nym_craian
Member
I'm curious about your opinions.
(I already posted it once on the old forum, but just a few hours before it was shut down.)
Enhancement tree: Weapon Dancer, Henshin Mystic, Kensei <Lose: Shintao, Ninja Spy>
Proficient: Simple and Martial weapons <Lose: Handswarp, Kama, Shuriken>
Feats:
Fighter bonus feat on level 4, 8, 12, 16, 20 (can chosoe feats as equal level fighter, e.g. greater weapon focus in level 8)
<Lose: Unarmed Stike feat on level 1, 4, 8, 12, 16, 20 and, Ki Strike: Magic/Lawful/Adamantine>
Note: Weapon Dancer is a weapon focused monk without unarmed fight.
Based on the characteristics of the weapons, I have classified melee weapons into 4 different styles (and an encore style for ranged weapons).
Although there are weapons that could be used in several styles, I only added each weapon to 1 group. In this way, the automatic style change can be solved - just like with fighting styles.
Locust (close combat):
It is really effective in close range, with short, light weapons. The fighting style is characterized by fast and multiple attacks and nimble sideslips. It requires constant movement, its masters almost dance in battle. He always moves more than his opponent who follows a different fighting style. Only in this way can he neutralize the disadvantage caused by longer weapons and assert his own advantages.
Weapons: Dagger, Handaxe, Kukri, Light hammer/mace/pick, Sickle, (*Kama, *Handwraps)
Useable with Single weapon fight or Two weapon fight (if all 2 weapon are style weapon).
Serpent (sword play):
Instead of brute force, sword play is made of technique and knowledge. It is characterized by careful distance, tricks, precisely timed attacks and parries. It is primarily based on mental agility, but it also requires arm and leg work.
Weapons: Long/Short sword, Rapier, Scimitar, (*Bastard sword, *Khopeshes)
Useable with Single weapon fight or Two weapon fight (if mainhand weapon is style weapon).
Buffalo (destruction/rampage):
Combat style of heavy weapons. It is characterized by heavy blows and breakthrough attacks. Defense is secondary, follows the principle: If I have kill my opponent, he can no longer attack. Compared to the other styles, the tactic here is simple: "I enter, strike down, step back".
Weapons: Club, Battle axe, Heavy mace/pick, Morningstar, War hammer, (*Dwarven war axe)
Useable with Single weapon fight or Two weapon fight (if mainhand weapon is style weapon).
Tiger (spear fencing):
The fighting style of large, long, handled weapons. The fighting style is based on the length of the weapon, it tries to keep the opponent so far away that he cannot use his weapon. Taking advantage of the length of the weapon, he tries to assert his techniques against several opponents at the same time.
(It's basically the combat style of spears and other polearms, but since they don't exist in DDO I use them for two-handers because of their size.)
Weapons: Falchion, Great axe/club/sword, Maul, Quarterstaff
Useable with Two handed weapon fight.
Eagle:
It's a non choosable style. This style focused the ranged weapon, available from Tier 5 with kensei focus.
Weapons: Weapons: Long/Shortbow, Heavy/Light Crossbow, Dart, Throwing axe/dagger/hammer, (*Shuriken, *Great Crossbow, *Heavy/Light Repeating Crossbow)
(*Required learn the exotic weapon proficiency.)
Core 1 - Style (Passive)
Choose your style: Locust, Serpent, Buffalo or Tiger.
You can use Style weapons as a Soul Blade and as Ki weapons.
Style and Dance bonuses effect only with Soul Blade, if you are centered.
Note: The style does not need to be switched on, it turns on automatically if you use the right weapon and you are centered.
Note: All Style bonuses are Psionic bonuses (stack with other bonus type).
Each Core Enhancement grants you the following passive abilities: +3 Melee power and +5 HP and +1 imbue dice.
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Monk level 1
Core 2 - Dance (Active)
Cost: 20 ki (only in a style)
Target: Self
Duration: 18+ Concentration skill * 2seconds
While you dance gains +1 to all ability, +5 Melee power and your style traning bonuses doubled. Passive ki regeneration decreases to 0.
