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

 

Standing with Stones

fukiya

Ninja PLEASE!

I’m still alive and well (albeit still unemployed) as I make a quick note of recent events and updates. I’ve been distracted by an old friend, a game I loved before DDO. More on that another time.

First off, congratulations to Standing Stone Games. I, for one, welcome our new game overlords.

You can read more about the reincorporation online, but basically, it seems our developers and producers have spun themselves off from their WB Games-owned Turbine entity and have a much freer space to develop and profit. Looks like some old hands lost over the years might also be returning.

I wanted primarily to write on Update 33 Patch 2, arriving tomorrow (Wednesday 12/21). Many course corrections and major changes to polish off the major Monk enhancements and handwrap/weapon update of Update 33.

Here are the general Monk adjustments. Items that are great (and there are several) are in italics.

  • Monk finishing moves now incorporate Stunning bonuses into their DC calculations.
  • Ki Shout has had its cooldown reduced to match Intimidate, and its Ki cost lowered slightly. (Lynncletica is very happy.)
  • Meditation of War is no longer considered a Defensive stance.
  • Flash Bang should now add Stunning DCs.
  • Ki Bolt now scales with 3x Melee Power, and adds Stunning DCs.
  • Incinerating Wave now scales with 3x Melee Power, and adds Stunning DCs.
  • Cauldron of Flame’s damage has changed to 1d2 Fire Damage per Monk level, scaling with 2x Melee Power, at each tier, to a maximum of 10d2 per Monk level before scaling. In addition, while wielding a quarterstaff inside your Cauldron of Flame, you gain +20 PRR, +10 MRR, and +15% Dodge that ignores Dodge Cap.
  • Serenity grants an additional boost to Cauldron of Flame: While wielding a quarterstaff inside your Cauldron of Flame, you gain +5 to hit and damage, and a +1 Critical Multiplier.
  • Serenity now grants a +15% attack speed with quarterstaves. (About time.)
  • Henshin Mystic has a new Tier 5 ability called Henshin Staff Training: +3 to hit and damage with quarterstaves.
  • Lighting the Candle now deals about twice as much damage as before.
  • Void Strike now adds +1 to Critical Threat Range and Multiplier with its attack.
  • Shintao’s Touch the Void Dragon now also passively grants +1[w] with handwraps or while unarmed.
  • Shintao’s To Seek Perfection now also passively grants +2[w] with handwraps or while unarmed.
  • Ninja Spy’s Diversion now also grants +5 Sneak Attack Dice for 20 seconds when activated.
  • Ninja Spy’s Ninja Master now also passively grants +5 Sneak Attack Dice.

Ninjas come awfully close to Rogue-level sneak attack powers with things like this, and I’m not complaining. My new SA-happy Shadowbow Ninja archer will deal more damage.

  • Diversion and Touch the Void Dragon no longer share a cooldown.
  • Hit boxes for monks with handwraps have been restored to their previous size.

A very annoying bug squash here that should now allow handwrap-wielding Monks to massage Lolth’s incredible abs with our fists once more in “Caught in the Web” without falling to our doom.

  • Every Light Casts a Shadow should no longer give negative levels to friendly members of your party.
  • Spring Attack is now a Monk Feat at level 6.

The Combat adjustments are a bit interesting for ranged characters. Not sure how this will work with my snipers, especially the Diversion-loving Pynthetica:

  • We’ve corrected a long-standing bug where groups of enemies would not aggro correctly. Players will find that they can no longer use a ranged attack to pull singular enemies from a group without aggroing nearby enemies.

Now, I’m fine with this change as it is more realistic. But, hopefully, the other aggroed enemies don’t immediately come after you, but first note the noise, look, and investigate, buying you time.

  • Bluff and Deception will no longer cause bosses and enemies using ranged attacks or spells to turn around. This corrects an issue where ranged enemies would stop attacking after being bluffed or affected by Deception, and improves the enemy combat experience. Red-named bosses are still affected by sneak attack damage vulnerability.

Another change that’s fine, as long as the Bluff effect still procs and damage is still happening, and hopefully, enemies are still slowed or hesitant in some way. However, this might change the nature of my Zen Archer powers. I’ll have to test and see.

  • Raid and named bosses can no longer be champions.

Nothing’s more scary than to see Lolth wearing a crown. She’s already crazy as it is.

Other good stuff:

  • Many old loot effects that were made specifically for old-style handwraps now work properly on updated handwraps.
  • Vampirism and Lesser Vampirism now provide their proper effects on handwraps.
  • Heroic and Legendary Greensteel handwraps are now available!

How about that? I’ve been craving some Triple-Positive disruptors for Deathwyrm.

  • Scaling Melee and Ranged Alacrity 10% is now applying its proper bonus.

Last but not least is the ability to immediately transfer your characters to and from other servers. This costs a bit but might help in the server balance right away. I might use it to move a few beloved characters I made on Cannith (of which time prohibits me to occupy often enough now).

More to come for my last post of the year next week, if not sooner.

 

Acquiescence for the Pugilists

oldglovesI’ve joked with friends, as I drink four Yugoloth Favor Potions with my Shintao Monk every fifteen minutes, that I fight simply to support my expensive drinking habit.

That’s not far from the truth. Getting sufficient favor to gain Yugoloth favor requires you to run most of the Shavarath-Devil quests on Elite. Time is expensive in an MMO. Each Yugoloth potion itself is about 1,100 platinum. I buy four types–STR, DEX, CON, WIS–often 50 each. That’s roughly 100,000 platinum.

I can go through them rapidly. They’re a beneficial expenditure when farming on Legendary Hard quests when CR 40 and higher enemies spawn.

