Kali's Sacred Fist/Radiant Servant HYBRID TWF CHA Melee build

Welcome to my build repository! I've been playing since 2006, and I play to have fun: I don't really care about 'the META'. I have 23 alts, so I actively play practically every class and race available in the game. I design all my builds fully from scratch. Hope you find them useful, and constructive comments/ suggestions are always welcome!

If you would like to contribute towards this effort, any donations will be greatly appreciated. If not, please don't worry: sharing is caring! Just sit back and relax, and enjoy the builds!

15. Kali's Sacred Fist/ Radiant Servant HYBRID TWF CHA Melee build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
Sacred-Fist-RServant-hybrid-Avatar.jpg


Preface to the build

This thread aims to provide the very 'core' of the build:
  • show how it started: its key aims
  • indicate the key decisions that can be made to achieve those aims: stats, skills, feats, heroic enhancements, epic destinies
  • all numbers are based on what a first-lifer (or someone with minimal past lives) would have, unbuffed, outside of reaper mode (they do, however, include equipped gear and partially completed filigrees). They are real characters, and those are the numbers I can offer.
  • numbers are indicative of the potential minimum amounts that can be achieved with the investments that were proposed
  • provide a 'photo' of what your character could look like at endgame during quite a few lives of their 'TR hamster wheel' journey
  • show the 'foundations' to be built upon, if a player decides to embark on the 'TR hamster wheel' and go out there to hunt for rare bonuses
  • gear choices are NOT part of the core build, but rather one of the most important ways to invest in the key elements of the core build to make the aims work. It has been added here simply to suggest options/ inspire. No promises are being made towards keeping this updated upon the release of new content.

DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!

Aims of the build

Primary aim(s):
1. DPS via melee attacks + some spellcasting:
> Area of Effect (AoE):​
> Sacred Fist melee attacks​
> 'Exalted Smite [T3]'
> {+2 critical threat and multiplier; gain twice CHA bonus to attack roll, dmg bonus based on Sacred Fist level; increase Melee + Ranged Power by 5 for 10s}: AoE weapon attack​
> 'Avenging Whirlwind [T5]'
> {+20% dmg; strikes twice}: a sweeping weapon attack against all nearby enemies​
> 'Exalted Whirlwind [T2]'
> {+10% dmg; strikes twice}: a sweeping weapon attack against all nearby enemies​
> Sacred Fist ki spells (all additionally deal the Light dmg of the imbue toggle)​
NO Save
> 'Ki Explosion'
> Fire dmg per monk level {scales 3x meele power}

> 'Incinerating Wave'
> Fire & Force per caster level {every 2s, scales 3x melee power}
> Other spells & effects​
NO Save
> Divine Crusader's 'Consecration: Crusade [T3]':
> dmg split between fire + light per char level (scales with fire Spell Power)

Evocation {vs Reflex Save}
> Primal Avatar's 'Reborn in Fire [T2]':
> deals fire dmg + heals AoE
Mostly for the heals, so this will deal 1/2 dmg due to no investment in spell DCs
> Single target:​
> Trip (auto-granted feat) enhanced by:​
> Divine Crusader's 'Sunder Evil [C4]'
> {Light dmg per character level on Sunder attacks; scales Melee Power}
> Dragon Lord's 'Battlefield Tactician III [T3]'
> {attacks with Sunder deals additional dmg per Character Level of the Element of your Draconic Soul; scales 200% Melee or Ranged Power}
> Henshin Mystic's​
> 'Elemental words [T1]'
> {+10% dmg, cooldown 6s}

> Sacred Fist's Ki spell (all additionally deal the Light dmg of the imbue toggle)​
NO Save
> 'Ki Bolt'
> Fire & Force per caster level {scales 3x melee power}

2. interweaved with some AoE Insta-kills:
NO Save
> GMoF​
> 'Split the Soul (Dark) [T5]' {5% chance to banish target from the universe, for 30s, every 5 minutes; attacks may strike an additional target regardless of weapon type}

Stun DCs {vs Will Save}
> GMoF​
> 'Everything is Nothing [T5]' {Up to six nearby non-boss enemies must make a saving throw or be erased from the multiverse}