If the end becomes fatigued for 60 second.
Additional grant +0,5[W] to War Techniques and Master Cut for dance duration.
Passive: Each Core Enhancement include this one grants 1 use per rest.
Note: All Dance bonuses are Psionicbonuses (stack with other bonus type).
AP Cost: 1 / Ranks: 1 / Progression: 5/ Requires: Style, Monk level 3
Core 3 - Personified Weapon (Passive)
While you are in Style you gain +1 Ki per hit. This stacks with all other sources of Ki generation.
Active Soul Weapon imbue with ki your Soul Blades (can't lose durability).
AP Cost: 1 / Ranks: 1 / Progression: 10/ Requires: Dance, Monk level 6
Core 4 - Improved Dance (Passive)
Improved dance: +2 to all ability, +10 Melee power and your style traning bonuses tripled.
War Techniques and Master Cut dance damage bonus increase to +1[W].
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Personified Weapon, Monk level 12
Core 5 - Dancing Soul (Passive)
You are immune to fatigue and your Base Attack Bonus equal with your character level.
Meditation use regenerate 1 dance.
AP Cost: 1 / Ranks: 1 / Progression: 30/ Requires: Improved Dance, Monk level 18
Core 6 - Ancient Soul (Passive)
+2 to all ability
+12 to Melee Power (sum 30), +20 to HP(sum 50),
While dancing:
War Techniue I. (Active) (only centered)
Select one of the four technique
Cost: 5 ki
Cooldown: 10 second (shared)
You strike enemy with a ki focused attack. This attack grant +0,5[W] & if you hitting, you gain following morale bonus for 30 second:
AP Cost: 1/ Ranks: 1 / Progression: 1 / Requires: none
Soul Weapon (Toggle)
Imbue: While you in a style grant +0,25[W] per imbue dice to Soul Blades.
Note: sum 6 imbue dice from tree grant +1,5[W] to soul weapons, the max is 11 imbue +2,75[W] with HeM core imbues.
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: a Style
Soldier (Passive)
+[50/100/150]% bonus to threat generation with melee weapons. Dance doubled this bonus (+100/200/300%).
AP Cost: 1/ Ranks: 3/ Progression: 1 / Requires: none
-empty-
War Training (Passive)
+[1/2/3] Jump, Balance and Intimidate
AP Cost: 1/ Ranks: 3/ Progression: 1 / Requires: none
War Technique II. (Active)
Select one of the four techniques.
AP Cost: 1/ Ranks: 1 / Progression: 5/ Requires: War Technique I
Style Training I. (Passive)
While you in style:
AP Cost: 2 / Ranks: 1 / Progression: 2/ Requires: a Style
Elemental Ki Strikes (Active)
Cost: 5 ki
Cooldown: 3 second
Select one of four attacks that have secondary aftereffects.
AP Cost: 2 / Ranks: 1 / Progression: 5/ Requires: none
Style Attribute I. (Passive)
While you in style:
Trained (Passive 1-3 AP)
+[1/2/3] Concentration and Attack.
Rank 3: Your Vorpal hits grant 2 imbune dice for 10 second while dancing.
AP Cost: 1/ Ranks: 3/ Progression: 5/ Requires: Dance
War Technique III. (Active)
Select one of the four techniques.
AP Cost: 1/ Ranks: 1 / Progression: 10 / Requires: War Technique II
Style Training II. (Passive)
While you in style:
Deep Breath (Passive)
Increase dance duration with [25/50/50]%.
Rank 3: While you dance, your Vorpal hits have monk level % chance to restart the dance timer.
AP Cost: 1/ Ranks: 3/ Progression: 10 / Requires: Dance
Style Attribute II. (Passive)
While you in style:
Attribute I (Passive)
+1 to [any]
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none
War Technique IV. (Active 1 AP)
Select one of the four techniques.