Being a Monk isn’t an inexpensive venture. First, you have to buy the class. It cannot be earned by favor. When I learned of DDO, without playing one second in the game, I bought the class, becoming a Premium player.You also can gain the class as a VIP.

As a Monk, you’re always limited at the start in what items you can use. No armor except cloth. No weapons save 3 types unless your enhancements and feat allow exception. Heavier damage incurred without a lot of practice in the style of fighting. Lesser damage and hit points than any other melee. Lesser protections at the start until you build up Improved Evasion, miss-chance and saves. And you have to leverage this peculiar energy known as ki, and timing specific elemental attacks to buff or damage, all in a proper sequence, or you fail the technique, be you level 1 or 30.

By level 9 you’re more able. By level 12 most Monks come into their own and do very well at Elite ventures if they remember their strengths. That is, a good Monk doesn’t leap into the fray if they can help it or unless they do so by strategy (a tanking Monk does, if need be).

The early DDO quests are stacked against the Monk because much of it existed before the class did. So, most early quests don’t give item rewards useful at all to the Monk. A few quests were adjusted to help there, but they are far and few, or require you to purchase a module (Catacombs and Sentinels of Stormreach come immediately to mind).

The one singular benefit of being a Monk, if you persevered in your training, is its self-sufficiency. You could heal yourself or use techniques that minimized or avoided fighting altogether that few other classes could match. Your special attacks were designed to thwart the most dangerous enemies early on in an adventurer’s life–the undead.

Changes are natural in an MMO. Most are to the benefit of the player, even if it takes a while for us to appreciate them.

The latest update for the Monk class, specifically its enhancement trees, is most useful for the Ninja Spy but leave the Henshin Mystic in a questionably useful state.

One change, however, has compelled me to avoid the use of any unarmed Monk, except in some raids, for the time being. That’s the change of handwraps as extensions of the unarmed Monk into a weapon.

While the quality of the change seems to improve the general damage of the Monk, the change will also make gameplay for early Monks prohibitively expensive, and difficult for some Monks, even epic ones, to compensate. Here’s why.

  1. Early Monks will be often fighting oozes. Before Update 33, handwraps did not suffer greatly from attacking these jelly creatures while other melee fighters had to back off a little to let casters or ranged members in party to eliminate them. Killing oozes also gave the young Monk some opportunity to build up needed ki reserves that dissipate early in their play with lower WIS and Concentration scores. Handwraps now are weapons, and, per the developers, are working as intended, suffering damage from attacking oozes and rust monsters. This is very serious for two reasons. (1) Unarmed fighting is the de facto form of the Monk. Finding handwraps with the Everbright property is nearly impossible with the current loot-generation: The prefix appears completely extinct. That means a young Monk must spend a lot of platinum buying handwraps so they can get through a single quest filled with oozes. (Waterworks has quite a lot of these, for example). Finding inexpensive Everbright handwraps or quarterstaves will be unlikely, especially since now every Monk will need one and the trading economy will naturally make these more expensive. Else, the Monk must nerf their own damage by removing their wraps and fighting bare-handed. In effect, the change forces you to avoid using your one and only weapon as a Monk. (2) Gaining Everbright with the (welcome) update to Cannith Crafting requires you to have moderate skill (250) to make your own bound ones. If you are lucky to know a friend who can create unbound shards for your Everbright weapon,  at 400 skill, you can also gain the right handwraps.
  2. For new Monks, both conditions make fighting more difficult and expensive than it need be. And this issue affect high-end adventurers. Your named handwraps will also suffer damage, and that means you must craft very expensive handwraps not only to for them to survive but also deal sufficient damage. Rust monsters and oozes do appear in flagging quests for Epic and Legendary raids, and powerful, deadly rust monsters do appear in one Legendary raid. That leaves Epic players to fight with much weaker weaponry, or none at all to preserve their handwraps during a long raid, dealing less damage to the enemy and likely jeopardizing themselves and party.

So, for now, it’s hard for me to recommend anyone to choose the class unless you are going for some non-unarmed variant. Even then, bows and shuriken cannot break down some walls and doors to progress, so every Monk carries handwraps or kamas, at the least, to knock these down.

In reply to a thread I posted on this, developer Steelstar noted that the durability of handwraps were significantly boosted to help this working-as-intended design. However, in tests I’ve done, difficult oozes will destroy most of the durability even in a brief fight. And there’s always someone in party that has only slashing weapons that make more oozes as they break apart, leaving everybody with more to fight.

Steelstar also noted that they’ll be looking into the situation on when or if they can improve this matter.

I’m normally patient and don’t inherently blame the devs–they always have a difficult job in pleasing the player and encouraging them to play and, in turn, spend their money and time to do so.

But the Monk class is a different breed. If the Monk were a class that could be earned by favor, the challenge of it becoming more expensive and time-consuming to equip and fight oozes would be offset a little. But players already spend real money to get the class. To play now in certain quests will damage equipment so badly, with far fewer options than other classes with the same issues, that I can’t really recommend buying the class until Everbright handwraps for young Monks are provided at low cost and early on, and in Free-to-Play content, just so they can get through the early levels.

Intermediate Heroic and Epic level Monks also shouldn’t require Cannith Crafting levels to get at least one named pair of handwraps with Everbright properties just to get rid of the monsters. The items needn’t be particularly powerful at all–just durable. Finishing moves and technique can go a long way from there.

We Monks don’t want to spend our time right now improving our crafting levels just to play, much less avoiding spending lots of platinum in repair costs. Besides, how could a Monk improve his crafting levels if questing requires getting loot to break down, and to get to that, you might fight monsters that dramatically destroy your equipment?

