Kali's U72 Monk Henshin Mystic THF WIS Melee DPS build

Kalibano

Build Designer. Having fun since 2006!
For 40% threat decrease, for +3 Action point, for Dodge and Dodge cap... mebbe? 8)
I jotted those notes quickly while I've been working on the build in DDOBuilder.
I was sort of thinking of what I already had in the build...
Monk-Hensin-Mystic-Heroic-enhancs.jpg

...and if I'd drop it or go deeper into a tree.

Since I was already spending 11 APs in Ninja (inc Dodge + Dodge Cap), I meant maybe it would be worth going deeper, and T4 seems to be where the juicy stuff is in.
  • The whole left line (attack & dmg while centered) can't be taken at same time as the one I am taking in Henshin
  • T3 poison imbue won't be taken, as using the Henshin one
  • so T3 it's pretty much only SA Dice and the Path option ['likely Flash Bang' for me, via GMoF light path]
  • T4 feels a bit more enticing (SA Dice, upgrade path, 'No Mercy'
+3 Action boosts is definitely a great addition I am planning to hopefully be able to squeeze in :)
 
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Kalibano

Build Designer. Having fun since 2006!
Is the build write up on the first page of this thread updated with the current monk changes?
Not yet, work in progress at the moment. You won't be able to use the build at the moment.
  • Currently slowly working through the DDOBuilder to plan the changes (local file, not updated yet)
  • As I do that in the planner (local file), I have been updating the text and numbers in the forum build.
  • However, none of the images nor the DDOBuilder file are ready yet.
  • All in all, the build is half new stuff (text and numbers) half old stuff (images and DDOBuilder file).

Real life has been busy, will try to get it done soon.
 

Kodewraith

Well-known member
Based on the U72 notes, I think at least for HW monk, the feats/stats/skills don't change all that much except Vorpal strikes now works again.
The enhancements I'll be trying out are getting rid of Falconry and going Shintao 41, NS 11 for haste boost, core3, rest in Henshin.

The main low hanging fruit in NS is haste boost, so I think we might see a lot of 41/31/8 builds with Shintao or Henshin as the main trees and NS for Haste. 31 in Henshin gets Cauldron, which seems to be worth it.
 

Kalibano

Build Designer. Having fun since 2006!
I'm definitely keeping this alt as a Henshin 41. I loved the tree before, and love it even more now with the changes (especially being able to get rid of the Falconry and Vistany 'taxes', and focus on real monk trees!).

As I am slowly planning I am liking the idea of going a bit deeper than 8 Aps in Ninja spy: Shadow Veil, Dodge cap and SA Dice are too good to pass.
Having said so, I'd very much like to go a bit deeper into the Trailblazer tree too, especially for extra Strikethrough and SA Dice. I'm enjoying the planning, so much good stuff to pick from!


I have another monk, Ninja Spy, that's been at level 9 for a very long time waiting for his turn to progress to endgame (that's what you get when you have too many alts like me lol).

I'm definitely making him a Dragon Disciple, poison-based (like he already is now as a Ninja Spy), but with extra support for poison from DD.
Not decided on specifics, but definitely a melee/caster hybrid (my favourite playstyle): when the time comes, I'll see if I end up going T5 in DD or Ninja Spy.
 
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Kodewraith

Well-known member
DD is looking really fun. Play testing it a bit on Lammy, it was basically a monk but when you needed to do AoE cleave on mobs, you ended up doing some kind of spell or SLA instead of a whirlwind attack.
 

saekee

long live ROGUE
I'm definitely keeping this alt as a Henshin 41. I loved the tree before, and love it even more now with the changes (especially being able to get rid of the Falconry and Vistany 'taxes', and focus on real monk trees!).

As I am slowly planning I am liking the idea of going a bit deeper than 8 Aps in Ninja spy: Dodge cap and SA Dice are too good to pass.
Having said so, I'd very much like to go a bit deeper into the Trailblazer tree too, especially for extra Strikethrough and SA Dice. I'm enjoying the planning, so much good stuff to pick from!


I have another monk, Ninja Spy, that's been at level 9 for a very long time waiting for his turn to progress to endgame (that's what you get when you have too many alts like me lol).