Secondary aim(s):
3. Support healing the frontline:
> AoE spells/abilities/effects:​
> Divine Crusader​
> 'Consecration [T1]'
> 'Divine Smite [T1]'
> Primal Avatar​
> 'Reborn in Fire [T2]'
> Radiant Servant​
> 'Positive Energy Burst [C3]'
> Single-target spells/abilities/effects:​
> Primal Avatar​
> 'Rejuvenation Cocoon [T1]'
> Radiant Servant​
> 'Divine Healing [T2]'
> 'SLA: Cure Moderate Wounds [C2]'
> Sacred Fist​
> 'Lay on Hands' (class feat)
4. some Crowd control:
NO Save
> GMoF​
> 'Legendary Fury of Blows [T5]' {Guardbreaking on vorpals}
> 'Everything is Nothing [T5]' {on failed save vs insta-kill effect, 6s paralysis}
> Sacred Fist
> 'Divine Striker [T5] {On Vorpal: Stun any Demons or Devils for 3s}

Sunder {vs Fort Save}
> Divine Crusader​
> 'Consecration: Cower Before Me [T4]' {vs Fort Save: Cowered for 4s, cooldown 20s, causes helplessness}


Stun DCs {vs Will Save}
> Dragon Lord​
> 'Dragon's Roar [T3]' {cone effect, Daze, 25% chance to be broken out of the Daze on taking damage}

{vs 110 Fort Save DC}
> Vecna raid weapon​
> 'Unleash the Fire' {attacks + offensive spells chance to Knock Down}
5. some enemy De-buffs:
> Vulnerability stacks, vs damaged enemies, AoE​
> Sacred Fist's 'Avenging Whirlwind [T5]'
> -5 attack rolls, weapon dmg, skill rolls & saves; AoE
> Sacred Fist spell 'Prayer'
> -10 AC; -25% Fortification; - 3 Saves, for 12s, via Sunder attack
> Divine Crusader's 'Sunder Evil [C4]'
> -1 AC, Fortification, and Will Saves per stack, max 10 stacks, via attacks and spells applying a single stack of Soul Scar​
> Fire Over Morgrave raid weapon (Vecna): 'Warp Souls [Tier 1 upgrade]'
> 10% extra elemental damage for 30s (elements share cooldown with each other):​
> Henshin Mystic 'Elemental words [T1]'
Fire: 'All Consuming Flame [T1]'
Ice: 'Winter's Touch [T1]'
Electric: 'Static Charge [T1]'
Acid: 'Porous Soul [T1]'

Key stats & synergies

My preferred Quickbar layout (in case it's useful):
Sacred-Fist-RServant-hybrid-Key-abilities-toolbar.jpg


A. Charisma for melee combat:
> Sacred Fist​
> 'Divine Dream' (auto-granted feat @ lvl 6)​
> To-hit + dmg
> Dragon Lord​
> insightful bonus from 'Draconic Conviction [T3]'​
> To-hit + dmg​
> tactics bonus​
> Sacred Fist​
> 'Exalted Smite [T3]'​
> 'Divine Grace' (saves)​
> 'Lay on Hands'​
B. Two-Weapon Fighting (TWF) combat style:
> Off-hand attack chance = 100%:
Base bonus
> 20%​
Feats
> +20%: Two-Weapon Fighting​
> +20%: Improved Two-Weapon Fighting​
> +20%: Greater Two-Weapon Fighting​
Heroic
> +6%: Sacred Fist's 'Deft Strikes [T1]'​
Epic Destinies
> +5%: GMoF 'Hail of Blows [T2]'​
> +10%: GMoF 'Legendary Flurry of Blows [T5]'​
> Off-hand Ability bonus to dmg = 50%:
Base bonus
> 50%​

C. Attack speed bonus = +15%
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell​
> Attack speed boost = +30% (total 45%)
[Dragon Lord's 'Haste Action Boost [T2]']
> 9 Charges:
Base charges
> 5
Gear bonuses (inc Set bonuses)
> +3: 'Action Boost Enhancement' (necklace) {increases total number of Action Boosts by 3; only takes effect after the wielder rests}
Airship buffs
> +1: 'Concert Hall'