For now, my unarmed Monks are retired to rest in the dojo, relieved of most work until my crafting level improves to make Everbright handwraps for them and others I encounter.

Update 33: The Promised Land

I did get Lammania up earlier in the week to explore the changes for the Monk class with Update 33. I played around with copies of my Zen Archer, Poison Master and Shintao. Things looked promising for the very brief time I was able to play there.

Now that the official release notes are up as the game is updating today, I realized I missed some little bits of information from my last post that should make most Monks in general rather happy. Listed from awesome to meh:

  • In all three trees, Elemental Ki strikes have been changed. Eagle Claw Attack now applies four stacks, and stacks to 15. Knock on the Sky reduces enemy physical damage by 4% per stack. Unbalancing Strike is now +3[w].

I use Unbalancing Strike (counted as a Water move) often with the Poison Master to quickly charge up Freezing the Lifeblood paralyzing move. Doesn’t look like Fists of Iron has changed from its +3[W] damage, +1 critical threat range, and +1 Critical Damage Multiplier.

  • The Fire finisher Breath of the Fire Dragon now scales with 2x Melee Power.

This change will certainly help in damage against Plant and ice-based enemies.

  • Each Ninjutsu ability in Ninja Spy now also grants +1 to hit and damage with weapons other than a quarterstaff or handwraps when centered.

A welcome change for my Poison Master and for the stealth-master Kiricletica. Kiri’s still around but my Zen craze has been keeping my attention. I’ll update you on her progress with these new changes and perhaps put Kiri through more solo stealth work with newer content.

  • Iron Skin now works regardless of your chosen stance.
  • Iron Skin’s third rank now grants +20 PRR when centered.

Last night I was playing with Lynncletica’s PRR just before another Deathwyrm. She generally sat around 139. Then I added in a Legendary Planar Compass, then Twisted in the Grandmaster of Flowers Standing with Stone for 15 additional and Primal Avatar’s Ephemeral Evolution for up to 15 more when attacked. As I completed that change, my Legendary feat Scion of Limbo moved to give me another 30 PRR. And then I added in the Antipode/Planar Conflux 15 PRR bonus.

I had around 177 PRR for a hot minute.The update to Iron Skin will make things more hot.

  • Grandmaster of Flowers now grants handwrap proficiency in its first Core Ability.

Might have mentioned this one, but it’s still great. Gives our non-Monks something to look forward to doing as they level up that destiny.

  • Fury Eternal and Unbridled Fury now explicitly say they work with ranged weapons.

The monkchers are vindicated.

When I used Unbridled Fury one time with Pynthetica in a “Defiler of the Just” run against the end-boss, my reaction to the immense DPS boost was not too different from Egon using his proton thrower for the first time in Ghostbusters: Complete amazement.

egon_gb1

  • Handwraps have gained +10 Hardness and +80 Maximum Durability.

Since handwraps are weapons now, does this mean that they also become damaged from oozes and rust monsters? Let’s hope not. Handwraps should have an inherent Everbright property. We shouldn’t lose, as parties or individual Monks, a way to remove oozes through a melee fighter. Monks can’t equip Muckbane clubs without becoming uncentered, and quarterstaves are nearly worthless in the hands of anyone but a Mystic.

UPDATE: In very early play in Update 33 live, I entered “Creeping Death,” where oozes abound. My wraps are suffering tremendous damage. I’ve reported this as a bug already. This is unacceptable as I haven’t any other “weapons” to use as a Shintao and there are absolutely no “Everbright” handwraps as that would’ve been unnecessary pre-Update 33.

SECOND UPDATE: Cordovan’s response in a thread I opened reporting this states this change is working as intended. New players are going to get screwed for repair costs as oozes are plentiful in early content. Everbright handwraps haven’t dropped for ages with various loot prefix/suffix changes. And you’ll need at least 250 bound/400 unbound skill to craft Everbright handwraps. I normally roll with the punches (no pun intended) with game changes that are challenging, but this one makes so little sense I will not be surprised that fewer Monks appear.

  • Stunning Fist now specifically requires Handwraps to use.

Is this “problem” still going on? If you aren’t a Monk, you should be using Stunning Blow or, better, Shield Bash. I’ve seen one friend shield-bash about as fast as I could use Stunning Fist, and it was most impressive.

  • Planar Shards, Outsider Tokens, and Draconic Runes now properly go into bags.

Totally not specific to Monks, but yay, more storage space freed up.

  • Demon Assault no longer respawns enemies after the end chest is opened.

That’s welcome. In that quest, the reavers and renders were almost impossible to manage while you’re trying to loot, assess and trade items from the chest.

  • Six new Deity options are available for Clerics, Paladins, and Favored Souls at their first level. These are analogous to the existing Deity feats and abilities.

Again, not Monk-related. But I’m fond of this change because of my long love of the D&D based Neverwinter Nights games. There, your clerics got a lot of extra bonuses with their deity alignments. Further, if you’re going to have clerics and other divine fighters in the game, leaving out these elements seemed to make gameplay rather odd in terms of roleplay, especially since many NPCs had deity alignments.

  • Festivult Abishai Cookies work as a set again.

That explains my abortive attempt to use the five cookies with Paracleta for a stacking +4 to WIS while running a Legendary Elite Tempest’s Spine. I’ll be running lots of stuff to get more of these cookies in the future.

  • Critical Multiplier bonuses now work on Thrown weapons.

That bug keeps being fixed and broken over several updates. My old Shuricannon relies on better modifiers for higher damage, so this is welcome. However, conversations on the forums suggest this isn’t the complete fix.

  • Monk’s Moment of Clarity finishing move feat tooltip now properly states that it is a stacking bonus, rather than an Insight bonus.

