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.

 

 

Staying Alive

As with many of my characters, I never trained Lynncletica much beyond their aligned epic destiny of Grandmaster of Flowers. That’s changed, of course.

At level 26, she’s holding her level-ups as she fills up other destinies to gain other abilities when using Twist of Fate slots.

In what areas I have leveled, I found myself tempted to take epic feats that supported Lynn’s unarmed damage. But I’ve resisted so far.

If I’m ever to tank reliably in raids such as “Temple of the Deathwyrm”, I need two other abilities: physical resistance and healing amplification.

Both of these are supported in one defensive destiny I will use for tanking: Unyielding Sentinel. That’s no surprise, I’m sure.

My PRR goal was 150, or 60% damage reduction. Looks like I’ll easily have most of this, 142 PRR minimum, by level 27 with the following:

  • Ultimate Mountain Stance (Monk stance): 15, untyped
  • Iron Skin (Shintao enhancement): 15, untyped
  • Meditation of War (Shintao enhancement), 10, Insight bonus
  • Epic Damage Reduction (Epic feat, level 27): 10, untyped
  • Improved Combat Expertise (Legendary Dreadnought, tier 2, Twisted, while in Combat Expertise stance), 20, untyped
  • Heed No Pain (Unyielding Sentinel, while in Unbreakable stance): 30, untyped
  • Ring with Sheltering +27 (Enhancement bonus)
  • Planar Prowess (Antipode handwraps and Planar Focus of Prowess): 15, untyped
  • Guardian Angel (when <50% HP): 40-60 (WIS score and saving throws to PRR for 30 seconds)

There’s still more to play with depending on Twist of Fate slots, such as the tier 4 Standing with Stone from Grandmaster of Flowers as a Twisted ability (15 untyped), the level 29 Outfit of the Celestial Guardian’s +38 Sheltering, the Legendary Boots of the Devil Commander (Quality +8; it’s Insight bonus is offset by Meditation of War) and either Scion of Limbo for a chance at +30 PRR or Scion of Earth for +20.

Beyond 150 PRR, there’s little point. I’d be better off improving miss-chance, Reflex saves (which Lynn is weakest), AC and healing amplification.

A few friends in party have been impressed at my healing amplification, and I like it, too. Nowandays it’s easy to calculate this: Just open your character sheet and hover your mouse pointer over your HP information.

At level 27, I have an absolute minimum amp of 110. That comes from

  • Human Improved Recovery (racial enhancement): 60, untyped
  • Shintao core enhancements: 50

The guild airship buff Bath House adds 20.

The remaining are situational based on selected feats, destiny, Monk stance or equipped items.

  • Epic Jidz-Tet’ka (while in Fire Stance, Insight bonus): 50
  • Iron Mitts (Competence bonus): 60
  • Vigor of Battle (Unyielding Sentinel): 20
  • Scion of Limbo (Legendary feat, random buff): 40

Through equipment and Fire Stance, 270 is my current high in Unyielding Sentinel. This isn’t an optimal configuration as it compromises my PRR and AC defense significantly, so it’s for illustration.

lynn-amp-stat

Then I wear an epic Shamanic Fetish for a 108 equipment bonus to positive spell power, and a 28 Heal skill that stacks on this.

I smack the training dummy with Fists of Light vampiric healing curses. Here’s the result.

lynn-amp1.jpg

And then I use the Healing Ki finisher.

lynn-amp2.jpg

Yep. I heal myself for around 425 to 525 HP per 10 seconds on Healing Ki alone and restore 5 to 10 HP while charging it up per attack over about 10 seconds.

And, like most epic players, I twist Rejuvenation Cocoon, which hits for up to 9 seconds or until healed. I had to go into the Subterrane to find a living spell to damage me to test this. Here’s that result.

lynn-amp-cocoon

So Lynncletica, even with only 200 amp, should have ample means to keep herself hale and hearty through many fights, restoring one-third to one-half her HP at any time.

But it’s slash damage that scares me most, and I must do what little I can to ward off some of that, in as much as epic monsters will allow that. By level 27 the Guardian Cloak will have to help as I haven’t discovered any other mitigation options just yet.