I'm definitely making him a Dragon Disciple, poison-based (like he already is now as a Ninja Spy), but with extra support for poison from DD.
Not decided on specifics, but definitely a melee/caster hybrid (my favourite playstyle): when the time comes, I'll see if I end up going T5 in DD or Ninja Spy.
hey you should try a ki bolt monk then. Mine is dex based (since I like sneaking but I recommend Wisdom as main now); ninja spy is not bad but I went kukri for SWF in vistanin (lots of doublestrike including Rapid slash), 20 MP; then I did to shadow veil in Ninja and 41 in Henshin. Void strike on PSWF is very fun; I took 42 in Henshin for imbues and the defenses. With Tier 5 weapon agnostic, I can get 14-20/3 with a kukri and /4 in Cauldron which in its improved form is easy to keep continuous. If I had done Patience it would be another crit multi.

Ki bolters are great for meleeing trash and dropping tough foes/bosses with a ki bolt.
 

Kalibano

Build Designer. Having fun since 2006!
hey you should try a ki bolt monk then. Mine is dex based (since I like sneaking but I recommend Wisdom as main now); ninja spy is not bad but I went kukri for SWF in vistanin (lots of doublestrike including Rapid slash), 20 MP; then I did to shadow veil in Ninja and 41 in Henshin. Void strike on PSWF is very fun; I took 42 in Henshin for imbues and the defenses. With Tier 5 weapon agnostic, I can get 14-20/3 with a kukri and /4 in Cauldron which in its improved form is easy to keep continuous. If I had done Patience it would be another crit multi.

Ki bolters are great for meleeing trash and dropping tough foes/bosses with a ki bolt.
This sounds really solid :love:


Apart from being disinterested in 'meta' play, my builds are perhaps also unusual in the sense that, having so many alts, I tend to start from weapon choice (i.e. each alt specialises in one weapon type/ sometimes a group of weapons), and then I seek synergy within races and classes, with a secondary aim to play most classes/races available too. So even though I play 3 bards, they are definitely not the same playstyle.

The alt that I made this build for has been invested in Staves for many years, and the changes/boosts in recent years to support staves (strikethrough + Swords to Ploughshares feat + monk revamp + Trailblazer) have made it very synergistic and fun to play.

So he needs to use Staves, it's a matter of which class/race/build :) I've played him as a thief-acrobat, but it felt far more boring compared to Henshin Mystic (personally speaking ofc).


Quarterstaff

Crit profile feels pretty solid atm, especially now, like you said, that Cauldron can be kept more continuously:

E. Weapon Critical profile 16-20/ x4-5:
Critical threat range
Base
> 20: Quarterstaff​
Feats
> +1 feat bonus: 'Improved Critical: Bludgeoning'​
> +2 morale bonus: 'Swords to Ploughshares'​
Heroic enhancements/spells
> +1 competence bonus: Henshin Mystic's 'Mystic Honing [T5]'​
= 16-20
Critical damage multiplier
Base
> x2: Quarterstaff​
Feats
> +1 feat bonus: 'Patience'​
Heroic enhancements/spells
> +1 competence bonus: Henshin Mystic's 'Mystic Honing [T5]'​
> +1 while in Cauldron of Flame wielding a staff: Henshin Mystic's 'Serenity [C6]'​
U72 implemented a couple of changes that made it easier to keep this bonus active more often:
- You may now move a small range outside your Cauldron without it collapsing
- The cooldown timer on Cauldron of Flames is now halved from 1m down to 30s. Wiki suggests the Cauldron's duration is 30s, so this makes a continuous upkeep more viable.
= x4-5
Average extra damage from weapon crit profile = +105%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)

Critical threat range 16-20 = 5
Critical damage multiplier (inc inside Cauldron) = 5
'Crit units' = (5) * (5-1) = 20
Overall Critical Profile Multiplier = 19 + 20 / 19 = 2.05 = 205% (100% base damage + 105% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

> Crit damage multiplier boosts = +2 (16-18/ x4-5, 19-20/ x7):
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 (while inside the Cauldron) = +126%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1) + 2 * (19-20 bonuses)

Critical threat range 16-20 = 5
Critical damage multiplier (inc inside Cauldron) = 5
19-20 bonuses = 2
'Crit units' = (5) * (5-1) + 2 * (2)= 24
Overall Critical Profile Multiplier = 19 + 24 / 19 = 2.26 = 226% (100% base damage + 126% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)


Similarly to SWF, the extra speed with staves helps lessen the speed penalty from 'Patience'.
SWF is still far faster, Kukris crit more often and get awesome boosts via Vistani.
Staves might not be fully en-par in terms of power, but perhaps the stronger crit multiplier (x7) combined with strikethrough, contributes towards bridging some of the power gap between SWF and THF Staves (at least vs trash mobs, which is like 95%+ of gameplay through most of the content):

