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  1. #1

    Default U19 Kensei: Centered Cleaver

    Summary:
    Fantastic THF damage
    Decent self-healing melee
    Superb damage avoidance
    Good damage mitigation

    There are two variations of this build, based on the past life you prefer. The efficacy of the build does not change with your choice:

    Fighter past life: 9 Fighter/9 Monk/2 Druid
    Monk past life: 10 Monk/8 Fighter/2 Druid

    Here's the benefit breakdown:
    Fighter 8: Kensei increased crit range, any melee weapon as a ki weapon
    Monk 9: 15% movement speed, Improved Evasion, access to Ninja Spy and Shintao enhancements
    Druid 2: 5-min Ram's Might, Magical Training feat, access to Empower Healing Spell feat, access to Nature's Warrior enhancements

    I personally want a monk past life, so here's the breakdown for that version:

    Human 10 Monk/8 Fighter/2 Druid:
    1 Monk 1 (Human: Dodge, Monk: Power Attack, Level: Cleave)
    Skills: Balance 4, Concentration 2, Swim 1, Tumble 1, Spot 1, Move Silently 1, Heal 2, UMD 1
    2 Monk 2 (Monk: THF)
    Skills: Balance 1, UMD 1.5
    3 Druid 1 (Level: Mobility)
    Skills: Heal 4
    4 Monk 3
    Skills: Balance 2, UMD 0.5, Heal 0.5
    5 Monk 4
    Skills: Balance 1, Concentration 1, UMD 0.5, Heal 0.5
    6 Monk 5 (Level: Weapon Focus)
    Skills: Balance 1, Concentration 1, UMD 0.5, Heal 0.5
    7 Monk 6 (Monk: Deflect Arrows)
    Skills: Balance 1, Concentration 1, UMD 0.5, Heal 1
    8 Monk 7
    Skills: Balance 1, Concentration 1, UMD 0.5, Heal 1
    9 Monk 8 (Level: Great Cleave)
    Skills: Balance 1, Concentration 1, UMD 0.5, Heal 1
    10 Fighter 1 (Fighter: ITHF)
    Skills: Jump 1, UMD 0.5, Heal 0.5
    11 Fighter 2 (Fighter: Improved Critical: Slashing)
    Skills: Balance 0.5, UMD 0.5, Heal 0.5
    12 Fighter 3 (Level: Master of Forms)
    Skills: UMD 0.5, Heal 1
    13 Fighter 4 (Fighter: Weapon Specialization)
    Skills: UMD 0.5, Heal 1
    14 Fighter 5
    Skills: UMD 0.5, Heal 1
    15 Fighter 6 (Fighter: GTHF, Level: Empower Healing Spell)
    Skills: Balance 1, UMD 0.5, Heal 0.5
    16 Fighter 7
    Skills: Balance 0.5, UMD 1, Heal 0.5
    17 Fighter 8 (Fighter: Greater Weapon Focus)
    Skills: Balance 1, UMD 0.5, Heal 0.5
    18 Monk 9 (Level: Grandmaster of Forms)
    Skills: Balance 5, UMD 0.5
    19 Druid 2
    Skills: Heal 6
    20 Monk 10 <-- Swap for Fighter if you want a Fighter past life
    Skills: Heal 1, Balance 3, UMD 0.5
    21 Overwhelming Critical
    24 Toughness
    26 ED: Perfect THF
    27 Epic Damage Reduction
    28 ED: Toughness

    Kensei (33)
    1 Kensei Focus
    6 Extra Action Boost III
    2 Kensei Weapon Specialization I
    1 Spiritual Bond
    1 Strike With No Thought
    3 Haste Boost III
    2 Kensei Weapon Specialization II
    6 Improved Dodge III
    2 Weapon Meditation I
    1 Shattering Strike I
    2 Kensei Weapon Specialization III
    2 Kensei Weapon Specialization IV
    1 Reed in the Wind (filler)
    1 Keen Edge
    1 Deadly Strike
    1 One with The Blade

    Ninja Spy (11)
    1 Ninja Training I
    3 Acrobatic III
    2 Sneak Attack Training I
    1 Ninja Training II
    2 Fists of Iron
    1 Agility I
    1 Shadow Veil