I hope to tank my first raid this weekend. If it happens I’ll try to record or take a few shots of it. Tanks tend to be a busy sort of group.

 

 

Update 17: Game Changer for a Tanking Monk

I don’t know about you, but Update 17 was a game-changing breath of fresh air.

First, we get Epic Gianthold. The wilderness area is a bit more, um, interesting, when you occasionally get a dragon that pounces on you and your party like a cat on a mouse. The quest refreshes are welcome, but what I loved, just LOVED was the quest chain reward for completing the flagging quests for the new “The Fall of Truth” raid. You didn’t have to step in the raid door at all to gain some Extremely Nice Phat Loot from the end-chain rewards. Run that one again and again and again, folks.

One of our guild’s trips to “Return to Madstone Crater” did run into a little glitch after slaying a named giant there. Our reward chest decided to be too high for our level–literally.

It was suspended above a shrine about 30 feet in the air.

Look! In the air! Is it a bird? Is it a plane? No! It's our BLEEPING loot chest!

Look! Up in the sky! Is it a bird? Is it a plane? No! It’s our BLEEPING loot chest!

Thankfully, the gamemaster corrected this for us in less than 5 minutes after reporting it. Way to go, Turbine! It made for some laughs, that’s for sure.

Next, the devs refresh much of the gear from Level 1 to 20 throughout, oh, about every damn quest. Very few raid loot changes except “Tempest’s Spine” (which I think needed a little love).

Of course, aside from mostly positive updates to the gear’s stats, one addition: Augment slots, just made my day. (In fact, it’s making me a sandwich and getting me a beer right now, and teases that I’ll get a “dinner and a movie” later.)

For those not in the know, augment slots are similar to the (phased out) epic augment slotting system and the (legacy) Guild augment crystal idea. The biggest difference comes not just from finding slots on lots and lots of named and unnamed loot from level 1 and up, including Epic gear, but what you can add to it.

At first I was “meh” about it because I knew that my tanker Monk’s White Dragonscale Robe is nice enough as it is, and I won’t wear a lesser robe just to get a Blue Augment slot for more Physical Resistance. Then I looked at what it means to have a specific slot color.

It’s the primary colors game when adding gems to slots. A Colorless augment gem can go in any slot since it’s without color. A Blue gem can only go in a blue slot. But a Blue gem or Yellow gem works with a Green slot since Yellow and Blue make Green.

Further, there is an Epic White Dragonscale Robe–with a Blue slot and more AC.

And then I had a nerdgasm over what that meant for my tanker Monk, Lynncletica.

At first I thought that I’d have to Twist and Shout like crazy for Epic Destiny abilities to raise PRR and HP since I wouldn’t likely find Blue slots needed for PRR. But Green slots are found in many places. You can run the “Delera’s Tomb” chain, get an updated Hellfire Cloak with a built-in gem in it’s Green slot, pry it out with a Jeweler’s Kit from the DDO Store (which lets you keep that pried gem) and pop in your Blue gem.

Ta-da! I just got +10 to PRR, and still have an empty Yellow slot for perhaps a Deathblock gem.

Mind you, the Hellfire Cloak was maybe a ML5 item, but adding the +10 PRR gem (bought for 150 TP on the Store) raised it’s ML to about 16. I am still happy. More so than grinding for that Iron Cloak of the Bear that had only 3 PRR (although the Exceptional Combat Mastery is very good for stuns and the like).

My euphoria continued through this weekend by several Crystal Cove runs with guildmates to generate all I needed to build a Greater Bold Trinket and upgrade my Ring of the Buccaneer to its maximum (creating a Green slot) that will get a PRR +14 gem once I hit Level 20.

Further: All that gnashing of teeth and lamentations of my women in keeping essential protections like Deathblock and Heavy Fortification while trying to keep my set items equipped can be solved with any loot with a Green slot to put the needed gem in place.

My eye now looks to the epic Treads of Falling Shadow, which has Ghostly for Lynncletica, or the improved Ring of Shadows, and so much more. I’m purposefully gearing her for Epic Elite power now so that she’ll be more than ready for it later. A PRR of 90 to 100 is now so possible it brings tears to my mind’s eye.