D. Doublestrike = 70%
Doublestrike breakdown
:
Feats
> +5%: 'Doublestrike'​
> +8%: 'Scion of the Astral Plane' (bonus +4 doubled while centered)​
Heroic enhancements
> +3%: Dragon Lord's 'Martial Superiority: Strike Twice [T1]'​
Epic Destinies
> +3%: GMoF 'Hail of Blows [T2]'​
> +3%: GMoF 'Legendary Flurry of Blows [T5]'​
> +4%: Divine Crusader's 'Blessed Strikes [T4]'​
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)​
> +15% enhancement bonus​
> +7% insightful bonus​
> +3% quality bonus​
Filigrees (inc Set bonuses)
> +2%: 'Sanctified Fervor' (4-piece set bonus)​
Unknown source
> +2%: ???​
> buffable to 100% in reaper mode​
[Dread Adversary's 'Reaper Strike [T1]']​
E. Weapon Critical profile 17-20/ x3:
Critical threat range
Base
> 20: Handwraps​
Feats
> +1 feat bonus: 'Improved Critical: Bludgeon' (feat)​
> +1 morale bonus: 'Swords to Ploughshares' (feat)​
Heroic enhancements/spells
> +1 competence bonus: Sacred Fist's 'Holy Sword' (spell)​
= 17-20
Special bonus
Heroic enhancements/spells
> +1 bonus (while centered, when missed by an opponent in melee; for 6s; stacks up to 5 times; resets when you critically hit)
Sacred Fist's 'Violence Begets Violence [T5]'​

Critical damage multiplier
Base
> x2: Handwraps​
Heroic enhancements/spells
> +1 competence bonus: Sacred Fist's 'Holy Sword' (spell)​
= x3
Average extra damage from weapon crit profile = +42%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)

Critical threat range 17-20 = 4
Critical damage multiplier = 3
'Crit units' = (4) * (3-1) = 8
Overall Critical Profile Multiplier = 19 + 8 / 19 = 1.42 = 142% (100% base damage + 42% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

> Crit damage multiplier boost = +2 (17-18/ x3, 19-20/ x5):
Feats
> +1 on 19-20 rolls: 'Overwhelming Critical'​
Epic Destinies
> +1 on 19-20 rolls: GMoF's 'Imposing Force [T5]'​
Average total extra damage from weapon crit profile on 19-20 rolls = +63%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1) + 2 * (19-20 bonuses)

Critical threat range 17-20 = 4
Critical damage multiplier = 3
19-20 bonuses = 2
'Crit units' = (4) * (3-1) + 2 * (2)= 12
Overall Critical Profile Multiplier = 19 + 12 / 19 = 1.63 = 163% (100% base damage + 63% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

F. 17 imbue die: Light dmg (scales Melee Power):
> Sacred Fist's 'Sacred Flame [C1]', upgraded by 'Light of Glory [T4]'
Imbue die breakdown:
+6 die Heroic enhancements​
+3 Sacred Fist (Cores 2-4)​
+1 Sacred Fist's 'Light of Hope [T3]'​
+1 Sacred Fist's 'Light of Glory [T4]'​
+1 Henshin Mystic's 'Riddle of Fire [C1]'​
+3 die Spells​
+3 Sacred Fist's 'Sacred Fist Empowerment' {for 20s, Ki cost}
additionally, critical hits deal 1d20 Bane dmg per Imbue dice, scales Melee Power
+3 die Gear bonuses (inc set bonuses)​
+3 artifact bonus: 'Legendary The Shadow's Emptiness' set bonus​
+1 dice Augment​
+1 Emerald of Arcane Empowerment​
+4 die Filigrees​
+2 Reverberation (set bonus: 2 pieces)​
+2 Long Shadows (set bonus: 3 pieces)​

= total 17 die, sustainable 100% of the time
> buffable to 18 die
+1 dice Divine Crusader 'Crusade [T3]' {lasts 4s, refreshed every 3s, for 15s total/ 20s cooldown}

G. DR bypass (on main weapon)
Heroic enhancements
> Lawful + Good: Sacred Fist's 'Strike Evil [C2]'​
Epic Destinies
> Silver: GMoF's 'Disciple of Material: Silver [C2]'​
> Chaos: GMoF's 'Disciple of Morality: Chaotic [C3]'​