    Shintao (11)
    1 Bastion of Purity
    2 Ki Shout (filler)
    2 Exemplar II (filler)
    1 Protection from Tainted Creatures
    4 Iron Skin II
    1 Iron Hand

    Human (17)
    1 Damage Boost
    2 Constitution
    2 Improved Recovery I
    1 Dont Count Me Out I
    4 Action Surge: Constitution II
    2 Improved Recovery II
    1 Defense Boost
    2 Strength
    2 Improved Recovery III

    Nature's Warrior (8)
    1 Nature's Warrior
    3 Athletic III (filler)
    1 Shifting Rake I (filler)
    3 Action Boost: Double Strike

    Legendary Dreadnought
    1: Strength (2), Extra Action Boost II (2)
    2: Strength (2), Improved Power Attack (2), Momentum Swing (3)
    3: Haste Boost III (3), Lay Waste (2)
    4: None
    5: Advancing Blows (2), Devastating Critical (2)
    6: Master's Blitz (2), Headman's Chop (2)

    Twists:
    Standing with Stone
    A Dance with Flowers
    Rejuvenation Cocoon

    PRR:
    10 Epic Damage Reduction feat
    15 Artifact (Planar Prowess)
    16 Enhancement (augment)
    15 Grandmaster Earth stance
    15 Standing in Stone
    10 Iron Skin
    -----
    81 PRR = 36.2% damage reduction
    10 Human: Defense Boost
    03 Don't Count Me Out I (below 50% HP)
    -----
    94 PRR = 39.7% damage reduction (situational)

    Dodge:
    08 item
    06 Monk
    03 Dodge feat
    02 Mobility feat
    03 Acrobatic (Ninja Spy)
    03 Improved Dodge (Kensei)
    ----
    25% Dodge

    Healing Amp:
    30% Human
    05% Paladin past life
    15% Shintao
    30% Gear
    10% Ship
    ----
    = 224% Healing Amp

    Positive Spell Power:
    114 Ruby of Devotion augment
    075 Empower Heal Spell
    046 Heal skill
    024 Implement bonus
    030 Shintao
    ------
    289
    024 (Delta for new ML28 138 Ruby of Devotion augment)
    015 Heal skill augment
    -----
    328 Positive Spell Power for Rejuv Cocoon with U19 augments

    Doublestrike:
    03 Artifact (Flawless Black Dragon set)
    06 Item (Clever)
    01 Strike with No Thought (Kensei)
    ---
    10% Doublestrike (passive)

    This build has 10 uses of LD 30% Haste Boost, Kensei 30% Haste Boost and Nature's Warrior 30% Double Strike. That's 10 continuous minutes of +30% additional damage, which is plenty of go-go juice between shrines.

    Gear:
    Weapon: Clever, Hewer of Suffering (Red Augment: 114 Positive Spell Power)
    Quiver: EE Quiver of Poison
    Trinket: Planar Focus of Prowess of +3 STR
    Belt: EE Girdle of Giants' Brawn (green: 35 HP, yellow: +2 insightful CON)
    Bracer: 30% healing amp of Superior Parrying
    Gloves: EE Nether Grasps
    Chest: Black Dragon (blue: Good Luck)
    Hat: EE Black Dragon +8 CON (green: 14 PRR, yellow: +1 exceptional all stats)
    Goggles: EE Dream Visor (yellow: 20 Vitality)
    Back: Adamantine Cloak of the Wolf
    Feet: Kundarak Delving Boots (needed when soloing, or no FoM in a group)
    Neck: EE Jorgundal's Collar (Green: <empty>, Yellow: Draconic Soul Gem)
    Ring1: EE Ring of the Djinn
    Ring2: Ancient Band (heavy fort, +7 resist)

    The above is the pre-U19 gear list. With U19 gear that's been revealed so far, these are possible changes:

    Ring2: EE Consuming Darkness (Seeker 12, Combat Mastery +5, Green Slot: Heavy Fort)
    Bracer: EE Bracers of Twisting Shade (+7 resist, +5 exceptional Seeker, Blurry)
    Gloves: PDK (30% healing amp, +2 Insightful CON)
    Belt: Skullduggery Kit (10% Dodge permutation, Green Slot: 35 HP)
    Back: EE Jeweled Cloak (Green Slot: ??, Yellow Slot: +8 STR)

    Net change: +2% Dodge, +10 all elemental resists, +green slot, +6 balance, 25 spell absorb, +2 seeker, +5 Combat Mastery, -4 Insightful Saves, -Diversion, -2 Profane STR. The +2% Dodge allows swapping Mobility feat for Toughness, or reallocating Ninja Spy AP to increase Dodge cap by 2%.

    Stats:
    STR 18 (16 points) + 5 tome + 8 item + 3 insightful + 1 exceptional + 2 yugo + 2 ship + 6 level ups + 2 ED + 2 Ram's Might + 1 human + 2 Profane = 52
    DEX 14 (6 points) + 4 tome + 1 exceptional + 2 ship - 2 stance = 19
    CON 17 (13 points) + 4 tome + 8 item + 2 insightful + 1 exceptional + 4 stance + 2 ship + 2 yugo + 1 racial + 1 level up + 2 Action Surge = 44
    INT 8 + 4 tome + 1 exceptional + 2 ship = 15
    WIS 9 (1 points) + 4 tome + 1 exceptional + 2 ship = 16
    CHA 8 + 4 tome + 1 exceptional + 2 ship = 15

    Note: Stats are calculated without Rage effects. There's no room to twist Primal Scream, and potions have too short of a duration for my taste. So if you have a source of Rage from someone else in the group, consider it a bonus instead of a must have.

    Weapon Profile: Cleaver, Hewer of Suffering
    045 3.0[2d8] base + 1.5 A Dance with Flowers + 0.5 Improved Power Attack
    031 STR bonus
    010 Power Attack
    005 Visor
    004 Conflux
    006 Kensei
    008 Enchantment
    002 Ram's Might
    002 Weapon Specialization
    ----
    113 Average base damage
    005 Advancing Blows
    003 Battle Meditation (3 Kensei Core Abilities)
    -----
    121 average base damage (situational)
    Crit Profile: 17-18/x3, 19-20/x7

    HP:
    025 Heroic Durability
    015 Improved Heroic Durability
    010 Draconic Vitality
    080 Monk 10
    080 Fighter 8
    016 Druid 2
    080 Epic
    020 Vitality item
    035 False Life item
    060 Toughness feat x2
    050 Legendary Dreadnaught
    020 Yugoloth HP portion
    476 +17 CON bonus
    008 Nature's Warrior
    ----
    975
    020 Barbarian Past Life x2 (optional)
    ----
    995

    F/R/W Saves:
    03/00/03 Druid 2
    07/07/07 Monk 10
    06/02/02 Fighter 8
    04/04/04 Epic 8
    17/04/03 CON/DEX/WIS bonus
    01/01/01 Competence (Eldritch Ritual)
    04/04/04 Morale (Greater Heroism)
    02/02/02 Luck (Augment)
    04/04/04 Insightful (Superior Parrying)
    07/07/07 Resistance (augment)
    01/01/01 Sacred (Blessing of the Three Dragons)
    00/01/00 Agility (Ninja Spy)
    00/00/-4 Yugoloth STR drawback
    -----------
    54/37/34
    00/00/02 Monk Still Mind (vs. enchantments)
    -----------
    54/37/36 (circumstantial)

    With Improved Evasion, just accept that you're going to always take half-damage from spell damage.

    Kundarak Delving Boots address the biggest pitfall against casters: Hold Person. You're still susceptible to Command, but there's not alot of that in Shadowfell content.