All I need to do once I confirm all the new slotted gear is working as intended is to review whether to respec to add Dodge, Mobility and Spring Attack to add better “stick and move” attacking required for melee in Epic Elite as well as dodge bonuses to get Lynn to at least 12%-15% consistent Dodge.

I’ll still train her in Legendary Dreadnaught for a super-HP path but I believe now that Twisting what I can from that into Grandmaster of Flowers (keeping the 15 PRR and Dodge bonuses there, not to mention Everything is Nothing) will lead Lynncletica to a new level of enlightenment.

There’s still the matter of a better Reflex save to make this work best. I need 45 or more.

And finding a slotted returning shuriken would make my day complete–again.

UPDATE (3/8/13): It’s the fine print that always gets me.

While PRR normally stacks, augment gems are marked as an enhancement bonus. That means only one gem works at a time and lesser ones are ignored.

I was sad at this just as Lynncletica reached Level 20 last night and put her epic gear on to see her new numbers. I wasn’t too sad about the PRR for long. While only the +12 PPR appeared, I showed a 42 PRR, 87 AC and a +38 Reflex with all Grandmaster of Flowers effects and Way of Sun Soul gear active. I’ve started on Legendary Dreadnought to get that extra 15 PRR as a twist but realize that more Reflex should greatly help with tanking as well. Surprisingly I don’t own a pair of Grave Wrappings or Drow Smoke Goggles…

Sadly, the Heavy Fortification or Deathblock gems out there are going for maliciously high prices on the Auction House, so here’s hoping one can buy them on the Store.

Going to have to  grind more than an army of Starbucks baristas by a coffee mill.

The Little Mountain: “Peak” Performance

“No matter how the wind howls, the mountain cannot bow to it.”

–The Emperor (from the Disney film, “Mulan”)

Over the recent months I’ve realized that each of my Monks have developed a specialty as I’ve altered their abilities to suit my fun.

Ryncletica is my only dark Monk (which may change as my only Rogue reaches 20), a Ninja Spy Water Stancer with potent Shadowdancer powers, able to infiltrate where few others dare go in Epic adventures.

Syncletica is my first Monk, a Wind Stancer Shintao Monk that is (mostly) as deadly as she is swift.

Quintessica shouts “I am the AVATAR! You better deal with it!” In her first life, she was a Grandmaster of all elements, with Whirlwind Attack and Grandmaster of Flowers. In her second life now, she returned as a Human for more healing amplification, HP, and an extra feat.

Synthetica is my first Warforged Monk and is contemplating the power of Fire.

And then there’s Lynncletica, the “Little Mountain,” the frequently bruised and bloodied Earth Stancer who is designed to tank a bit for some conditions.

With Epic levels and Destinies in place, I’ve reconsidered how best to re-train Lynn, now approaching Level 18 in her second life, to become the strongest tanking Monk that she can be. After the complete thrashing that Syn received in a recent EE quest, I want to ensure that Lynn can withstand much more damage when in Epic Elite.

The first trial to be overcome is within my own head–the same one I had with Ryncletica’s arduous but worthwhile switch from Grandmaster of Flowers training to Shadowdancer. In the case of Lynn, giving up most of Grandmaster of Flowers’s incredible attacks is very tough. But it may be worth doing to gain the protective benefits in the Legendary Dreadnought destiny.

The primary reasons to add this training are simply two: more HP to soak up damage, improved tactical difficulty checks (DC) with Stunning Fist and others, and a higher Physical Resistance Rating. In short, everything that any hardened Fighter would want to survive longer in the front line.

From Blossoms to Jagged Crags

Many attack-related abilities in destinies other than Grandmaster of Flowers are not built to work unarmed. Legendary Dreadnought is no exception, with many abilities that apply only to the use of weapons only. But LD also allows boosts to survival not possible elsewhere. Thus, Lynncletica will concentrate most of her Destiny Points into adding more CON through this training, with a few exceptions.

As Lynn completes her Heroic retraining, she’ll hopefully add at least 1 additional Toughness feat for more HP, sacrificing a Greater Two Weapon Fighting feat. Lynn gave up Rise of the Phoenix in favor of Monk Improved Recovery III and more points down the road for other things, so combined with a maxed Human Improved Recovery III and maxed Racial Toughness, her HP and healing amplification are superior at her current level. Getting back her Epic equipment will see all of these abilities leap substantially at Level 20 or so.

