted Armor-Piercing gloves to help. And player abilities that also reduce fortification as a group (the Monk’s Jade Strike, or the Deepwood Stalker’s Mark of the Hunter) also help.
  3. Depending on your group, determine your Part 4 strategy. Normally the strategy is simple: Kill Harry, rapidly and in one go. But be ready with a Plan B: Slowing or killing the gnolls before turning your attention to Harry. Here, Paracleta’s superior Legendary-level paralysis helped a few times when Harry didn’t go down on the first try. She paralyzed two gnolls, leaving only six to destroy and buying time for the party. The trick here is that you MUST paralyze or otherwise freeze the gnolls before they emit their healing beam, as they materialize in the arena. That beam does not stop once started unless the gnoll is dead or the beam hasn’t started to begin with. Flesh-to-Stone, Otto’s Dancing or other effects could work if you get the save and if you’re very fast. If you have paralyzers in your party (and not Heroic level paralysis: You’re going to need to have a DC of 60+ to stand a chance), this can make the difference.
  4. Remind the party to go for maximum everything on the first attempt. Use boosts, the right weapon, throw spells carelessly. Definitely hit him with anything that lowers fortification for yourself or the party. Hold nothing back. It’s got to be “one and done” or the gnolls await you.

Got any other tips to share from your raid experience? Just drop them in the comments.

The Efficient Gamer

Ryn4Being an older gamer (“When I was your age, we played with 8-bits…and we LIKED IT!) I’m not as keen as jumping on the bandwagon of some other new game. I have been tempted to try out WoW just to see what the fuss was about.

My new job (yay!) consists of three or four 12-hour work days. The advantage of that is a LOT of days off to decompress, sleep and catch up on work.

This new routine has reduced my DDO time a bit, because, as my guild’s prime rule says, “real life comes first.”

That doesn’t mean I’m not playing at least two to three hours per week. Still doing the same things, just a bit slower.

Pynthetica is nearing 29 once more as a Zen Archer. I’m looking into improving this build once more, as I might have noted, by checking out other races and classes. My last task from a gear standpoint is (1) craft up level 30-ish items that are optimally placed (WIS, DEX) so to allow use of named items, replacing some loot-gen items that aren’t in good spots; (2) Complete a Legendary Shroud and craft up ingredients to make my Legendary Green Steel Mineral Longbow with “You Cannot Evade Me”: an augment that spikes Insightful DEX by 1d8+2 for 20 seconds and causes 1d8+2 Dexterity damage. Apropos for the ever-evading Zen Archer, do you think?

Paracleta, my very successful Zen Bowmaster, finally has her Complete Thunder-Forged Longbow. Being a first-lifer, I’ll possibly eTR her first and burn Shiradi karma for a Doubleshot 3% bonus to bring her ultimate standing Doubleshot to 74% with gear but before any use of Ten Thousand Stars or Manyshot, which sends her Doubleshot to as high as 241%. I should begin work on her Legendary Green Steel Longbow, too. Once back at level 30, it’ll be back to a regular Heroic True Reincarnation to play around with some things. Paracleta was built as a counter-attack to comments about the Zen Archer. As serendipity would have it, she found a very strong niche. This character will have a long and very dangerous life.

I’d love to get more time in on Ryncletica, my third build, the Poison Master. She’s incredibly dangerous with her DPS and poison damage but could use some offensive adjustments over several areas. The great thing about her is that she’s effective at any level because of her build design. Time to play with other races, although this may reduce a little poison damage and require feats I get for free as a Drow. She’s also lacking powerful Thunder-Forged weapons, but her innate speed and damage is already good. Defense is the central need for the Poison Master.

Lynncletica has proven herself as a very versatile tank over many raids. There’s little more she can be, so I may never TR her again, reserving her as a contingency tank for raids that lack one. We’ll see. Meanwhile, new Dragonborn Shintao Scythetica may be filling in as I test this race with Shintao training.

Been thinking of how to improve Szyncletica, my old original Shuricannon. I should look at Firewall’s Shuricannon 2.0 notes and integrate them into her next life. Meanwhile she’s working on a Thunder-Forged shuriken since Pyn, Paracleta and Lynn are done with their many “Deathwyrm” raid rotations. Like Pyn, Szyn is desperately in need for optimizing her gear, so she’s aiding that being the central contributor of loot-gen gear to be crunched into Cannith essences for my crafter to use and grow.

With the Update 33 changes, I’d also want to revisit some older ideas. One that fell by the wayside with the enhancement tree introduction was the “Avatar” build that leverages the strengths of each and every Monk stance. Now that the Monk stances are themselves augmented yet again and with improvements (and more personal experience with) Epic Destinies, I might be able to take one of my characters through such a development.

And then there’s the recent changes that have made stealth (and, in the case of Rogues, assassination) that make this ability much more hazardous to use. I still have my solo-stealth master, Kiricletica, to study how to augment stealth skills against a dungeon that, on sensing you, truly alerts whole squads at you. Can a ninja still use their disappearance and stealth skills to escape reliably?

Thanks for still coming by to read, although I cannot post as often as I’d like.