Hardly relevant since you’d have to be a Mystic (where the only Void attack exists to activate the finisher) to use it. I mentioned this last time because there’s no reason I know not to have a simple Void Strike feat added back into the game for non-Mystics to use this finisher and its dark version once more.

I will try to forget what I’ve known about the Mystic and give it another try soon. I’ve learned more on defense options and the game has evolved significantly over several updates to provide options I hadn’t had available when the first Mystics arrived.

 

 

Keeping Shadow at Bay

Hours after the last post on preparing for Lynncletica’s first epic raid tanking, I remembered at the last minute that a raid was scheduled that same day.

I made the decision to move the Little Mountain to hold back the Sibilant Shade, Aurgoloroasa, in “Temple of the Deathwyrm.”

The most-excellent raid group, formed from several different guilds, met for their twice-weekly run into Thunderholme. To survive trying to tank the dragon, I needed one thing: Level 27. With sufficient work on my destinies that wouldn’t jeopardize future XP too much, I leveled up, added Epic Damage Reduction for 10 PRR more, and pulled the level 27 Guardian’s Cloak from my reincarnation cache for desperately-needed DR against slash and pierce damage.

In Unyielding Sentinel destiny, I checked my gear and looked at my twists. With 3 fate points available, I upgraded the second slot and added Fury of the Wild’s Damage Reduction for 6 PRR more.

I hoped to wear the Epic Mentau’s Goggles for Ghostly through the raid. However. the dragon’s occasionally deadly breath attack debuffs Death Ward, leaving you vulnerable to excessive negative energy damage without Deathblock. Unable to upgrade a slot in time for the raid for an inexpensive yellow augment, it was back to wearing some Green Steel goggles I’ve trusted for this.

The raid was smooth and uneventful and fast as we made our way to the top, fortunately avoiding the taxing Jump and Red Light/Green Light intermediate rooms for the Trap and Tower Combat rooms.

Then the moment of truth came. I checked both my Intimidate and Concentration skills. Ki Shout would be my more dominant intimidate but I added the Intimidate button to my toolbar just in case. I learned later, not surprisingly, that they share cooldowns like Ten Thousand Stars and Manyshot.

With a quick check of my defense/healing gear, off I went.

lynn-dw1.jpg

My plan was simple and similar to any tanks before me: Intimidate by either skill and keep striking the dragon. As a Monk, I wanted to build ki for Healing Ki when needed, use Rejuvenation Cocoon if Healing Ki becomes interrupted. In short, I’m continually healing as I fight, so as not to require a dedicated healer.

Things have gotten wild in other DW runs, especially if the tank loses control or the crowd controlling party that manages the Kuldjarghs and respawns become overwhelmed. I needed to be as self-sufficient as possible, and Lynn’s training and gear did not disappoint. Thankfully, Aurgoloroasa hasn’t any other special attacks, and as a Shintao Monk, I had a few special protections to help against undead even as powerful as her.

I would like to see if the Shock and Awe effect that dragons throw out can be offset by the Monk’s anti-stun finisher, Grasp the Earth Dragon. I hadn’t time to throw a buff for it at the time. (A later run showed that the buff is ineffective.) Shock and Awe slowed me most of time, naturally, since this is a big freakin’ angry undead shadow dragon.

One thing I learned quickly to do once the dragon started knocking me down (Stand Against the Tide’s secondary ability that prevents knockdown, Steadfast, doesn’t work against all knockdown types) was first to move to Unbreakable stance for PRR and then do something Monks don’t think of doing often: Block.

lynn-dw2.jpg

Even without a shield, a simple block seemed to prohibit knockdown (although the wiki does not note this), wards off some attack types and, thus reduce the damage I received. Once I had my HP restored, I turtled up for a bit, struck to gain back some ki, and blocked again.

Once or twice, the dragon’s successive attacks knocked me down and left me with just one-quarter health. The feat Guardian Angel kicked on for emergency PRR but I hadn’t time to look at that, of course. A single quick Cocoon restored my HP bar, thanks to 220 healing amplification. The healing curse also pulled 4 or 8 HP per strike.

The secondary worry was losing aggro. This was an accomplished raid team that knew when to attack the dragon to lower her HP in order for her to spawn Shadows to kill for portals used to enter the shadow side for phylactery destruction. But too much damage by the group and I could lose the dragon’s attention. Thankfully my threat level was sufficient. Only once did I need to rein her back in.

The great thing was that I tanked it well, defended well against the damage, healed myself most of the time, and could move her around enough to help complete the raid.

Now, the group decided just for Epic Hard that night, having suffered a brutal Epic Elite completion days before due to game issues.

Tanking was most triumphant.

A few days later we tried Elite “Fire on Thunder Peak.” I was tanking the “fat” dragon quite well. Things, however, went very pear-shaped after the two purple-named magma elementals were killed. Our teams were in poor alignment for more trash and the dragon’s attacks increased (as expected), leaving me more vulnerable. We abandoned our Epic Elite run and returned to curb-stomp things on Hard.

But, in my opinion, no more vulnerable than any other tank. I’ve seen heavily armored guys die easier than I did.  As a Shintao, my general defenses are good, and I have room for a bit more with some item farming and creative use of twists. Lesser Displacement. Another 30 PRR. Healing amp so strong I can heal 600 HP with Healing Ki.

Since then, Lynncletica has reached level 30, choosing Elusive TargetOverwhelming Critical and Dire Charge to complete the feats to 29. For the Legendary feat, I chose something new for me: Scion of Limbo. I’m used to one-minute buffs. The advantage here is that Limbo costs me nothing to use and works passively. I can time tactics as buff messages appear.