Note: DR breaker weapon also available via swap

H. Fortification bypass = 108%
Feats
> +25%: 'Precision'​
Epic Destinies
> +15%: GMoF's 'The Clarity of Law [T4]'​
Gear bonuses (inc Set bonuses)
> +30%: 'Legendary Oasis of Morality' set bonus​
> +22%: enhancement bonus​
> +10%: insightful bonus​
Airship Buffs
> +5%: 'Trapsmith's Workshop'​
Unknown source
> +1%: ???​

I. Dodge bypass = 8%
Feats
> +5%: 'Eerie Aim'​
Epic Destinies
> +3%: GMoF's 'Philosophy: light [C4]'​

J. Helpless damage = +95%
Base bonus
> +50%​
Feats
> +15%: 'Crush Weakness'​
Epic Destinies
> +10%: GMoF 'Serene Mercy [T3]'​
Gear bonuses (inc Set bonuses)
> +15% artifact bonus: 'Legendary Temple's Inferno' set bonus​
Airship buffs
> +5%: 'Game Hunter'​

K. Extra damage:
> Extra Weapon dmg = +3.25[W]:
Feats
> +1[W]: 'Improved Martial Arts'
Epic Destinies
> +1[W]: GMoF's 'A Dance of Flowers [T2]'
Gear bonuses (inc Set bonuses)
> +1[W]: Greater Reinforced Fists (Augment: Facet of Coalesced Impacts)
Airship Buffs
> +0.25[W]: 'Ninja Assassin'

> +10% damage
> Divine Crusader's 'Crusade [T3]'​
> large Insightful bonus to damage:​
> Dragon Lord's 'Draconic Conviction [T3]'​
> Fire dmg {attacks + offensive spells chance to deal large dmg, NO save}:
> Vecna raid weapon's 'Unleash the Fire'

L. Melee power boosts:
> +21 bonus, for 60s (bonus = +5 Melee Power / +1 per Religious Lore)​
> Filigree: Sanctified Fervor (via Smite Evil)​
> +5 bonus, on Exalted Smite use, for 10s​
> Sacred Fist: Exalted Smite [T3]​

M. Main Spell Powers:
Sacred-Fist-RServant-hybrid-Spellpowers.jpg

> buffable:​
> +75 Positive Spell Power: Empower Healing Spell (Metamagic feat)
N. Survivability & Defenses (after all, soul stones do zero dps):
> % Hit Point bonus = +25%
Competence bonus
> 25%: Sacred Fist 'Divine Striker [T5]'
> Damage Avoidance
> Dodge chance = 40(42)% {capped @40%}
Feats
> +6%: Sacred Fist's 'Flurry of Blows' {2% at Sacred Fist levels 1, 2, and 4, for a total of 6%}
> +12%: Monk's 'Ultimate Ocean Stance'​
> +4%: 'Scion of the Astral Plane'​
Epic Destinies
> +3%: GMoF's 'Catch the Wind [T3]'​
> +3%: GMoF's 'Everything is Nothing: Emptiness [T5]' {for 5m, cooldown 3m}
Gear bonuses (inc Set bonuses)
> +14%: enhancement bonus​
> buffable:
> +25%: GMoF's 'Split the Soul: Light [T5]'

> Dodge Cap = 40%
Base bonus
> 25%​
Feats
> +8%: Monk's 'Ultimate Ocean Stance'​
> +4%: 'Scion of the Astral Plane'​
Epic Destinies
> +1%: GMoF's 'Everything is Nothing: Emptiness [T5]' {for 5m, cooldown 3m}
Airship buffs
> +2%: 'Fencing Master'​
> buffable:​
Epic Destinies
> +25%: GMoF's 'Split the Soul: Light [T5]' {for 30s, every 5m}
> Extra chance to completely ignore damage = 5%
> Elusive Target (feat)​
> buffable to 10% {for 5m, cooldown 3m}
> GMoF's 'Everything is Nothing: Emptiness [T5]'​