Zen Archery and Returning Again and Again

archer

I’ve been mostly re-leveling Pynthetica. She completed a run as a new Monk archer build, the Shadowbow Ninja (great damage) and is now back as a Zen Archer with her second Epic True Resurrection.

On Pyn’s first eTR, the larger problem was finding and using all the lower level equipment. Not the bows: I had several good ones, especially the free Unwavering Ardency (from the 10th Anniversary Party) that’s more than powerful enough until you can wield a Pinion. I simply wanted useful goggles, boots, trinkets and the like.

Cannith Crafting to the rescue. Update 32’s revised features really helped customize new tools that supported normal and Insightful bonuses for any items. Most importantly, anything I made with bound shards is bound-to-account, making storage of the items easier by transferring them to my bank characters as I TR.

By finally getting my crafting level up to level 29 or so right now, Pyn’s equipped with Tendon Slice and Armor Piercing bonuses, Insightful Dodge and ability scores. Fortification was the only thing I couldn’t swing in, so I had to use some older Heroic items to keep it (and Deathblock) in place until I reached level 25 or so. On return to level 28 (where the bulk of my best gear is usable at minimum level), the central crafted items may be the goggles (WIS/Insightful WIS for maximum Ranged Power and AC), boots (Dodge/Insightful Dodge), gloves (DEX/Insightful DEX, Tendon Slice) and perhaps bracers as a wild card (Resistance). The necklace slot is also up for grabs as the Epic Golden Guile is less useful now, but I have no idea what to add. Same is true for perhaps one ring.

As to what Epic Past Life feats I choose? Doubleshot and Fortification. I wanted a quick 2nd Doubleshot feat after epic life #2 but I was impatient in rebuilding that karma back in the Primal tree. I’ll grab that second Doubleshot stack (3% per stack, maximum 3 stacks) on another eTR.

Changes with Updates 33 and Improved Deception did affect the Zen Archer build with mostly positives than negative. For one, more Dodge and stacking maximum Dodge with the Monk stance adjustments, so Pyn has around 38% Dodge (with items) in Water stance. But what the stances gave, it also took away by moving the critical threat multiplier from Earth stance to Fire stance. As Fire stance is rather WIS-lowering and gives no benefits while in ranged attack, the Zen Archer would only go to Earth stance for a little more PRR now. Wind stance remains only useful for a DEX boost and gives no other benefit for a ranged (as opposed to thrown) weapon user.

The bluff spinning effect that Improved Deception created was defined as a bug with Update 34, so that’s gone. More challenging is the aggro change in shooting one enemy in or near a group of others, which aggros the entire group. For me, I’ve adjusted my gameplay to use height and barriers that restrict a mob’s ability to bum-rush my party. I still use two or three hirelings (thanks for the extra kitty, SSG) in solo play to grab the aggro first when practical.

When there’s nothing to slow down a zerg attack, I ramp up my own. The Zen Archer still has potent damage per target with all of its Ranged Power and the ability to use Ten Thousand Stars and Manyshot to improve attack speed and Ranged Power. She may not be using Improved Precise Shot (she’s a sniper) but she takes down single enemies so rapidly that the change isn’t particularly bad. (I am considering, as you should, adding IPS as an option for faster clearing as one of my last Epic feats, since the aggro change can work against you.)

Combined with the right bow, mobs of 10 or more are killed rapidly. Add in a few uses of Shiradi talents such as Otto’s Whistler and Pin and smaller groups are easily managed.

The Zen Archer’s talent to stand and defeat armies of enemy archers remains very good. With the extra Dodge in Water stance, it’s better. No other ranged/thrown weapons character I know of could stand toe-to-toe against the gnolls in Epic “Chains of Flame” without losing 3/4 of their HP or worse. With all her defenses up, Pyn might lose 1/8 of her HP.

So, I’m considered the new Racial Reincarnation options. As an Elf, Pyn could work to get that extra +1 DEX and Action Point. But frankly, I see this new option as a bit underwhelming, especially since the price of using Racial Reincarnation works like a Heroic True Reincarnation (favor, flags, quest completions reset, empty your TR cache). That’s a lot of sacrifice for a little gain. And Racial Reincarnation is mutually exclusive to other reincarnations. You can’t make both a Racial and Heroic/Epic TR at the same time.

 

The Dragonborn Monk: I Like It!

Please oh please or please let me make one as beautifully deadly as this one

I’ve not played D&D tabletop. But the addition of Dragonborn (unlike the Gnomes, except for their dancing and appearance, which are awesome) is a great one for Update 35, released today.

For starters, it’s the first reptilian player character. Second, it’s a fsckinDRAGON.

Most importantly, it fills in some important variations for Shintao players.

The race gets +2 STR, -2 DEX and +2 CHA. Decent base advantages for the Shintao tanker. The racial tree (at least based on the information as presented on the Lammania server) is also balanced well between being a strong fighter or mage. In short, it seems you cannot go wrong in either option. This obviously makes sense for a dragon race.