Filling in some epic destinies for 4 more fate points for twisting Sense Weakness. Not that Lynn has been hurting for damage. At around 50 STR and using the incredible burst damage of the Storm’s Harness handwraps, Lynn has begun to solo Epic Elites to work on her 5,000 favor. Her stunning work is also very strong there: As high as 80 DC for Dire Charge and a 68-70 DC for Stunning Fist. More than sufficient to stun Champion orange-names most times.

For those DCs, I wear level 30 Severlin’s Leaden Boots, a Legendary Animated Rope for +14 Combat Mastery (Enhancement bonus), some Insightful Combat Mastery +6 gloves, and Legendary Tactics from Legendary Dreadnought as a twist. I wear some Wisdom +14 goggles but haven’t any Insightful WIS items equipped just yet. The Storm’s Harness wraps add a +4 Quality Stunning bonus, too. My WIS is rarely above 40. Dire Charge uses your highest ability score, which is either STR or CON, both often in the 50s.

If I’m going to continue tanking shadow dragons, however, I need the negative energy absorbing powers of the Belt of Thoughtful Remembrance. I should have one, but farming for it shouldn’t be too hard.

Update 33 Testing

The DDO forums are abuzz with player comments and a few replies from the devs on the expected changes.

Given the magnitude of changes, and with a little encouragement from Cordovan, I’ve decided to join in the testing of U33 once it’s live on Lammania.

It’s amazing to me how some much criticism has been generated. I find it amazing because historically, the many functions of the Monk, certainly the most complex of the melee class, don’t seem to be used by many players I’ve seen in my circle. Everyone has a right to comment and aid in the development. I wish I knew more players that seem to actually use the enhancements and feats, attack and defense benefits at the level I’ve tried. Trying and using everything in the class is what my guide and gaming practice is all about.

Not that I’m omniscient to know the hearts and techniques of all players, of course. I’m always concerned how some players miss out on the tactical elements of the class, and think that more attack power or defense is simply the way to go.

But again, I’m oversimplifying other’s motives. I guess I don’t see any serious deficiencies in the class (save the Mystic’s defense and attack speed) that can’t be compensated by strategy.

Since the Book of Syncletica is going to need some significant changes on the update’s release, getting ahead on how the changes work will help update the guide that much sooner.

Can’t wait to begin.

Update 33 Beta: Seen It, Still Working on Believing

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Cordovan was banking on completing Update 33 on Legendary Elite, solo, armed with only a Club of the Holy Flame, when he posted on Twitch TV a preview of the update’s expected changes recently. Teacher Saekee showed another thread with a clearer view of Cordovan’s notes.

They’re all expected live (per Cordovan’s forum update on the matter, not the video) around Wednesday, October 12 on Lammania.

Since I dominantly play the Monk class, I’m sure a few folks want my take on it. I had some early reservations about expected changes. Now that there’s public, official but beta release notes, I can speak up.

The problem is that the changes are rather comprehensive and numerous, so I’ll concentrate on how they affect what builds I have and come back to finer points as they apply.

Changes to my Shintao Monks

Lynncletica and Syncletica will see their handwraps change into a type of Exotic weapon, with 1d6 as their starting damage.

I don’t know if a completely unarmed (that is, not wearing handwraps) Monk still sees damage through their hands in the current way.

Any DR bypassing provided by the enhancements for unarmed Monks will apply through the new handwraps.

It’s not clear to me why this change was made, save for increasing possible damage and to provide the option to make Green Steel handwraps. I find the latter answer a load of malarkey since several quest chains now create handwraps from ingredients, Thunder-Forged handwraps included. Why the Shroud’s building mechanic didn’t follow the same principle has always confused me.

Stances get a few changes. For starters, the +1 critical hit multiplier in the upper Mountain stances move to the Fire Stances. I guess this is logical as Fire Stance increases STR, which is the attack modifier, so greater damage will come from this change. The downside (and a balance I approve) is that higher damage is offset by a reduction in WIS if using Fire Stance. Lynn will still use Mountain Stance as a guardian for its protections but this does invite a new build that punches harder than any other.

Ocean Stance’s Dodge bonuses are enhanced to 3,6.9 and 12%. This change is weird. It’s ridiculously easy to add Dodge to a Monk. I would’ve rather seen increases to all saves in a similar scale.

Wind Stance received no changes to its bonuses to Doublestrike or attack speed or defenses. Syncletica remains a glass cannon.

“Form Ki” moves are mentioned. I presume we’re speaking of the elemental strikes. These attacks are scaled by Melee Power. I’m fond of this as it encourages people to use finishers and elemental attacks, if my presumption is right. Likewise, elemental strikes scale with melee power, and provides me with similar confusion.

And attack-based finishers deliver 1[w] damage. Not bad.

As well, Fists of Light itself delivers 0.5[w], 4d6 Light damage, and overall damage, including Vorpal-calculated strikes, scale with Melee Power. Nice news when bashing skeletons and others more effectively, especially since the Monk’s Bludgeoning damage is resisted by many enemies.

Vorpal Strike now works with handwraps. It wasn’t working before? Thankfully I haven’t bothered to use this feat lately, and there are Vorpal handwraps, anyway.

Some other cool changes: Shining Star, the Otto’s finisher of Earth/Wind/Fire (get it?) will use WIS and not CHA as its modifier. A new build idea just dawned in my head immediately, although this finisher is granted only at level 20. It would’ve been nice if the feat’s minimum level was lowered to 12 or 15. Similarly, the remote stun enhancement Kukan-do will also use WIS and not CHA for it’s DC.

Some great news for Lynn’s healing: Healing Ki now heals 1d4 per Monk level, instead of per 2 levels. 

Lastly, in the “WTF!? You’re Confusing Us!” category is “Moment of Clarity.” The description says that it’s “bonuses now stack (a former Insight bonus).”