> Improved Evasion
{on successful Reflex save: no dmg, instead of half dmg}
{on failed Reflex save: only half dmg, instead of full dmg}
> Evasion: Sacred Fist (auto-granted class feat @lvl 2)​
> Improved Evasion: Sacred Fist's 'Evasive Dance [T5]'​
> Immunities:​
Sacred Fist
> Fear: 'Aura of Courage' (feat auto-granted @ lvl 3)​
> Diseases (natural, magical & supernatural): 'Divine Health' (feat auto-granted @ lvl 3)​
> Energy Drain: Sacred Fist's 'Defend Against Darkness [C4]'​
Grandmaster of Flowers
> Slippery Surfaces & most forms of knockdown: 'Serenity [T1]'​
> Damage from falling: 'Serenity [T1]'​
Divine Crusader
> Weapon Durability Damage: 'Confront any Foe [C2]'
Spells/potions
> Mind-affecting effects (e.g. charms & compulsions): 'Protection from Evil' potions​
Items
> Magic Missiles: 'Shield' clickie
Epic-Sapphire-Studded-Buckles.jpg
Sapphire-Studded-Buckles.jpg
N.B.: found in 'Kind of a Big Deal' quest, in the Twelve.
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!

The 'core elements' of the build


Classes: Sacred Fist (16)/ Dragon Lord (3) / Monk (1)
Race: Any (Aasimar has great synergy potential)
I use Razorclaw Shifter because I personally prefer that race's attack animation with handwraps rather than the regular monk wrap animation.
Be warned, however, that due primarily to an alignment conflict, changing from barbarian Razorclaw into this build is very tricky and costly, so I only recommend doing this if you are very experienced. The character that uses this build will stay at endgame, so to me personally, it was worth the investment.
Alignment: Lawful Good (req for Sacred Fist)
Main stat: Charisma (level ups here)
Starting stats (36 pts): STR: 10/ DEX: 16/ CON: 16/ INT: 10/ WIS: 08 / CHA: 16
Skills:
Heal/ Concentration/
Use Magic Device (8)/ Tumble (at least 10 for an extra tumble charge)
Weapon type(s): Handwraps only

Feats:
Sacred-Fist-RServant-hybrid-Feats.jpg


Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Sacred-Fist-RServant-hybrid-Heroic-enhancs.jpg

N.B: Multi-selector choices:
> Dragon Lord​
> T1: 'Martial Superiority: Strike Twice'​
> T3: 'Draconic Conviction' (CHA trance)​
> Sacred Defender​
> T1: 'Improved Sacred Defense: Durable Defense'​

Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Sacred-Fist-RServant-hybrid-Epic-Destinies-Myth-Drannor.jpg

N.B: ED multi-selector choices:
> Grandmaster of Flowers​
> C2: Silver​
> C3: Chaos​
> C4: Light Philosophy​
> T1: 'Inner Focus'​
> T2: 'Deflection'​
> Primal Avatar​
> C1: 'Heart'​
> T1: 'Squirrel of Luck'​
> T2: 'Reborn in Fire'​

Spells:
Sacred-Fist-RServant-hybrid-Spells.jpg


Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)

Gear Set bonuses:
Sacred-Fist-RServant-hybrid-Gear-set-bonuses.jpg


Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I normally play in reaper mode 6-10 skulls).
Sacred-Fist-RServant-hybrid-Gear-set-w-labelled-cosmetics.jpg



Sacred-Fist-RServant-hybrid-Gear-planner.jpg

Sacred Fist RServant Hybrid Gear planner spreadsheet available to download too. More Gear Set suggestions & planners in this thread.


Main Filigree Set bonuses:
Sacred-Fist-RServant-hybrid-Filigree-Set-bonuses.jpg


Filigrees: 14 = 4 (Minor Artifact) + 10 (Weapon sentient gem)
Sacred-Fist-RServant-hybrid-Filigrees-all.jpg


Filigree master plan:
  1. Primarily invest in Melee Power and Imbue die.
  2. Positive Spell Power, Smite evil charges and CHA are secondary aims, if/when possible to squeeze in
  3. other effects get the least priority


I am always happy to read, consider and respond to constructive comments/ suggestions / feedback that are provided in a polite and friendly manner. I welcome discussions with anyone who is capable (and willing) to do this. Some discussions may lead to both parties simply agreeing to disagreeing - that's absolutely fine, everyone is entitled to their opinion after all!
.
 