    Skills:
    45 Balance = 23 ranks + 8 epic + 4 Morale (Greater Heroism) + 2 Luck (Augment) + 1 Profane (Elite Spider Cult Mask) + 4 DEX bonus + 3 Acrobatic + 3 Athletic

    40 Concentration = 7 Ranks + 8 epic + 4 Morale (Greater Heroism) + 2 Luck (Augment) + 1 Profane (Elite Spider Cult Mask) + 17 CON bonus + 1 Agility

    46 Heal = 23 ranks + 8 epic + 4 Morale (Greater Heroism) + 2 Luck (Augment) + 1 Profane (Elite Spider Cult Mask) + 3 WIS bonus + 3 tome + 2 Exemplar

    43 Jump = 1 rank + 8 epic + 4 Morale (Greater Heroism) + 2 Luck (Augment) + 1 Profane (Elite Spider Cult Mask) + 21 STR bonus + 3 Acrobatic + 3 Athletic

    30 Move Silently = 1 ranks + 8 epic + 4 Morale (Greater Heroism) + 2 Luck (Augment) + 1 Profane (Elite Spider Cult Mask) + 4 DEX bonus + 5 Competence (boots) + 5 Enhancement (Pass Without Trace)

    51 Swim = 1 rank + 8 epic + 4 Morale (Greater Heroism) + 2 Luck (Augment) + 1 Profane (Elite Spider Cult Mask) + 21 STR bonus + 3 Athletic + 11 Enhancement (Merfolk's Blessing)

    39 Spot = 1 rank + 8 epic + 4 Morale (Greater Heroism) + 2 Luck (Augment) + 1 Profane (Elite Spider Cult Mask) + 3 WIS bonus + 20 item

    23 Tumble = 1 rank + 8 epic + 4 Morale (Greater Heroism) + 2 Luck (Augment) + 1 Profane (Elite Spider Cult Mask) + 4 DEX bonus + 3 Acrobatic

    28 UMD = 11 ranks + 8 epic + 4 Morale (Greater Heroism) + 2 Luck (Augment) + 1 Profane (Elite Spider Cult Mask) + 2 CHA bonus

    Feedback welcome.
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  2. #2
    Community Member Deathdefy's Avatar
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    1) That's a lot of damage.

    Quote Originally Posted by Carpone View Post
    Summary:
    Kundarak Delving Boots address the biggest pitfall against casters: Hold Person. You're still susceptible to Command, but there's not alot of that in Shadowfell content.
    2) Doesn't a boring ol' prot from evil clickie (5 mins a pop/charge now) stop command?
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  3. #3
    Community Member Ellihor's Avatar
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    Default

    So, now thf chain beter than manyshot again?

  4. #4
    Community Member MagicalDad's Avatar
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    Thumbs up

    Quote Originally Posted by Carpone View Post
    Human 10 Monk/8 Fighter/2 Druid:

    ... awesome build removed for space ...
    So, I am liking all this does, but ... Instead of starting with a 36pt build with +5 tomes, I'm looking at a 34 pt Dwarf with +4 physical tomes and +3 mental tomes and single Barbarian PL. His current Stalwart build is terrible. So, can I still attempt this build? I would be down:

    * two stat points (easy to drop 1 STR if needed),
    * 1 feat (is Deflect Arrows really needed? I can use that slot for something I need)
    * 1 skill point / level (is Heal *that* essential? I love the idea of decent UMD, but doing w/o it right now ... where is my Intimidate?)

    I am also thinking I would miss tactical feats - I currently have Imp Sunder, Stunning Blow and Imp. Trip. I guess dead crowds are pretty well controlled, but concerned about incoming damage.

    I love the idea of your build, just want to see what I could give up to work in my personal preferences.
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  5. #5

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    Quote Originally Posted by MagicalDad View Post
    So, I am liking all this does, but ... Instead of starting with a 36pt build with +5 tomes, I'm looking at a 34 pt Dwarf with +4 physical tomes and +3 mental tomes and single Barbarian PL. His current Stalwart build is terrible. So, can I still attempt this build? I would be down:

    * two stat points (easy to drop 1 STR if needed),
    * 1 feat (is Deflect Arrows really needed? I can use that slot for something I need)
    * 1 skill point / level (is Heal *that* essential? I love the idea of decent UMD, but doing w/o it right now ... where is my Intimidate?)

    I am also thinking I would miss tactical feats - I currently have Imp Sunder, Stunning Blow and Imp. Trip. I guess dead crowds are pretty well controlled, but concerned about incoming damage.