What the devs may be forgetting (and have since the initial enhancement change) is there are two Moments of Clarity in-game. The release notes clearly mention the Harper Agent enhancement’s ability to increase tactical and spell DCs by +10 for ten seconds.

The original Moment of Clarity was a granted Monk feat, a finishing move (Light/Void/Light: Bonuses to attack rolls and skill checks to nearby allies). It’s been all but permanently broken ever since the Void Strike feat was removed with the first enhancement pass and placed in a remarkably useless tier 5 enhancement when the Henshin Mystic enhancements arrived years ago. Removing Void Strike also broke the Ninja Spy’s charming finisher, Curse of the Void.

Can we PLEASE get a Lesser Void Strike feat restored to reactivate the Moment of Clarity (and the dark Monk’s Curse of the Void) finishers without having to train a Mystic? Please? It doesn’t have to even cause more than 1 point of Force damage. Just restore that finisher with a simple optional feat, or rip it out of the granted feats. It’s tiresome to see something we cannot use–and, based on the notes, making Mystics will still not be worth it to me to get Void Strike or play them in general (more later).

More Shintao specific changes in their tree begin with +1 to-hit and attack for each trained Elemental Curative. Similarly to changes in the Ninja Spy’s tier 5 Ninjutsu, you no longer need to train all Elemental Curatives to get Rise of the Phoenix, the self-resurrection ability. Switching places with Phoenix is Empty Hand Mastery, which changes from a die damage of 1d6 to 1d8 to a +1 Competence bonus to critical hit modifier and threat range.

The defensive PRR boosting Iron Skin works for any stance. A small win for Wind Stancers like Syncletica and Ocean Stancers like the Zen archers and the Poison Master. Likewise, Violence Begets Violence also works for any stancean additional concession to make the Shintao tree give less favoritism to tanking.

The fourth Shintao core, Touch the Void Dragon, now becomes an untyped stacking bonus to all ability scores, and the final core enhancement, To Seek Perfection, goes from +2 to +4 WIS.

The changes to the Tainted strikes confuse me in terms of role play (the Shintao specialized in damaging any Outsider), but I can live with the adjustments. All abilities that affected Tainted creatures now affect all enemies, including the ability to encase any enemy in jade and debuff anything with Jade Strike, Tomb of Jade and Smite Tainted Creature. The change is like giving Rangers a Favored Enemy range to “everything,” but who am I to judge?

Lastly, Meditation of War’s effects will now become untyped and stack with similar effects.

Changes to the Poison Master, Zen Archer and Bowmaster

The Zen Archer build I put together (as well as her opposite, the Zen Bowmaster) are based in part on elements from the Ninja Spy tree. Of course, the melee Poison Master is wholly ninja.

My largest worry in the rumored enhancements were that the devs would make changes to the one tree that was generally versatile and perfect out of the gate in the first pass. The Zen Archer and the Poison Master are based on some items from teacher Firewall’s original Shuricannon. The Bowmaster has only a “splash” of Ninja Spy for use of its Shadow Veil incorporeality but is primarily a Elven Arcane Archer that really loves a recent enhancement pass update there.

Thankfully, what changes I read for the ninjas seem not only acceptable, but very welcome.

For Ryncletica the sword wielder, the Fists of Darkness’ effects now scale with Melee Power.

There were several incomplete notes about changes to basic finishing moves. Using Cordovan’s notes, I think I can guess what’s to be changed.

The Gathering Storm and Raging Sea finishers has had their WIS DC modifiers raised from 10 + WIS modifier to 15. These aren’t commonly used finishers, even by me.

Replacing the rather underwhelming Crippling Strike enhancement (which did the same  as the Rogue version) in tier 5 Ninja Spy is the new Deadly Striker. With any weapon other than handwraps or quarterstaves, you gain +1 to critical hit modifier range, with kamas and shuriken get double the bonus. Yay for both Shuricannons and Saekee’s hyper-crit-range Forester’s Brush Hook build. (Most of the Ninja Spy changes affect all weapons except the new handwraps and quarterstaves.)

The ninja also gets a tier 2 Action Boost to Melee and Ranged Power. Happiness for all the builds I use, especially the Zen Archer, which is all about Ranged Power.

It kept getting better to be ninja. The first and second core enhancements, Ninja Training and Advanced Ninja Training, now apply to ANY weapon (again, except handwraps and staves) you can use while Centered.

This is BIG for the Zen builds as this means that neither absolutely require the Elf for the Grace enhancement to deliver Dexterity-to-Damage for longbows (but still needs the racial tree for weapon proficiency), and also means you can get these bows working far earlier in the build’s life. I’d still likely recommend Elf for weapon proficiency, the extra training available there to longbow damage, Dragonmarks for Displacement, and Doubleshot. But this changes saves a few Action Points you can reapply in other trees.

And here’s an obscure bonus I see as a benefit of this change. There is a singular named weapon that’s not a kama, shuriken, handwrap, quarterstaff or bow that Monks can wield while staying Centered and without being a Kensei. It’s the Midnight Greetings kukri. Melee ninja such as Ryncletica can use them more effectively since DEX-to-Damage will be activated.

However, the Monk class’s Martial Weapon Proficiency includes only handaxes (something only the Kensei could use right now) by default, so a precious feat must be added for proficiency in this special kukri. While the Heroic weapon isn’t very special, the classic Epic version of the weapon can do some serious work in early Epic lives. Requiring the feat for proficiency may not be worth it, and goodness knows how hard it is to gather the seal, scroll and shard ingredients needed to make any classic Epic crafted item.