Last edited:

deem of many

Active member
Thank you very much guys. Considering a variant of this for my next life (going monk which is prob my second least favourite class) and felt very weird to have it like that.

Already have a few Kali builds under my belt so at least felt like checking it out before moving to my next life.
 

Bjond

Well-known member
Handwraps deal about 29% more attacks over time when compared to two-weapon fighting
Wraps animate @ 113/m v 100/m for TWF. That yields 452 v 365 effective attacks after including doublestrikes or 1.238x more attacks; that's about 24% not 29%. TWF's off-hand does less damage than the MH, while wraps are the same for both, but that's harder to quantify given weapon differences.

Monk and SF both include melee power bonuses for Wraps, too (30 MP for a 20 Monk), which will vary a bit based on base MP, but for a 300 MP melee that's another extra 7.5% for a x1.33 scalar difference from rate and power boosts.

The critical profile is indeed pathetic for handwraps: 17x3x6 for Kinesis. An swf handaxe build has 15x5x7 with a 280/m effective rate or to compare: 47x280 / (33x413x43/40) or 0.898; ie. wraps wins on scalar by about 11%. SWF has a bigger base, which might make up for it on the front number, but wrap's rate and MP also scales dice from sneaks and imbues more than SWF.

Basically a handwrap build does really nice DPS when you lean in and build it with nice sneaks, imbues, and other scaled procs (like Law of the Divine and Earth Attunement).
 

mpareto

Member
if you use razorclaw, you need to use some things on its racial tree.. plus, if you re going for use for shifting, monk stances turn off while shifting so no point on using monk levels. better to stay 14 SF/ 6 DL
 

Contessor

Well-known member
Thanks for pointing this out. I suppose I assumed the normal TWF rules would apply because this fighting style uses that feat line.

I'm currently on an extended break, but will definitely look into this when I am back.
Normal rules do apply, it just people get confused that off hand procs are actually penalized by 50% overall with all weapons, except handwraps, along with the normal to hit penalty (which does not exist with handwraps at all). So without TWF you have a 70-50=20% doublestrike chance with any weapons but handwraps, who get the full 70% without the feats, and this increases to 90% with just TWF and 110% with ITWF for handwraps users. So you cap out doublestrike with ITWF.

But you still get tbenefit from these feats, in the form of improved heroic durability (25% per feat selected; maxing at 4 feats). But you can take any of them for this benefit. Since you have no durid levels, I see no reason to change it, 25% base HPs is still enough reason to select the feat in my opinion.
 

Spellsinger

Well-known member
So with all this info on the twf feat line and not needing greater twf for max off hand is there a better option feat wise to swap to? All spells are going off of melee power so I don't swe meta magic being an option. Maybe toughness? I haven't added up the hp you'd get vs the hp you'd get from gtwf. Any other ideas?
 

ChickenMobile

Well-known member
Hey Kali,
As always, appreciate the explanations and thoughtfulness of your builds. They have given many an idea for whacky combos.
Would like to share some more info for those interested in a build like this.

I made a similar build in the past: 14 Cleric/1 Sacred Fist/5 Dragon Lord. Went Destruction Domain so could rage and cast cleric spells. It was uncentered wearing heavy armor, had high melee DPS, quite survivable with handy buffs and emergency heals if needed.
It required a +1 Lesser Heart and an alignment change to pull off (so it was a bit cheaper than yours, taking SF level at 16).

Going T5 Dragon Lord meant the base crit profile was 17-20/x5 while shifting.
Kinesis from Vipers would be my pick for a weapon if I ever remake this build. The CC from Guardbreaking would help massively.