AP Cost: 1/ Ranks: 1 / Progression: 20/ Requires: War Technique III
Style Training III. (Passive)
While you in style:
Mantle of the Dragon (Passive 1-3 AP)
You gain Aura of Fear for dance duration.
AP Cost: 1/ Ranks: 3/ Progression: 20/ Requires: Dance
-empty-
Attribute II (Passive)
Requires: Attribute I
+1 to [any]
AP Cost: 2 / Ranks: 1 / Progression: 20/ Requires: Attribute I
Battle Master (Passive)
Add following critical hit effect (no save)to War Technique:
AP Cost: 2 / Ranks: 1 / Progression: 30/ Requires: War Technique IV
Master Cut (Active)
Cost: 30 ki, Cooldown: 25 sec
AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: Style Traning III
Widening Horizon (Passive)
The Weapon Dancer extends his knowledge to other well-known weapons.
Your Soul Blade is Kensei focus weapons for you (Kensei focus bonus add to style weapon). Kensei Focused weapon is Soul Blade for you (the new Soul Blades open another styles for you).
Note: If Kensei Focus group is ranged weapon, bow use open the Eagle style.
For example:
Granit Skin (Passive)
Gain BAB*1 bonus to PRR, if you are centered.
Note: As if you were using light armor. It's +20 PRR on level 20 and +30 PRR on level 30.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none
Crystal Skin (Passive)
Requires: Granit Skin rank 1
Gain equal bonus to MRR & increase MRR cap to 100.
Note: It's +20 MRR on level 20 and +30 MRR on level 30.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Granit Skin
(I already posted it once on the old forum, but just a few hours before it was shut down.)
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Weapon Dancer (Weapon Master, Soul Blade, Kensei,...) - Monk archetype
Weapon Dancer (Weapon Master, Soul Blade, Kensei,...) - Monk archetype
Enhancement tree: Weapon Dancer, Henshin Mystic, Kensei <Lose: Shintao, Ninja Spy>
Proficient: Simple and Martial weapons <Lose: Handswarp, Kama, Shuriken>
Feats:
Fighter bonus feat on level 4, 8, 12, 16, 20 (can chosoe feats as equal level fighter, e.g. greater weapon focus in level 8)
<Lose: Unarmed Stike feat on level 1, 4, 8, 12, 16, 20 and, Ki Strike: Magic/Lawful/Adamantine>
Note: Weapon Dancer is a weapon focused monk without unarmed fight.
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Styles
Styles
Based on the characteristics of the weapons, I have classified melee weapons into 4 different styles (and an encore style for ranged weapons).
Although there are weapons that could be used in several styles, I only added each weapon to 1 group. In this way, the automatic style change can be solved - just like with fighting styles.
Locust (close combat):
It is really effective in close range, with short, light weapons. The fighting style is characterized by fast and multiple attacks and nimble sideslips. It requires constant movement, its masters almost dance in battle. He always moves more than his opponent who follows a different fighting style. Only in this way can he neutralize the disadvantage caused by longer weapons and assert his own advantages.
Weapons: Dagger, Handaxe, Kukri, Light hammer/mace/pick, Sickle, (*Kama, *Handwraps)
Useable with Single weapon fight or Two weapon fight (if all 2 weapon are style weapon).
Serpent (sword play):
Instead of brute force, sword play is made of technique and knowledge. It is characterized by careful distance, tricks, precisely timed attacks and parries. It is primarily based on mental agility, but it also requires arm and leg work.
Weapons: Long/Short sword, Rapier, Scimitar, (*Bastard sword, *Khopeshes)
Useable with Single weapon fight or Two weapon fight (if mainhand weapon is style weapon).
Buffalo (destruction/rampage):
Combat style of heavy weapons. It is characterized by heavy blows and breakthrough attacks. Defense is secondary, follows the principle: If I have kill my opponent, he can no longer attack. Compared to the other styles, the tactic here is simple: "I enter, strike down, step back".