Ninja Poison now scales with Melee Power. I’ll really want to see how the Poison Master build will work with this change–it’s all about stacking Poison DoTs. The little-used Poisoned Darts gain more Poison per stack (1d8), but that’s still welcome.

Here’s more. The final core enhancement, Ninja Master, adds +2 DEX and +2 WIS, with +1 Competence bonuses critical hit changed from range to threat modifiers (except for handwraps or staves). I can imagine Saekee just fainted: His Brush Hook build may get a threat range of 10-20 now.

More happiness for the Poison Master, as Poison Exploit’s damage rises to 1d10+10 per Ninja Poison stack.

Also, the Touch of Death negative energy strike scales to 200% Melee Power, and no longer requires you to train the Ninjutsu components to get it. It’s still a tier 5 ability, but for those that don’t care for Ninjutsu, it’s a build option.

Very happy change to Shadow Double. While its stacking Doublestrike bonus was decreased from 100% to 50%, its duration is doubled to 12 seconds, gains 3[W] in damage and has a shorter 20 second cooldown.

And it keeps getting better. Matching the Rogue Assassin tree changes, Stealthy and Faster Sneaking are merged and require 3 AP to fully activate. Also, the melee threat reducing Subtlety will be moved from tier 2 to tier 1, while the Dodge cap, Concentration boosting Ability requires more commitment in Ninja Spy as it moves up to tier 2.

Last but not least, each tier of Ninjutsu is cheaper to activate, with just 1 AP, but also gives +1 to to-hit and damage with all Centered non-handwrap/quarterstaff weapon for each trained enhancement.

I was hoping the Ninja Spy wouldn’t be nerfed. A good thing will actually become better. Yay!

Changes to the Henshin Mystic: Disappointing

For every silver lining in the notes, however, there’s more ominous clouds looming in confusing and contradictory changes for the Henshin Mystic.

The biggest changes to the Mystic is the removal of Spell Power for its damage boost to its Fire and Force damage. Instead, all core enhancements grant a stacking equivalent of Melee Power bonus. This is confusing to me because, of all the Monk classes, the Mystic’s original design was to leverage ki offensively like no other. Instead, the changes simply add in passive offensive boosts to a class that was doing just fine when swinging the staff, but had limited means to weaponize ki when using it.

Here’s a confusing one from the notes, which I must assume is in error. Sounding Staff now gives +2 ki per hit (removing the Implement bonus for Spell Power) and grants the Quick Draw feat. Uh, doesn’t the Quick Draw feat grant increases to rate of fire for ranged and thrown  weapons, not attack speed to the Mystic’s primary weapon, the quarterstaff? Is this feat supposed to augment the Ki Bolt ranged attack, which also gets a boost per Monk level rather than every two levels?

(Update: Teacher Ziindarax, a member of the Player’s Council, corrected me on a mistake in the Ninja Spy tier 5 and noted the logic of Quick Draw. “Quick Draw does benefit weapons, but it’s also being buffed so that you can actually attack faster after casting a spell or spell-like ability. Presumably, this would mean (for example) that if you had a warlock that used the Eldritch Burst or Spirit Blast abilities, and then tried to use a regular attack immediately afterwards, you would not suffer that irritating delay between the SLA and your regular melee/ranged attack. Instead, you get to attack instantly. Just to answer the question posed in your article as to how Quick Draw would benefit a Henshin Mystic.”)

The last core enhancement, Serenity, no longer gives Spell Power-related effects, goes to +4 WIS and adds +25 Melee Power.

Still trying to make the old original Ninja Spy enhancements useful, each Elemental Word gains 2{W} and +2 stacks to Vulnerability per hit. I guess the Melee Power bonuses to the elemental ki strikes used here might make for some great boosts to total damage.

Also, Void Strike remains at tier 5, virtually inaccessible to any other Monk, but gains 3[W] and its Force damage scales to Melee Power.

Some AP reductions to Mystic Training and Embrace the Void (not “Voice” as shown in the notes), requiring 1 AP to train. Also, the damage bonuses to Focus stack with other sources.

Lastly, the complicated Every Light Casts a Shadow enhancement now delivers 1d2 negative levels immediately on-hit to surrounding enemies, and 1d4 to the target.

That’s it for the Mystic. No attack speed or defense improvements.Spell Power-based attacks such as Incinerating Wave and  Cauldron of Flame aren’t mentioned in terms of what damage they create since the Spell Power boosts are being ripped out of the tree. Worthless enhancements like Negotiator and Mystic Training still remain. And you’ll still need to splash a Rogue to gain attack speed bonuses or (cheaper) Shintao abilities for defense.

I loved the potential of the Mystic’s attack power (and gushed about it here long ago) but it still lacks highly important defenses as it generates a terrible amount of aggro and cannot withstand such damage as Shintao Monks can do. I don’t see myself returning or recommending the Mystic unless there’s a way to improve defense and attack speed without multiclassing or using excessive AP in other Monk trees.

Until then, my two Mystics remain bank characters.

What Do You Think?

If you could make suggestions to the devs (and I dare say you should try), what would you ask them to adjust for these proposed adjustments to the Monk enhancements?

While the Shintao changes are good, and the Ninja Spy unbelievably improved, the Mystic’s adjustment make little sense other than improving its “El Kabong” mentality and further distancing its potential ability to wield ki for greater offense, defense or speed.

Fire away in the comments here.

 

Monastic Tanking

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I’ve been enjoying opportunities to run many raids, some I’ve rarely or never run before, such as “The Mark of Death” and “The Master Artificer.” I think, now, that the only raid I have never participated (primarily because of my disdain of the quest series needed to gather sigil, shield and frame ingredients) is “Accursed Ascension.”