B. Strikethrough = 210% [always attacks 3 targets (if in range), with a 10% chance to attack 4]
Strikethrough breakdown:
Base bonus
> +20%​
Feats
> +60%: Two-handed Fighting​
> +30%: Improved Two-handed Fighting​
> +30%: Greater Two-handed Fighting​
> +30%: Perfect Two-handed Fighting​
Heroic enhancements
> +20%: Shintao's 'Improved Second Strikes [T1]'​
Epic Destinies
> +10%: Grandmaster of Flowers' 'Hail of Blows [T2]'​
> +10%: Grandmaster of Flowers' 'Legendary Flurry of Blows [T5]'​

There's potential to add a further 20% via Trailblazer T3


Considering this build assumes no/little past lives, Quick Strikes contributes significantly towards reaching 100% doublestrike for 10s every 12s, so pretty solid too:

D. Doublestrike = 77%
Doublestrike breakdown
:
Feats
> +3%: 'Past Life - Martial Sphere: Doublestrike'​
> +5%: 'Doublestrike'​
> +8%: 'Scion of the Astral Plane' (bonus +4 doubled while centered)​
Heroic enhancements
> +2%: Shintao's 'Fast hands: melee [T1]'​
Epic Destinies
> +3%: GMoF 'Hail of Blows [T2]'​
> +3%: GMoF 'Legendary Flurry of Blows [T5]'​
> +2%: Legendary Dreadnought 'Strike Twice [T3]'​
> +5%: Shadowdancer 'Shadowstriker [T3]'​
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)​
> +15% enhancement bonus​
> +6% insightful bonus​
> +3% quality bonus​
Filigrees (inc Set bonuses)
> +2%: 'Celerity' (2-piece set bonus)​
> +2%: 'Shadowstrike' (single filigree x2)​
> +1%: 'The Abiding Path' (single filigree)​
Unknown source
> +2%: ???​
> buffable to 102% {for 10s, every 12s} (currently capped @100%)
> +25% morale bonus: Shintao's 'Quick Strike [T2]'​


🤞 I get the chance to finish my planning this weekend, but having 2 small children does make things harder and longer than they should be :ROFLMAO:
 
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Shear-buckler

Well-known member
This sounds really solid :love:


Apart from being disinterested in 'meta' play, my builds are perhaps also unusual in the sense that, having so many alts, I tend to start from weapon choice (i.e. each alt specialises on one weapon type/ sometimes a group of weapons), and then I seek synergy within races and classes, with a secondary aim to play most classes/races available too. So even though I play 3 bards, they are definitely not the same playstyle.

The alt that I made this build for has been invested in Staves for many years, and the changes/boosts in recent years to support staves (strikethrough + Swords to ploughshares feat + monk revamp + Trailblazer) have made it very synergistic and fun to play.

So he needs to use Staves, it's a matter of which class/race/build :) I've played him as a thief-acrobat, but it felt far more boring compared to Henshin Mystic (personally speaking ofc).


Quarterstaff

Crit profile feels pretty solid atm, especially now, like you said, that Cauldron can be kept more continuously:

E. Weapon Critical profile 16-20/ x4-5:
Critical threat range
Base
> 20: Quarterstaff​
Feats
> +1 feat bonus: 'Improved Critical: Bludgeoning'​
> +2 morale bonus: 'Swords to Ploughshares'​
Heroic enhancements/spells
> +1 competence bonus: Henshin Mystic's 'Mystic Honing [T5]'​
= 16-20
Critical damage multiplier
Base
> x2: Quarterstaff​
Feats
> +1 feat bonus: 'Patience'​
Heroic enhancements/spells
> +1 competence bonus: Henshin Mystic's 'Mystic Honing [T5]'​
> +1 while in Cauldron of Flame wielding a staff: Henshin Mystic's 'Serenity [C6]'​
U72 implemented a couple of changes that made it easier to keep this bonus active more often:
- You may now move a small range outside your Cauldron without it collapsing
- The cooldown timer on Cauldron of Flames is now halved from 1m down to 30s. Wiki suggests the Cauldron's duration is 30s, so this makes a continuous upkeep more viable.
= x4-5
Average extra damage from weapon crit profile = +105%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)