Weapons: Club, Battle axe, Heavy mace/pick, Morningstar, War hammer, (*Dwarven war axe)
Useable with Single weapon fight or Two weapon fight (if mainhand weapon is style weapon).
Tiger (spear fencing):
The fighting style of large, long, handled weapons. The fighting style is based on the length of the weapon, it tries to keep the opponent so far away that he cannot use his weapon. Taking advantage of the length of the weapon, he tries to assert his techniques against several opponents at the same time.
(It's basically the combat style of spears and other polearms, but since they don't exist in DDO I use them for two-handers because of their size.)
Weapons: Falchion, Great axe/club/sword, Maul, Quarterstaff
Useable with Two handed weapon fight.
Eagle:
It's a non choosable style. This style focused the ranged weapon, available from Tier 5 with kensei focus.
Weapons: Weapons: Long/Shortbow, Heavy/Light Crossbow, Dart, Throwing axe/dagger/hammer, (*Shuriken, *Great Crossbow, *Heavy/Light Repeating Crossbow)
(*Required learn the exotic weapon proficiency.)
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Core
Core
Core 1 - Style (Passive)
Choose your style: Locust, Serpent, Buffalo or Tiger.
You can use Style weapons as a Soul Blade and as Ki weapons.
Style and Dance bonuses effect only with Soul Blade, if you are centered.
Note: The style does not need to be switched on, it turns on automatically if you use the right weapon and you are centered.
Note: All Style bonuses are Psionic bonuses (stack with other bonus type).
Each Core Enhancement grants you the following passive abilities: +3 Melee power and +5 HP and +1 imbue dice.
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Monk level 1
Core 2 - Dance (Active)
Cost: 20 ki (only in a style)
Target: Self
Duration: 18+ Concentration skill * 2seconds
While you dance gains +1 to all ability, +5 Melee power and your style traning bonuses doubled. Passive ki regeneration decreases to 0.
If the end becomes fatigued for 60 second.
Additional grant +0,5[W] to War Techniques and Master Cut for dance duration.
Passive: Each Core Enhancement include this one grants 1 use per rest.
Note: All Dance bonuses are Psionicbonuses (stack with other bonus type).
AP Cost: 1 / Ranks: 1 / Progression: 5/ Requires: Style, Monk level 3
Core 3 - Personified Weapon (Passive)
While you are in Style you gain +1 Ki per hit. This stacks with all other sources of Ki generation.
Active Soul Weapon imbue with ki your Soul Blades (can't lose durability).
AP Cost: 1 / Ranks: 1 / Progression: 10/ Requires: Dance, Monk level 6
Core 4 - Improved Dance (Passive)
Improved dance: +2 to all ability, +10 Melee power and your style traning bonuses tripled.
War Techniques and Master Cut dance damage bonus increase to +1[W].
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Personified Weapon, Monk level 12
Core 5 - Dancing Soul (Passive)
You are immune to fatigue and your Base Attack Bonus equal with your character level.
Meditation use regenerate 1 dance.
AP Cost: 1 / Ranks: 1 / Progression: 30/ Requires: Improved Dance, Monk level 18
Core 6 - Ancient Soul (Passive)
+2 to all ability
+12 to Melee Power (sum 30), +20 to HP(sum 50),
While dancing:
- you get Death Ward <https://ddowiki.com/page/Death_Ward>spell effect,
- increase War Techniques and Master Cut dance bonus to +1,5[W],
- to your Soul Blades gain +1 untyped bonus to Critical Range, Multiplier & Vorpal range.
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Tier 1
Tier 1
War Techniue I. (Active) (only centered)
Select one of the four technique
Cost: 5 ki
Cooldown: 10 second (shared)
You strike enemy with a ki focused attack. This attack grant +0,5[W] & if you hitting, you gain following morale bonus for 30 second:
- Power strike: increase your melee power with 5.
- Fast strike: increase your attack speed with 5%.
- Deadly strike: increase your critical range with 1.