    I love the idea of your build, just want to see what I could give up to work in my personal preferences.
    Dropping STR isn't a huge deal for this build, which is why I don't calculate in Rage effects like Primal Scream. The power is in the 17-18/x3 and 19-20/x7 crit profile, along with +19 seeker and large [W].

    This archetype is not optimal for tactics feats because it doesn't focus on STR. I considered a Stunning Blow version of this build, but the math doesn't support it even with 3 Fighter past lives.

    Deflect Arrows is not "essential" but it's the best damage avoidance next to Dodge though. EE archers hit for 60 before damage reduction.

    Positive Spell Power is absolutely essential, so don't skimp on Heal. This build is self healable with Rejuv Cocoon because of the stacking healing amp and the Positive Spell Power. I personally see no reason for Intimidate in the current content. You'll see much less healing benefit on a Dwarf, unless you also slot 20% healing amp somewhere in your gear setup. I don't know where you'd put it though. If there was an easy place to slot it, I would have already included it.
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  6. #6
    Community Member maddmatt70's Avatar
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    Huge fan of the rings at the end of the Stormhorns series. One ring has +24 physical resistance and the other has the thunderstruck property which is on the necklace in the FOT raid. Also seen +9 competence bonus to damage items which seem like a must have somewhere. Tough to figure out how it all fits together but definitely some gear upgrading going to happen. Probably a good idea to be geared up well for the raid in the winter. Breaking the Ranks and the final quest in the Stormhorns on EE are both toughies so good idea for those for fun.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  7. #7
    Community Member mezzorco's Avatar
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    Can you explain your 19-20 x7?
    Base is x3, you get 1 from headman's chop -> x4
    Then?

  8. #8
    Community Member Cetus's Avatar
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    Quote Originally Posted by mezzorco View Post
    Can you explain your 19-20 x7?
    Base is x3, you get 1 from headman's chop -> x4
    Then?
    base 3

    1 devastating crit

    1 hedamans

    1 overwhelming

    1 earth stance

  9. #9

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    I'll revisit possible U19 upgrade gear in the OP soon. Right now I'm getting a feel for what attributes are available in each slot, and how to optimize them.

    Quote Originally Posted by maddmatt70 View Post
    Huge fan of the rings at the end of the Stormhorns series. One ring has +24 physical resistance and the other has the thunderstruck property which is on the necklace in the FOT raid.
    The Guardian's Ring is itemized well: 24 PRR, 8 STR, Yellow slot. I don't know that it deserves a spot in this build though. Bumping passive damage reduction from 36.2% (81 PRR) to 38.4% (89 PRR) is a fairly small net change (~7 damage less from a 300 point melee hit).

    The Skirmisher's Ring is good, but I'd be reluctant to ditch the 15 DR/Lawful from EE Ring of the Djinn. Subtracting 15 DR after damage reduction is solid, and with the number of mobs casting Eladar's Electric Surge the increased resistance and absorb is useful. On EE Lines of Supply for example, a 2 stack of Eladar's was ticking for 7-10 with the ring on.

    As for Competence damage, EE Dream Visor can be replaced with Deadly of Resistance Goggles with an aug slot (Accuracy isn't needed for this build). The level 28 ED Toughness feat can be swapped out for Holy Strike to provide Ghost Touch.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  10. #10
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    I'm wondering about the druid doublestrike boost. Does that stack with others? If not then I'm think that's quite a few AP's dropped into a tree for something not so useful. Beguile on the other hand is a must have, as are at least 1 of the monk elemental attacks with 2 (fist of iron and eagle claw) being ideal since they are both very useful and very strong.

    I'm currently doing something similar but went 12fighter/6monk/2druid for the 2 extra feats, 8 extra str, and the things mentioned above.

  11. #11

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    Quote Originally Posted by Emerge2012 View Post
    I'm wondering about the druid doublestrike boost. Does that stack with others? If not then I'm think that's quite a few AP's dropped into a tree for something not so useful. Beguile on the other hand is a must have, as are at least 1 of the monk elemental attacks with 2 (fist of iron and eagle claw) being ideal since they are both very useful and very strong.

