spoonwelder

Found my next life build

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Quote Originally Posted by tygara View Post
Asura - Storm of the Thousand Fists
12 Monk / 7 Druid / 1 Rogue

I usually dont tend to give my builds out, and dont really claim anything to be my own, but since a lot of people are extremely interested in this one in particular and actually keep bugging me for more info about it, I will for once be a good and helpfull person and give it out.
I am currently using this build on my completionist toon, Mitwo, so I will post it exactely on how I made it, but will aswell give out alternative feats for people who dont have access to the past lives that I personally took.


Pros about the build:
- Very self sufficient (self healing / self buffing)
- Super fast attack speed possible
- Super High dps if everything stays up, otherwise just high dps
- Incredible saves
- High healing amp
- Acceptable AC (not super, but selfbuffed, I can bring myself to around a 55% mischance)
- Very high tactical DCs

Cons about this build
- Lacks a bit in the HP department
- Lacks a bit in the defense department, glass cannon comes to mind in certain occasions if ya dont watch out
- Needs killing blows to fully be at max potential



The build itself:
(36point build) - Lawfull Neutral - Human
16STR
14DEX
14CON
9INT
17WIS
8CHA

Level 1 - Rogue
Feat: Cleave + Power Attack

Level 2 - Monk
Feat: Stunning Fist

Level 3 - Monk
+1 tome all stats
Feat: Completionist (alternative Toughness or skill focus UMD) + 2weapon fighting

Level 4 - Monk
+1 Wisdom
Feat: Fist of Darkness

Level 5 - Monk

Level 6 - Monk
Feat: Past life Monk (alternative improved sunder)

Level 7 - Monk
+2 tome all stats
Feat: Dodge

Level 8 - Druid
+1 Wisdom

Level 9 - Monk
Feat: Past life Barbarian (Toughness)

Level 10 - Monk

Level 11 - Monk
+3 tome (if possible, WIS and DEX are a must in this build!)

Level 12 - Druid
+1 Wisdom
Feat: Improved 2weapon fighting

Level 13 - Druid

Level 14 - Druid

Level 15 - Druid
+4 tome (if possible)
Feat: Improved Critical (Blungeon)

Level 16 - Druid
+1 Strenght

Level 17 - Druid

Level 18 - Monk
Feat: Greater 2weapon fighting

Level 19 - Monk

Level 20 - Monk
+1 Strenght

Level 21 - Epic
Feat: Vorpal Strikes

Level 22 - Epic

Level 23 - Epic

Level 24 - Epic
+1 Strenght
Feat: Improved Martial Arts

Level 25 - Epic



Enhancements:
Not going to give all enhancements out onto how I distributed them, as this normally is variable for every other person according to gear and tomes, but the enhancements that are a MUST HAVE in this build are:
- Druid Fatal Harrier + Nature´s warrior
- Druid Vengefull Hunter
- Human versitility
- Some Healing amp enhancements
- Touch of Death (and all pre reqs lol)
- Ninja Spy II (and all its pre reqs)
- Enough STR and WIS enhancements to equal yourself out and bring those 2 stats as high as possible



Must have Spells:
Level 1:
- Jump
- Pass without Trace
- Rams Might

Level 2:
- Fog Cloud
- Resist energy
- Lesser restoration

Level 3:
- Quench
- Spiderskin
- Protect from energy

Level 4:
- Freedom of Movement



Epic Destiny:
Some people dont really understand why, and actually call me stupid, but this is really a build to be in Legendairy Dreadnought with. Almost everybody claims it should be in Grandmaster, till they really see it in action. Then they somehow understand why. This is a pure Dreadnough build. Dont be tempted to go any other destiny, as youa re giving up too much potential by doing so.
As Twists I really recommand getting Sense weakness (Fury) and Dance of Flowers (Grandmaster)
As Third one, I personally like having Running with Wind (Grandmaster), but there are other options in that slot available. You basically have a t2 twist open for what ever.



My current stats at level 25 unbuffed:
STR: 42
DEX: 32
CON: 30
INT: 16
WIS: 40
CHA: 22



Other notes about this build:
- I do NOT fight in animal form, its a monk unarmed build, not a wolfy or beary cuddly hugger thing lol
- It is a wind stance build. Due to the increadible high attack speed (monk base attack speed + 15% haste + 30% dreadnought haste boost + 25% Fatal Harrier enhancement) you really benefit the most from having as much as possible double strike chance extra.
- The key about this build is to stun a mob, get it down with an action boost, get your extra attack speed buff and directely move on to the next build. The faster you personally play, the better this build will work in the end. If youa re a player who likes to wait around, always be full health, sniff a flower left and right, ... Then this build will never come to its full potential with you. It is an increadible powerfull build but ya have to play it at a superiorly fast speed, the faster, the better.
- Saves on my personal build are +39 fort, +44 refl, +43 will, and that is not buffed at all. No shipbuffs even. So obviously the saves are rather off the charts when ya consider fully raidbuffed with this thing. Highest I have personally seen as of this moment was a +75 fort save, +69 refl (vs traps), +66will (vs enchant)
- HP is rather lowish, but the healing amp possibilities and the UMD make rather will up for that. I cap out around a +58UMD, and my healing amp caps around the 330% mark
- Stunning DC around 68 fully geared, I aint always walking around with that as I have encounted that a +58 is more then enough in most occasions.
- Name of the build was choosen by Ziind so any remarks about that, adress him



If people have more questions about this build, feel free to eather mail me on the forums or post them here.

Enjoy
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Comments

  1. spoonwelder's Avatar
    So far I am liking this build up to L13- I can trap fine (VoN5 I was able to find and get all traps though I needed my skill boost (luckily there was a real rogue in there so I had less to worry about).

    Melee is fairly strong - I just hit L13 and recently got into my vampiric handwraps and the garments of equilibrium so soloing will become much easier. I am missing my light monk self healing and I like the light monk finishers better but I was never much of a key masher. Dark monk's shadowfade is full of awesome - invis for free - plus as it ends you get incorporeal so for end fights it's displace, shadowfade and pound away. AC is in the mid 40s with dodge at 15% already. Spike damage is still a problem but heal amp the fact that Druid levels are giving me access to Cure Crit wands with no-UMD check means I can kite and heal very well when I need to.

    So far so good - now I am looking at my next life already - see my thread on the forum - Pally life is next (the only one I may do multiple lives of for heal amp).
  2. spoonwelder's Avatar
    Well I finally found my spike damage - Touch of Death - took me a while to figure out I could get it and fit it in (even though it was mentioned in the build plan). I had totally forgot that it comes as early as 9th level. The prereqs are a bit of a waste as I just can't see myself using them in an average fight (if there are casters in my party then on bosses maybe/raid bosses sure but they will probably make their saves so meh....).

    But TOD with spike damage of 250-500 is great - on most bosses you can get it off twice - thats average 700ish damage in 20ish seconds - and as spike damage it can really help killing those self healers.