- Precision strike: increase your attack with 5%.
AP Cost: 1/ Ranks: 1 / Progression: 1 / Requires: none
Soul Weapon (Toggle)
Imbue: While you in a style grant +0,25[W] per imbue dice to Soul Blades.
Note: sum 6 imbue dice from tree grant +1,5[W] to soul weapons, the max is 11 imbue +2,75[W] with HeM core imbues.
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: a Style
Soldier (Passive)
+[50/100/150]% bonus to threat generation with melee weapons. Dance doubled this bonus (+100/200/300%).
AP Cost: 1/ Ranks: 3/ Progression: 1 / Requires: none
-empty-
War Training (Passive)
+[1/2/3] Jump, Balance and Intimidate
AP Cost: 1/ Ranks: 3/ Progression: 1 / Requires: none
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Tier 2
Tier 2
War Technique II. (Active)
Select one of the four techniques.
AP Cost: 1/ Ranks: 1 / Progression: 5/ Requires: War Technique I
Style Training I. (Passive)
While you in style:
- Locust: Increase movement speed 10{20/30}%.
- Serpent: Increase fortification bypasswith 10{20/30}%.
- Buffalo: +1{2/3} confirm critical hits and critical hit damage (before weapon multipliers).
- Tiger: Increase strike thourong chance with 50{100/150}%
- Eagle: Your Point Blank Shot and Ranged Sneak Attack range is increased by 10{20/30} meters.
AP Cost: 2 / Ranks: 1 / Progression: 2/ Requires: a Style
Elemental Ki Strikes (Active)
Cost: 5 ki
Cooldown: 3 second
Select one of four attacks that have secondary aftereffects.
AP Cost: 2 / Ranks: 1 / Progression: 5/ Requires: none
Style Attribute I. (Passive)
While you in style:
- Locust: you can use your Dexterity modifier to hit.
- Serpent: you can use your Wisdom modifier to hit.
- Buffalo: gives 1,5x strength modifier damage scaling.
- Tiger: you can use your Constitution modifier to hit.
- Eagle: Your ranged attacks use the higher of Melee Power or Ranged Power.
Trained (Passive 1-3 AP)
+[1/2/3] Concentration and Attack.
Rank 3: Your Vorpal hits grant 2 imbune dice for 10 second while dancing.
AP Cost: 1/ Ranks: 3/ Progression: 5/ Requires: Dance
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Tier 3
Tier 3
War Technique III. (Active)
Select one of the four techniques.
AP Cost: 1/ Ranks: 1 / Progression: 10 / Requires: War Technique II
Style Training II. (Passive)
While you in style:
- Locust: You gain 3{6/9}% dodge and dodge cap.
- Serpent: You gain 5{10/15}% melee/ranged attack parrying chance. Note Parrying: A successful parry neutralizes the damage.
- Buffalo: You gain 3{6/9}% damage absorp (except untyped/bane).
- Tiger: Your hits have 5{10/15}% chance to block enemies movement for 1{2/3} second and break enemies action.
- Eagle: Increase ranged attack speed 5{10/15}%
Deep Breath (Passive)
Increase dance duration with [25/50/50]%.
Rank 3: While you dance, your Vorpal hits have monk level % chance to restart the dance timer.
AP Cost: 1/ Ranks: 3/ Progression: 10 / Requires: Dance
Style Attribute II. (Passive)
While you in style:
- Locust: you can use your Dexterity modifier for damage.
- Serpent: you can use your Wisdom modifier for damage.
- Buffalo: gives 2x strength modifier damage scaling.
- Tiger: you can use your Constitution modifierfor damage.
- Eagle: gives 1,5x ability modifier for damage.
Attribute I (Passive)
+1 to [any]
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none
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Tier 4
Tier 4
War Technique IV. (Active 1 AP)
Select one of the four techniques.
AP Cost: 1/ Ranks: 1 / Progression: 20/ Requires: War Technique III
Style Training III. (Passive)
While you in style:
- Locust: Increase melee attack speed 5{10/15}%.
