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GF allows your ki energy to be used as ranged and area-of-effect attacks.
YEAH. IT'S A LOT LIKE THIS.
I’ll let you pause a moment to take this in. No longer are you dependent on shurikens or have to use precious feats or action points to gain a ranged option (aside from training as a Henshin Mystic).
Now, you can channel ki as pure ranged magic power. Your DragonBall Z dreams have come true (except the flying part, but Abundant Step comes close).
You can only enable an Epic Destiny once your character reaches Level 20. You may select Grandmaster of Flowers as your first destiny without any charge. You must have at least 6 levels of Monk to select this destiny.
To select your destiny, visit the Fatespinner, an NPC. She sits on a fallen pedestal in the Stormreach Marketplace, just a little west and north of the quest entrance to "Devil Assault." She's also being admired by and surrounded by other Heroic trainers in the village of Eveningstar.
Once you've chosen GMoF as your Epic Destiny, you'll receive Innate Abilities. Some are spell-like items to activate with a cooldown, while others are always active.
While Grandmaster of Flowers is a Monk-aligned destiny, there are other Epic Destinies that may suit you as a first destiny.
You can select any destiny as your first one. However, once you do, you're locked in that destiny sphere until you train specific destinies that qualify you to enter another destiny sphere and train.
For instance, if you are a Zen Archer and start with Shiradi Champion, you'll need to train several levels of Shiradi and its connecting destiny, Legendary Dreadnought, before you can train Grandmaster of Flowers. You could use a Key of Destiny to quickly unlock the Martial tree (bypassing the need to train Legendary Dreadnought). But you MUST be using Shiradi Champion and using a Key of Destiny does not exempt you from training the levels required to unlock Grandmaster of Flowers.
It's difficult to pull your character away from GMoF once you get accustomed to its attacks, especially by Tier 6. But don't ignore other destinies, especially since training each of them gain you Fate points, which allow you to Twist other abilities (except Innate and Tier 5/6) from any destiny.
Inner Focus: Active Ability
As noted, GMoF allows non-Monks to gain Monk-like abilities, but what good would the abilities be without ki? This innate ability helps non-Monks attain some amount of ki to use later abilities.
For Monks, think of this as a way to quickly access an emergency source of ki to turn the tide in a prolonged fight where your ki is nearly gone and a time to Meditate isn't an option.
Inner Focus is also convenient when you die and resurrect with very low health, no ki and no Meditation turns available. Simply activate and then use Wholeness of Body to heal.
Be mindful that the Centered state is required to keep that ki, else the reserve will quickly drain from you.
For each Epic Destiny level, you receive Destiny Points, or DP. Like Action Points, you can apply them to abilities. Like Heroic Level enhancements, Epic Destiny Points and their abilities use a graphic representation, or tree, where you click an ability to add a point to the ability, and click Accept to choose the ability. Some abilities can upgrade using up to 3 points, giving you additional ranks in that ability.
The tree format works as a prerequisite marker. In order to take a later ability, the tree shows what lesser abilities are linked to a greater ability in another tier.
Thankfully, unlike other Epic Destinies, the GMoF tree has few tree prerequisites.
There are only 24 points available to any Epic Destiny page. Like enhancements, you can't select them all.
As a Monk, you'll find that some abilities are outright redundant since you may already have that from your Heroic training. For instance, Light As A Feather (Tier 3) mimics Perfect Slow Fall and Feather Falling. If you have the DP, however, 1 point can mean you can remove Feather Falling items to use other equipment.
Here are your Tier One abilities. I'll color-code abilities that pure Monks may find useful. All abilities use 1 DP (some upgradable) except the Dex/WIS upgrades in each tier, which needs 2 DP.
The ki energies from Lily Petal, Orchid Blossom and Drifting Lotus show as magic damage in combat logs, in terms of its damage type.
However, these ki attacks aren't spells in the conventional sense. Therefore, their damage cannot be heightened or maximized using spell power. They are, however, only avoidable with a Reflex save. Nothing is wholly immune from these attacks.
Centered Mind (Passive)
Not exactly the most exciting new innate ability, but they do get better later.
Once you spend 4 DP, you should be able to select abilities from Tier Two.
You'll notice that this and the next 3 tiers show an ability that augments a Monk Stance while it's active. Pay attention to what they offer for you. They may get you to stop favoring one Monk Stance over others.
Doublestriking is a hallmark of a Grandmaster of Wind and Henshin Mystic. Increasing your chances to doublestrike are helped greatly by destiny training but primarily through gear.
Teacher Wax_on_Wax_off notes that, as a pure Monk, you can choose all three ranks of Running with Wind to move a Grandmaster of Wind from 10% to 13% doublestrike. By cross-training and being Shadowdancer with the Tier 3 epic destiny innate ability, Shadow Training IV, you gain an additional 3% to move to 16%--if you Twist the Running with Wind ability.
The Cannith Combat Infusion from the Fabricator's Bracers adds a temporary stacking 5% increase on doublestriking as well. The Sun Soul epic set also gives 6% Morale doublestrike in Wind Stance once its effect activates (this can't stack with the Henshin Mystic's Quick Strike). Doublestrike rings and gloves exist in-game, however, these have Morale bonuses that don't stack with each other.
Update 29's new gear combinations offer the "Hasty" prefix that often has very high Doublestrike and sometimes Doubleshot bonuses.
Wholeness of Spirit: Active Ability: (Cooldown 5 minutes)
An excellent emergency ability to fully restore your fighting ability when other support in your party is busy.
Once you spend 8 DP, you should be able to select abilities from Tier Three.
The Abiding Path: Passive Bonus:
Put away your Spiked Boots. This has great tactical use against cold-savant mages who mistakenly, fatally believe they can slow you. (But watch out for the White Dragon in Gianthold Tor. His special cold attack still slows you down and could freeze you solid, although you won't slip and fall.)
Once you spend 12 DP, you should be able to select abilities from Tier Four.
Ubiquity: Passive Bonus: Your Tumble skill allows you to pass through enemies.
Aren't you glad you added that 1 point to Tumble? This makes you able to stick-and-move, combining Dodge to make it hard for enemies to track and retaliate against you as well as escaping a surrounding mob--an important fighting skill in Epic Elite.
Once you spend 20 DP, you should be able to select abilities from Tier Five.
Balance in All Things: Passive Bonus:
Nothing but a dragon or a maralith might run you over. Better, you regenerate more ki without attacking.
By now, Henshin Mystics in this destiny, including any abilities trained that provide passive ki regeneration in their class tree, should see +4 to 5 passive ki regeneration while in Ultimate Ocean Stance.
Hopefully, you've saved your last 4 DP for your Epic Moment. An Epic Moment gives a spectacularly awe-inspiring super-ability in a destiny. For Grandmaster of Flowers, you get one of the best in the game.