    I'm currently doing something similar but went 12fighter/6monk/2druid for the 2 extra feats, 8 extra str, and the things mentioned above.
    Druid Doublestrike is an Action Boost and interacts with other Action Boosts as you'd expect.

    Beguile is OP and will be nerfed Real Soon Now.

    Fists of Iron is solid but this build already has plenty of buttons to press. Your attention is going to be on Lay Waste and Momentum Swing, and you'll forget Fists of Iron and the tier 4 Earth strike.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  12. #12
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    Quote Originally Posted by Carpone View Post
    Druid Doublestrike is an Action Boost and interacts with other Action Boosts as you'd expect.

    Beguile is OP and will be nerfed Real Soon Now.

    Fists of Iron is solid but this build already has plenty of buttons to press. Your attention is going to be on Lay Waste and Momentum Swing, and you'll forget Fists of Iron and the tier 4 Earth strike.
    Definitely agree on the large number of clicks for the abilities. In fact I just recently dropped Whirlwind Attack from my version. Cleave, Great Cleave, Momentum Swing (twisted in), and a couple Ki hits are enough. Also agree on Beguile - it's waaaaay op.

    Forgot to mention that mine will be in FOTW for the auto knockdown adrenalin AOE's. In the end though if the druid doublestrike boost has to be used by itself then I don't know if it's worth so many points. Maybe better spent in Henshin for some Qstaff damage when undead bashing?

  13. #13

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    I only play the worst builds possible so I won't be coming anywhere near this one. I'm impressed by how well it fits together
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  14. #14
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Default A great build, but what about...

    Negative Levels. High-level caster mobs seem to love to resort to spamming negative levels, and if you don't have a means of Deathwarding yourself, you're pretty screwed. Any vendors that sell DW scrolls?
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  15. #15
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    Quote Originally Posted by Ziindarax View Post
    Negative Levels. High-level caster mobs seem to love to resort to spamming negative levels, and if you don't have a means of Deathwarding yourself, you're pretty screwed. Any vendors that sell DW scrolls?
    No but the Cleric trade-in in Eveningstar does give you 20 min lvl 20 DW potions for one cleric commendation. You can also carry around several pairs of Flesh Render Goggles from Tangleroot.

  16. #16
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    what about going toward whirlwind attack instead of all the weapon focus and weapon spe feats ?

  17. #17
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by kaobang View Post
    what about going toward whirlwind attack instead of all the weapon focus and weapon spe feats ?
    First off, you need the WF/WS chain in order to pick up One w/Blade; GWF pre-req means a min. of 8 ftr lvls. And second, AFAIK Whirlwind still sucks.
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  18. #18

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    Quote Originally Posted by unbongwah View Post
    First off, you need the WF/WS chain in order to pick up One w/Blade; GWF pre-req means a min. of 8 ftr lvls. And second, AFAIK Whirlwind still sucks.
    Whirlwind still has a terribly slow animation.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  19. #19
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    Would it be too crazy to drop prowess set and go with eSoS?

    15 less PRR is a lot I know, but PRR still remains high compared to other builds
    (24 ring +30 stance with twist +10 enh +10 epic = 74)

    I could slot idol of fortune for trinket for 8% dodge , H. fort, luck +3 and yellow slot.

    Your opinion?

    One more question where do you fit in exceptional fort for EE??
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  20. #20

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    Quote Originally Posted by Azaghan View Post
    Would it be too crazy to drop prowess set and go with eSoS?

    15 less PRR is a lot I know, but PRR still remains high compared to other builds
    (24 ring +30 stance with twist +10 enh +10 epic = 74)

    I could slot idol of fortune for trinket for 8% dodge , H. fort, luck +3 and yellow slot.

    Your opinion?

    One more question where do you fit in exceptional fort for EE??
    Cleaver > eSoS. Limbchopper is awesome. Plus you'd have to wear eClaw set to make up the lost artifact hit/dmg. It's not terrible, but it's not optimal.

    I don't wear exceptional Fortification for EE. The avoidance and mitigation are good enough.
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