Critical threat range 16-20 = 5
Critical damage multiplier (inc inside Cauldron) = 5
'Crit units' = (5) * (5-1) = 20
Overall Critical Profile Multiplier = 19 + 20 / 19 = 2.05 = 205% (100% base damage + 105% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)

> Crit damage multiplier boosts = +2 (16-18/ x4-5, 19-20/ x7):
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 (while inside the Cauldron) = +126%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1) + 2 * (19-20 bonuses)

Critical threat range 16-20 = 5
Critical damage multiplier (inc inside Cauldron) = 5
19-20 bonuses = 2
'Crit units' = (5) * (5-1) + 2 * (2)= 24
Overall Critical Profile Multiplier = 19 + 24 / 19 = 2.26 = 226% (100% base damage + 126% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)


Similarly to SWF, the extra speed with staves helps lessen the speed penalty from 'Patience'.
SWF is still far faster, Kukris crit more often and get awesome boosts via Vistani.
Staves might not be fully en-par in terms of power, but perhaps the stronger crit multiplier (x7) combined with strikethrough, contributes towards bridging some of the power gap between SWF and THF Staves (at least vs trash mobs, which is like 95%+ of gameplay through most of the content):

B. Strikethrough = 210% [always attacks 3 targets (if in range), with a 10% chance to attack 4]
Strikethrough breakdown:
Base bonus
> +20%​
Feats
> +60%: Two-handed Fighting​
> +30%: Improved Two-handed Fighting​
> +30%: Greater Two-handed Fighting​
> +30%: Perfect Two-handed Fighting​
Heroic enhancements
> +20%: Shintao's 'Improved Second Strikes [T1]'​
Epic Destinies
> +10%: Grandmaster of Flowers' 'Hail of Blows [T2]'​
> +10%: Grandmaster of Flowers' 'Legendary Flurry of Blows [T5]'​

There's potential to add a further 20% via Trailblazer T3


Considering this build assumes no/little past lives, Quick Strikes contributes significantly towards reaching 100% doublestrike for 10s every 12s, so pretty solid too:

D. Doublestrike = 77%
Doublestrike breakdown
:
Feats
> +3%: 'Past Life - Martial Sphere: Doublestrike'​
> +5%: 'Doublestrike'​
> +8%: 'Scion of the Astral Plane' (bonus +4 doubled while centered)​
Heroic enhancements
> +2%: Shintao's 'Fast hands: melee [T1]'​
Epic Destinies
> +3%: GMoF 'Hail of Blows [T2]'​
> +3%: GMoF 'Legendary Flurry of Blows [T5]'​
> +2%: Legendary Dreadnought 'Strike Twice [T3]'​
> +5%: Shadowdancer 'Shadowstriker [T3]'​
Gear bonuses (inc Set bonuses)
> +15% artifact bonus (set bonus)​
> +15% enhancement bonus​
> +6% insightful bonus​
> +3% quality bonus​
Filigrees (inc Set bonuses)
> +2%: 'Celerity' (2-piece set bonus)​
> +2%: 'Shadowstrike' (single filigree x2)​
> +1%: 'The Abiding Path' (single filigree)​
Unknown source
> +2%: ???​
> buffable to 102% {for 10s, every 12s} (currently capped @100%)
> +25% morale bonus: Shintao's 'Quick Strike [T2]'​


🤞 I get the chance to finish my planning this weekend, but having 2 small children does make things harder and longer than they should be :ROFLMAO:
Keep in mind that the base attack speed of staffs is lower than other THF weapons. The 15% bonus puts them on par.
 

Kalibano

Build Designer. Having fun since 2006!
Build update

This build has now been updated to account for the changes implemented with U72.
  • DDOBuilder file fully updated and ready to use
  • All images are fully updated and ready to be used
  • Text and numbers are mostly updated: I am currently re-reading every section to fully update things
Enjoy!
 

Kalibano

Build Designer. Having fun since 2006!
Build Update
  • Text and numbers are now fully updated
  • a small change was made to the Shintao tree
    • -1 AP spent in 'Iron Skin [T2]'
    • +1 AP spent on 'Fists of Light [T3]'


There is a bug with the Shintao 'Fists of Light [T3]'. I edited the image in my build to show it being taken, but it is currently not possible to take it in the live game (as per notes under the image 👇 )

Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Monk-Hensin-Mystic-Heroic-enhancs-U72.jpg

Note: Shintao's 'Fists of Light [T3]' can only be taken after you reach level 32 and take GMoF's 'Disciple of Philosophy: Light'
BUG: Going Dark path in heroic levels and then taking GMoF's 'Disciple of Philosophy: Light [C4]' at level 32 currently in game allows you, retroactively @ level 32, to pick all/any T3 Light attacks from all 3 trees, except for 'Fists of Light'. This bug has been reported (01.03.25).
 