- Serpent: Ripost once per 6{4/2} second.
- Buffalo: Increase critical multipler with 1{2/3}.
- Tiger: Increase melee rage with 33{66/99}%.
- Eagle: Your every attack have 10{20/30}% chance to halve the enemy's movement speed.
Mantle of the Dragon (Passive 1-3 AP)
You gain Aura of Fear for dance duration.
- Rank: Nearby enemies receive a -2 penalty to Strength and Charisma.
- Rank: Nearby enemies receive a -2 penalty to Strength, Charisma, Dexterity and Wisdom.
- Rank: Nearby enemies receive a -2 penalty to all ability scores.
AP Cost: 1/ Ranks: 3/ Progression: 20/ Requires: Dance
-empty-
Attribute II (Passive)
Requires: Attribute I
+1 to [any]
AP Cost: 2 / Ranks: 1 / Progression: 20/ Requires: Attribute I
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Tier 5
Tier 5
Battle Master (Passive)
Add following critical hit effect (no save)to War Technique:
- Power strike: -10% AC, -25% Fortification for 12 seconds, stack 3 times.
- Fast strike: -10% Movement & -5% attack speed for 12 seconds, stack 3 times.
- Deadly strike: Stun 2 second & 1 stack bleed for 12 seconds, stack 3 times.
- Precision strike: Trip for 12 seconds.
AP Cost: 2 / Ranks: 1 / Progression: 30/ Requires: War Technique IV
Master Cut (Active)
Cost: 30 ki, Cooldown: 25 sec
- Locust - Swarming Locusts(???AoE or rapid) +[0,5/1,5/2,5][W] damage
- Serpent - Snake Bites (single, rapid): You launch a complex combo of three attacks against one opponent. 1. attack +0,5[W], 2. attack +5 to hit & +1,5[W] and 3. attack +10 to hit & +2,5[W]. All successful hit grant 3% parrying chance (stack up to 3 times, decay rate 1 per 5 seconds).
- Buffalo - Trampling Buffalo (AoE, self centered): You slam to the ground, deal +[0,5/1,5/2,5][W] damage to all nearby enemies and get tripped (fortitude negate, DC 10+half monk level+Strength+Trip bonus).
- Tiger - Leaping Tiger(rush, AoE line): Rush forward up to 30 meter to your selected opponent and deal +[0,5/1,5/2,5][W] damage to the target and all enemies in your path. You rush across enemies in your path and they can't block your movement.
- Eagle - Swooping Eagle(AoE, cone): You make a series of shots/throws in a 60-degree cone up to Point Blank Shot range and deal +[0.5/1.5/2.5]W damage to all enemies in the area.
AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: Style Traning III
Widening Horizon (Passive)
The Weapon Dancer extends his knowledge to other well-known weapons.
Your Soul Blade is Kensei focus weapons for you (Kensei focus bonus add to style weapon). Kensei Focused weapon is Soul Blade for you (the new Soul Blades open another styles for you).
Note: If Kensei Focus group is ranged weapon, bow use open the Eagle style.
For example:
- You are a Serpent (swords) and focused Archery in Kensei tree. You have double style Serpent and Eagle. You automatically switch between styles when you change weapons. (sword+bow ~samurai)
- You are a Tiger (2h) and focused Light Bladein Kensei tree. You have 3+1 style. You automatically switch between styles when you change weapons. (2h - Tiger, Rapier & Shortsword - Serpent, Daggers & Kukri - Locust, Throwing Dagger - Eagle)
Granit Skin (Passive)
Gain BAB*1 bonus to PRR, if you are centered.
Note: As if you were using light armor. It's +20 PRR on level 20 and +30 PRR on level 30.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none
Crystal Skin (Passive)
Requires: Granit Skin rank 1
Gain equal bonus to MRR & increase MRR cap to 100.
Note: It's +20 MRR on level 20 and +30 MRR on level 30.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Granit Skin