  • Ki / Centering
    The only enhancements/abilities in Sacred fist that require centering are the ones which specifically mention it.
    Therefore if planning to make uncentered sacred fist - don't go T5 Sacred Fist. You can however, still take all the smite and +hit/dmg goodies along the way.
    • Divine Dream (CHA hit/dmg) and the extra melee power from Unarmed Strike feats also don't apply. (up to 30 Melee Power lost could be a deal breaker for many)
    • Sacred Defender still works the same way a normal paladin's would. i.e. Wear a shield or med/heavy armor.
    • The last time I tested it: you can use ki spells as long as you have ki in your bar. Activating GMoF Inner Focus (t1) or Orchard Blossom (t2 ES) gains temporary ki to use for things such as Sacred Flame Empowerment while uncentered.
      Whether you actually want to do this is up to you.
    • Uncentering removes CHA to hit/dmg. It can be granted back through Feydark or just go STR and have CHA as a secondary stat for trance.
    • Uncentering does not remove any Favored Weapon bonuses.
  • +[W]
    • The +.5[W] from Past Life: Monk works with any handwraps (even uncentered)
    • Reinforced Fists weapon enchantment has been fixed for Razorclaws since U80. (it used to work on any weapon while centered, therefore Razorclaws missed out)
    • The +1[W] from Improved Martial Arts works on wraps while uncentered.
  • Cleaves / AoE?
    • No ki generation meant no cleaves from SF enhancements, but taking Cleave & Great Cleave is a good choice since the U76 buff.
 

Bjond

Well-known member
Normal rules do apply, it just people get confused that off hand procs are actually penalized by 50% overall with all weapons, except handwraps, along with the normal to hit penalty (which does not exist with handwraps at all). So without TWF you have a 70-50=20% doublestrike chance with any weapons but handwraps, who get the full 70% without the feats, and this increases to 90% with just TWF and 110% with ITWF for handwraps users. So you cap out doublestrike with ITWF.

But you still get tbenefit from these feats, in the form of improved heroic durability (25% per feat selected; maxing at 4 feats). But you can take any of them for this benefit. Since you have no durid levels, I see no reason to change it, 25% base HPs is still enough reason to select the feat in my opinion.
There's a lot of confusing misinformation here. Mainly, doublestrike has nothing to do with the TWF line. It's not increased or altered by it.

Off-hand chance is what TWF, ITWF, and GTWF do: 40, 60, and 80% chance respectively. This functions identically for Handwraps and Weapons.

How do you reach 100% OH? Trees. Shintao has 10% T1 and 10% T5. DL has 10% T1. FOTW has 10% in both T3 and T4. GMOF has 5% T2 and 10% T5.

I suppose with the right splits and trees you can hit 100 with ITWF, but it's impractical (eg. DL + Shintao + FOTW T3+T4). For all practical purposes, GTWF is mandatory for Handwraps and TWF weapon builds.



The only difference is in PTWF, which increases the OH doublestrike rate on weapon-based TWF from 50% of MH to 65% of MH.

Handwrap off-hand always doublestrikes at 100% of the MH. Thus PTWF does nothing for handwraps other than add another 6.25% to base heroic HP (not total HP). Most handwrap builds punt PTWF so they can take something else as an extra 50~60 HP means little compared to say +1W via Improved MA.

Epic feat slots usually don't go wanting. You might have an extra in the heroic levels, though. You can replace a Toughness feat with Shield Mastery, which likely gives more HP. I usually prefer TWD over HP.
 

Spellsinger

Well-known member
There's a lot of confusing misinformation here. Mainly, doublestrike has nothing to do with the TWF line. It's not increased or altered by it.

Off-hand chance is what TWF, ITWF, and GTWF do: 40, 60, and 80% chance respectively. This functions identically for Handwraps and Weapons.

How do you reach 100% OH? Trees. Shintao has 10% T1 and 10% T5. DL has 10% T1. FOTW has 10% in both T3 and T4. GMOF has 5% T2 and 10% T5.

I suppose with the right splits and trees you can hit 100 with ITWF, but it's impractical (eg. DL + Shintao + FOTW T3+T4). For all practical purposes, GTWF is mandatory for Handwraps and TWF weapon builds.



The only difference is in PTWF, which increases the OH doublestrike rate on weapon-based TWF from 50% of MH to 65% of MH.

Handwrap off-hand always doublestrikes at 100% of the MH. Thus PTWF does nothing for handwraps other than add another 6.25% to base heroic HP (not total HP). Most handwrap builds punt PTWF so they can take something else as an extra 50~60 HP means little compared to say +1W via Improved MA.

Epic feat slots usually don't go wanting. You might have an extra in the heroic levels, though. You can replace a Toughness feat with Shield Mastery, which likely gives more HP. I usually prefer TWD over HP.
Thank you! I knew you'd come through to straighten this out.
 
Top