DDO Noob

Well-known member
What are the pros and cons for swapping out one of the epic destinies for FOTW? FOTW works quite well with THF builds and I wonder if a quarterstaff would generate more DPS from QuickCutter or Adrenaline.
 

Kalibano

Build Designer. Having fun since 2006!
What are the pros and cons for swapping out one of the epic destinies for FOTW? FOTW works quite well with THF builds and I wonder if a quarterstaff would generate more DPS from QuickCutter or Adrenaline.
That would be a nice alternative, for sure.

I don't personally tend to go full-on DPS at the significant expense of defenses, CC, etc. in any of my melee builds. That suits my personal playstyle and the difficulties I normally like to run quests (reaper 6-10).

One of my personal main aims for this build is Crowd Control.
Primary aim(s):
2. interweaved with lots of Crowd Control:
> AoE abilities:​
NO Save
> GMoF​
> 'Legendary Fury of Blows [T5]' {Guardbreaking on vorpals}
> 'Everything is Nothing [T5]' {on failed save vs insta-kill effect, 6s paralysis}

Assassinate DCs {vs Fort Save}
> Ninja Spy​
> 'Flash Bang [T3]' {a fragile eggshell explodes into light, momentarily dazing opponents, cooldown: 9s}

Assassinate DCs {vs Reflex Save}
> Ninja Spy​
> 'Flash Bang [T3]' {a fragile eggshell explodes into light, blinding opponents for 6s, cooldown: 9s}

Stun DCs {vs Fort Save}
> GMoF​
> 'Drifting Lotus: Lotus Bloom [T4]' {Drifting Lotus now attempts to Stun all enemies struck, stun lasts 4s}
> Single-target abilities:
Stun DCs {vs Will Save}
> Henshin Mystic​
> 'Kata of Ice [T3]' {attack that encases an enemy in ice for 10s, cooldown: 12s}
> 'Kata of Dark Stars [T3]' {attack that sets up harmonic vibrations within an enemy, forcing them to dance for 12s, cooldown: ??s}
> Shintao​
> 'Jade Strike [T3]' {on critical hits, a target will be locked in a tomb of jade on a failed save; tainted enemies must succeed at two consecutive saves, cooldown: 15s}
Drifting Lotus provides a great source of AoE CC, so to me personally, it is preferable to all-in DPS via Adrenaline or Quick Cutter.
  • Other sources of single-target CC don't always land AoE via strikethrough, so to me, this is the one reliable AoE CC.
  • There isn't always someone doing CC in the groups I join (nor healers always available), so CC is highly valuable to me
    • Sadly, these days, my melees tend to find themselves alone in the frontline, while a bunch of 'cheese' inquisitive builds shoot from far away, so CC tends to help deal with groups of mobs in 'solo' frontline scenarios


You might find FoTW in general preferable for your playstyle (specially if you min-max) and/or difficulties you normally run, though.
  • I find Quick Cutter nicer for non-THF builds, who inherently lack sources of AoE damage, but particularly so for SWF (due to it's fast attack speed)
  • For THF, I personally prefer Adrenaline's burst of very large damage, especially the combo Adrenaline followed immediately by 'Boulder's Might' for super crits.
    • My THF barbarian uses this combo to great effect: bear in mind this decision bears no consideration to deep maths calculations ref Quick Cutter vs Adrenaline (I am not particularly interested in what some consider 'the only meta option' for a couple of basic reasons: I don't like that type of rigid playstyle, and 'meta' tends to be highly dependant on 'cheese' and 'exploits')
  • Going FotW also has the potential for extra strikethrough, doublestrike, and the really nice heal when using Primal Scream, though these are mostly achieved in T4, which requires heavy investment
    • To get the full potential for adrenaline, you also need to go all the way to T4, so investment in your tertiary tree would be far more limited
  • All in all, I personally find FotW strong in tiers 1, then 4-5, with the middle tiers not being very significant, especially if you don't use rage.