The look is also impressive. Hopefully the females don’t have bewbage (as the “female” Warforged do not, although the illustration does) as a weirdness. The appearance looks menacing yet curiously inviting. I’m looking forward to the character appearance variations in the character generation. A Dragonborn with lipstick and hair (!?) would be amusing.

Being a Human all the time to get (at least) no racial advantage or disadvantage, save more healing amplification, was boring. While Dragonborn only have a little innate racial amp, the Shintao itself gives plenty, and you get an inherently tougher race with innate Natural Armor and PRR bonuses. I know you could also go Half-Elf–but they are so butt-ugly as characters.

That said, I’m totally going to roll one up at my earliest opportunity. For raids such as those in Thunderholme and the new raid that comes with this new update, a dragon fighting a dragon should be a nice change of pace.

And my continued experimentation with UMD is also made easier with this race as a natural spellcaster.

Edited: Corrected base stats.

The Shintao Guardian

portrait-lynncletica1Hi, all.

In real-life news, I just received a job offer. No more potential as a real-life mendicant. That news lets me relax just a little before my job prep to get a long-requested build to you.

As I mentioned before, I’ve been using Lynncletica, my Little Mountain Shintao Monk, as a very successful and potent tank in nearly 35 Deathwyrm runs (all difficulties) and several other raids.

In Legendary Hound of Xoriat, Lynncletica easily held aggro on Zyzzy and her puplings with Ki Shout and an effective 105 Intimidate in an Legendary Normal run. She was doing fine in Legendary Hard but has yet to complete. That’s a tough challenge even with a prepared party with great coordination, and you don’t win raids alone.

So what makes her special? Not too much. It’s time to share that.

  • Fortification: Unyielding Sentinel is the central tanking destiny. With a +70 Insightful Fortification helm, Brace for Impact, and the Outfit of the Celestial Guardian, Lynn sits at 286% to 315% Fortification.
  • Miss-chance: 27% Dodge, 10% Incorporeal with an item, 20-25% Concealment. All with gear but Blur can be done through the Wind/Light/Wind Monk finishing move.
  • AC: Improved Combat Expertise, Combat Expertise, Ultimate Earth Stance and other gear for around 138 to 158 AC based on buffs and gear.
  • PRR: 158 to 180. This really absorbs a lot of damage combined with the usual Monk abilities in effect.
  • HP: Around 1200-1400. She can take several hits without flinching.
  • Healing amplification: 180-270. Typical 180 when tanking to maximize defense. Can use Healing Ki for 400+ HP heal every 10 seconds. Rejuvenation Cocoon also improved. These numbers make for 400-600 HP from a Cure Light Wounds spell.
  • Concentration skill: 101-105. Ki Shout makes this the Intimidation skill with solid aggro and threat generation from Earth Stance and Unyielding Sentinel. What’s mine stays mine.

Lynn’s gear at level 30 isn’t particularly special. Her design leverages more STR (2:1 ratio). at 50 STR to 24 DEX to optimize damage but gain some Reflex saves and AC. Feats that add PRR or damage absorption improve durability in fights. With a bit of juggling of special buffs and gear, Lynn can briefly reach 75 STR needed for levers in Legendary Elite Tempest’s Spine.

CON is the highest stat at 55 base, as Monks gain only 75% HP per level as others. But this works well as high CON and Insightful CON items are worn.

For Epic feats, I chose Guardian Angel, Elusive Target and Epic Damage Reduction to soak or avoid additional damage. Dire Charge helps offensively for aggro control. The Legendary feat I chose was Scion of Limbo. Monks are used to one-minute buffs, and the many variations possible were all positive ones, either augmenting defense or offensive regularly without me having to do anything. You could also consider other Legendary feats to give a fixed defensive or offensive bonus.

With handwraps such as Storm’s Harness, Epic Scraps of Enlightenment and now some Complete Thunder-Forged Handwraps with Mortal Fear, Lynn’s innate metal-bypass has no problem hurting what she needs to hurt and well. Stunning Fist is available with a high WIS item switch-out, bringing the ability to a useable level, boosting AC a bit. However, raids rarely allow you to stun much.

The general gear list includes things that primarily enhance defense. These items may be merged or adjusted using Cannith Crafting or other items.

I didn’t add the Twists to the build. I strongly recommend Rejuvenation Cocoon and Brace for Impact (If not in Unyielding Sentinel) no matter what else you select. Enlightenment from Grandmaster of Flowers is good. Also, Standing with Stone for more stacking PRR while in Earth Stance. Improved Combat Expertise from Legendary Dreadnaught adds more PRR.

Like many builds, there’s much flexibility in what you take, just as long you don’t remove much of the special damage reduction or HP benefits. Adjusting WIS and DEX to lower levels will impact AC and saves. Naturally, use Yugoloth favor potions and DDO Store elixirs for added power.

Attached is a PDF file of the build. (WordPress has limitations for what I can upload.) Open the file using Adobe Reader or other PDF reader, copy the text and paste it into a text editor such as Notepad and save it as ShintaoGuardian.txt. You should be able to import the text file directly in Character Builder Lite to adjust as you see fit.

Shintao-Guardian

 

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