But “Mark of Death” isn’t my favorite raid, anyway, so I’m sure “Ascension” won’t be a loss. I’ll still try to flag for it when an opportunity arises.

Ninety nine percent of my raids are as a DPS character, be it with the fortification-bypassing steady-hitting archery of Pynthetica, the crowd-controlling mass-destruction from the bow of Paracleta, or the poisonous shortsword damage of Ryncletica.

But one matter is common in many raids. The need for a tank, a character that can keep a central boss target busy while the rest of the party can remove trash and complete other related objectives necessary to eventually slay said bosses. Surprisingly, I’ve watched many a non-Fighter or non-Paladin accomplish this role in the Thunderholme raids.

I’ve mentioned, long ago, my work to align Lynncletica to become a tank. Nearing level 20, I’m closer to beginning my work to help out in epic raids.

But I know the character’s behavior in gameplay is just as important as the build to ensure that enemies pay attention to you and not the rest of the party.

The general article on the Tank on the DDO Wiki was helpful.

According to the article, a tank has to have central characteristics to be successful:

  • Health
  • Healing amplification
  • Armor Class
  • Saves
  • Damage Reduction
  • Intimidation (active and passive)
  • Balance
  • Weapons and items that increase Threat
  • Enhancements and other boosts

Health

Lynn’s HP gain per level as a Monk is only 75% of other melee tanks, requiring me to take the Toughness feat a few times and take Constitution enhancements from enhancements or Epic Destinies anywhere I can. My goal is to get Lynn to at least 1,000 HP this time around. That may seem low for a tank but as a Monk, Lynn has some special damage reduction abilities that others haven’t, such as miss-chance effects.

Unyielding Sentinel will likely be the default epic destiny, aiding not only in HP but threat and protection.

Damage Absorption

With recent changes, Lynn’s epic PRR should reach 100 or above. I was able to get Pynthetica’s PRR between 60 to 80 PRR with gear as an archer, so a Monk designed to tank should be able to improve that number. Like the miss-chance effects on Pyn, I have a lot of studying ahead of me to stack all available sources.

Healing amplification

At level 19, with a Shamanic Fetish in place, all Improved Recovery enhancements trained and with only one core enhancement left in the Shintao tree, Lynn’s Healing Ki can restore as much as 200 HP every 10 seconds. At around 490 HP, that’s helpful. This will improve with buffs and an epic Shamanic Fetish later in epic play. Healing amp gear also will play important roles, even items to add to my cross-class Heal skill.

Lynn might see 250-300 HP bursts from Healing Ki, with healing shield vampiric HP of 6-8 HP per strike probable. Self-healing is Lynn’s strongest quality.

Armor Class

Lynn’s AC is aided by Combat Expertise and the Monk’s Grandmaster of Mountains stance to boost total AC by 30%. All I must do I maximize the numbers through items to get that bonus. Around 150 to 200 AC is a suitable goal, but this will require a lot of item juggling and augment gems to boost Deflection and Natural Armor bonuses. Lynn’s DEX is lower so items to boost it and WIS for more AC will be critical.

Monks can’t use shields. But I can gain Shield bonuses from one item: A Flawless White Dragonscale Robe. I have a Flawless White helm, too, to get the HP artifact bonus. This set may be helpful over Shadowscale outfits until I can equip the Outfit of the Celestial Guardian, still the best armor I think you can find for any Monk by level 28.

Saves

Lynn’s saves are better than many tanks but weaker in one area, and that’s Reflex. Thankfully, perhaps a +5 or +6 tome in combination with enhancements to get DEX and its Reflex save higher. Fortitude and Will saves will be superior, thanks to high STR and WIS.

Damage Reduction

I mentioned improving Lynn’s miss-chance numbers to help avoid damage. Monks gain DR 20/Epic at level 20. The epic Guardian’s Cloak from Wheloon is a popular item I use on all my epic characters, with additional DR help.

Intimidate

So I’ve practiced my protection skills against charging mobs using weaker-than-normal hirelings, clerics, typically. The central ability is Ki Shout, an Intimidate-like ability that uses a Shintao Monk’s Concentration skill as the Intimidate number.

Ki Shout works quite well and I’m able to keep my clerics from getting slaughtered despite the light spells they spam to tick off enemies.

But there’s also the passive Threat generation needed. Grandmaster of Mountains adds 200% additional Threat. I’m currently wearing the Fabricator’s Bracers with its sister gauntlets for 20% more. Epic destinies can help here later as I grow.

Balance

Lynn has a high Balance to get her back on her feet if knocked down. Items can help here as required. Again, Unyielding Sentinel could help here with Standing Against the Tide core destinies and supporting effects. To mitigate damage if knocked down is the Shintao enhancement Instinctive Defense to ward off up to 25% damage if helpless. Blocking while down is important, too.

Weapons

Handwraps are Lynncletica’s central weapon but she holds on to some Metalline aligned kamas to add slashing damage, as well as a Snowstar to lure enemies closer. I’m looking forward to using some of the recent new wraps such as Storm’s Harness.

Gameplay

Tanking only works when a party wants one around. Some parties will have players that just zerg ahead and gather aggro like there’s no tomorrow. By the time you’re able to aid in rescue, the player has either zapped most of what would have killed him or has died.

Or I’ll aggro a group and find out I’m over my head. Most of the time, Lynn holds to her Little Mountain title, enduring and outlasting many enemies. But champions and Legendary levels are game-changing. I’m totally pessimistic that even a fully-trained and equipped Lynncletica will survive a sword blow from Sor’jek atop the mountain summit in Legendary Tempest’s Spine, after I’ve watched so many others that have died to that attack.

But maybe others have missed something. Maybe I’ll find that something.

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