A bit on the reasoning behind my ED choices:
  • GMoF:
    • super synergistic with monk and Ki use,
    • love the playstyle I achieve here,
    • love T5, particularly EiN, Split the Soul and Leg Flurry of Blows,
    • non-negotiable as the main ED on this build
  • Shadowdancer:
    • Sneak Attack Dice
    • reflex saves supporting my Improved Evasion
    • Assassinate DCs (Quivering Palm, Flash Bang, etc.)
    • bypasses (fortification, dodge)
    • doublestrike @ T3
  • Legendary dreadnought:
    • extra Action Boost charges (haste boost)
      • extra WIS when using Action boosts, which supports the CC DCs (a key aim for the build)
    • extra tactical DCs
    • Doublestrike @ T3
    • imbue die
    • some defensiveness


Hope this clarifies things and helps with your own decision!
 
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DDO Noob

Well-known member
That would be a nice alternative, for sure.

I don't personally tend to go full-on DPS at the expense of defenses, CC, etc. in any of my melee builds. That suits my personal playstyle and the difficulties I normally like to run quests (reaper 6-10).

One of my personal main aims for this build is Crowd Control.

Hope this clarifies things and helps with your own decision!
That was a very comprehensive response to my question. Thank you. At this stage, I think your explanation has swayed me to stick with your epic destiny choices over FOTW.
 

svenofnein

Well-known member
Getting ready to run a Trailblazer life and was looking at the file - with a supreme tome I went in and made some adjustments to strength and dex and has 2 points left over to throw into intel. Took a look at the skills you had defaulted in and you are putting 23 points into jump and the planner is saying you are at 102.

One of these days I am going to figure out how to always end up right at 40 at cap (I seem to run over each time I think I have it) but was wondering if this was just an oversight or habit maybe? Nothing better to use the points in, or (like I normally seem to do) am I missing something?

Appreciate the file - much easier, cheers.
 

Kalibano

Build Designer. Having fun since 2006!
Getting ready to run a Trailblazer life and was looking at the file - with a supreme tome I went in and made some adjustments to strength and dex and has 2 points left over to throw into intel. Took a look at the skills you had defaulted in and you are putting 23 points into jump and the planner is saying you are at 102.

One of these days I am going to figure out how to always end up right at 40 at cap (I seem to run over each time I think I have it) but was wondering if this was just an oversight or habit maybe? Nothing better to use the points in, or (like I normally seem to do) am I missing something?

Appreciate the file - much easier, cheers.
Hey Svenofnein,

Glad the file is helpful :)

This is the one race where it's somewhat worth investing in the Jump skill (inc potentially a Diamond of Jump + STR-skill items in your gear too) because of this 👇 T4 racial tree enhancement:

  • Springing Pounce: You gain the Spring Attack feat. When you use it while holding a Quarterstaff, you gain Feline Agility and deal bludgeoning damage equal to your Jump score to all enemies Spring Attack hits. This damage scales with 200% Melee Power

Though I don't go all the way up to T4, I left the points there, as there is a 'future very long-term goal' to perhaps someday get the racial PLs to go there.
 
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svenofnein

Well-known member
Hey Svenofnein,

Glad the file is helpful :)

This is the one race where it's somewhat worth investing in the Jump skill because of this T4 racial tree enhancement:

Springing Pounce: You gain the Spring Attack feat. When you use it while holding a Quarterstaff, you gain Feline Agility and deal bludgeoning damage equal to your Jump score to all enemies Spring Attack hits. This damage scales with 200% Melee Power

Though I don't go all the way up to T4, I left the points there, as there is a 'future very long-term goal' to perhaps someday get the racial PLs to go there.
Thanks for the quick reply - as I figured, something I missed. That looks like an interesting attack, wonder if it works - ha.
 

intravenous

Active member
Hey Svenofnein,

Glad the file is helpful :)

This is the one race where it's somewhat worth investing in the Jump skill (inc potentially a Diamond of Jump + STR-skill items in your gear too) because of this 👇 T4 racial tree enhancement:

  • Springing Pounce: You gain the Spring Attack feat. When you use it while holding a Quarterstaff, you gain Feline Agility and deal bludgeoning damage equal to your Jump score to all enemies Spring Attack hits. This damage scales with 200% Melee Power

Though I don't go all the way up to T4, I left the points there, as there is a 'future very long-term goal' to perhaps someday get the racial PLs to go there.
ive noticed you take core 3 in shintao - is this just for the heal amp? because it says the cold iron only applies to unarmed.
 
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