The first goal in Legendary Dreadnought training will be in increasing HP will be the first innate ability, Shrug Off Punishment, which will give an additional 50 HP when fully trained in the destiny.

At tier 1 training, Lynn will add points to Legendary Tactics to add higher DCs to Stunning Fist, and dump DP into another CON point.

At tier 2 training, Improved Combat Expertise will add 20 PRR. This makes up a little for the lost 15 PRR and 15 HP in the Grandmaster of Flowers tier 4 ability, Standing with Stone. It’s possible to Twist this tier 4 ability into this destiny but it would be a very harsh grind in training additional destinies to gain the many fate points needed to upgrade the slots. In her third life, maybe. CORRECTION: This is a Tier 2 ability that’s easily Twisted should I keep Lynn in Grandmaster of Flowers, stacking it with Standing with Stone and Earth Stance.

At tier 3 training, Lay Waste might still work unarmed (there’s no documentation on this), so points go to this and another 2 DP to CON.

Tier 4 will find me adding more CON, but will add points to other abiltiies here just to meet prerequisite spending for the next tier. The points will be wasted since almost none of the abilities of this tier will apply to unarmed attacks.

Tier 5 shows Advancing Blows and Devastating Critical. Not sure if the former works with unarmed attacks or if the latter stacks with Ultimate Mountain Stance’s and Improved Critical:Bludgeoning’s +1 modifiers. More CON or STR DP points expended as well.

Tier 6 should be the test. There should be a very substantial HP increase from both leveling (8 HP per level, for a total additional 40 at level 25) 6 CON (60 HP), and LD level 0 innate destiny (50 HP). She may be see a total HP level between 750 to 850, very conservatively.

Damage Mitigation

With more HP to help soak damage received, there’s always a need to prevent damage in the first place.

After some LD training, Lynn’s PRR should be: +15 (Ultimate Mountain Stance) + 20 (Improved Combat Expertise) by Level 23 or so. I’ll add in a Cloak of the Bear to add up to +9 PRR, but what I’d love to see is at least 50 PRR on Lynn.

A heated DDO Forum thread on increasing Monk PRR reminded me that Monks have several other advantages/options to avoid damage as an unarmored fighter: Evasion, Dodge, Concealment, and Incorporeality–all of which are treated independently to avoid damage. So, while more PRR would be good should any of these saving opportunities fail, it may be better for me to consider increasing Lynn’s inherent Monk defenses.

Can I make a Displacement clicky for extra concealment when her Dancing with Clouds 20% concealment finisher isn’t enough? (Answer: A Smoke II Green Steel item does that.) How much more Dodge can I add in a Earth Stance build? Should I sacrifice the Sun Soul set effects for superior fortification by using Lynn’s unlocked Fabricator’s set (25% stacking fortification to bring her to 150%) and it’s Madstone-like effect on criticals?

There’s also a consideration to train and Twist the Unyielding Sentinel passive Tier 1 ability “Brace for Impact” to bring Lynn’s total fortification (with the Fabricator’s set and its 25% stacking fortification and an Exceptional Fortification 25% necklace/ring) to 100+25+25+40. Yeah. That’s 190% fortification if the Unyielding Sentinel can be Twisted and can stack.

How much more AC can be added? I don’t see this number as significant for Monks by Epic Elite levels since we can never reach the numbers of sword-and-board players. Their high AC+PRR numbers are supposed to help damage, while, as I already mentioned, better evasive or damage avoidance abilities are inherent to Monks. Still, AC still counts, somewhere. Lynn should have at least 38 WIS for a little more AC, but 40+ is what I’d love to shoot for to improve all Stunning Fist and related DCs.

Offensively, there’s not much to add from a build point-of-view. Lynn is well-equipped (although a Seal of House Dun’Robar would be nice). Lynn should qualify for Vorpal Strikes as well for more punishing critical hits. If all of this brutal leveling goes well, Lynncletica should become the strongest, most hardy DPS Monk in my arsenal with this feat.

It will be a little while longer before Lynn is back in Epic levels and in LD training. I’ll keep you posted (and update this and my Monk guide on the results to share with everyone).