Grandmaster of Flowers

Despite the name, Grandmaster of Flowers (GF or GMoF) bears no resemblance to its similarly-named elemental stances. GF adds stacking Monk skills to a Epic Level Monk’s repertoire or Monk-like unarmed fighting skills to a non-Monk, including one very incredible ability.

GF allows your ki energy to be used as ranged and area-of-effect attacks.

Kame...kamehame-HA!

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).

Selecting Grandmaster of Flowers as your Destiny

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.

Innate Ability, Level 0 (Gained by activating the Destiny)

Inner Focus: Active Ability

  • Instantly restore 25-125 Ki on activating it. (Cooldown: 3 minutes)
  • Passive Bonus: You gain +10 maximum ki and +1 stacking spell resistance, and an additional +10 maximum Ki and +1 stacking spell resistance for each level of Grandmaster of Flowers you have (Or approximately +60 Ki, +6 Spell Resistance).

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.

Tier One Abilities

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.

  • Lily Petal: Active Ability: (Cooldown 6 seconds) Project a bolt dealing 80-120 + 8-12 dmg per character level to a target. Cost :10 Ki.
    • These DragonBall-style ranged attack hit for 300-500 magic damage. Your Monk now has ki-powered ranged attacks!
  • Perfect Balance: Passive Bonus: +[2/4/6] to Balance, Jump and Tumble and [1/2/3]% Dodge.
    • You may need to put a point here for points-spent prerequisites. The Dodge bonus is good.
  • Enlightenment: Passive Bonus: +[15/30/45] Ki and +[2/4/6] concentration. Gain +[0/0/1] passive ki regeneration.
    • More ki is good. Three EDP here just for passive ki is a bit much as you'll get this ability later. Henshin Mystics and stealthy and ranged-attack Monks will appreciate additional ki regeneration most of all.
  • A Dance of Flowers: Passive Bonus: +[0.5/1.0/1.5][W] to attacks you make while centered.
    • Your unarmed damage rolls gain substantial boosts per hit. This stacks with your innate Unarmed Strikes feat effects, items with Reinforced Fists, as well as the epic feat, Improved Martial Arts.
    • This bonus also affects other ki weapons such as quarterstaves.
  • Dexterity/Wisdom: Passive Bonus: +1 Dexterity/Wisdom. 2 EDP.
    • Use only if you have the spare points.

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.

Innate Ability, Level 1

Centered Mind (Passive)

  • Passive Bonus: Grants the Slippery Mind feat, allowing an extra saving throw versus enchantments.
  • Also, you gain +1 to the DC of your tactical feats.
    • This means that your odds of landing a Stunning Fist or Blow, among other tactical attacks, now improve.

Not exactly the most exciting new innate ability, but they do get better later.

Tier Two Abilities

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.

  • Running with Wind: Passive Bonus: Electricity resistance [4/8/12], +[10/20/30]% enhancement bonus to movement speed. If you have Monk levels and are in Monk Wind Stance, +[1/2/3]% chance to doublestrike.
    • This augments Wind Stance, increasing doublestrike and your Monk movement speed (as if you didn't move like a caffeinated squirrel already). It can be upgraded up to three times, as noted in the description.
    • This doublestrike bonus is untyped and stacks with Henshin Mystic, Wind Stance and other doublestrike effects.
  • Serenity: Passive Bonus: +[3/6/9] stacking spell resistance.
    • Not recommended for pure Monks as you should have insane SR already. But, consider it for more protection.
  • Hail of Blows: Passive Bonus: +3% chance to doublestrike on melee attacks.
    • This untyped ability stacks with all other doublestriking effects.
  • Dexterity/Wisdom: Passive Bonus: +1 Dexterity/Wisdom. 2 EDP.
    • Use only if you have the spare points.

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.

Innate Ability, Level 2

Wholeness of Spirit: Active Ability: (Cooldown 5 minutes)

  • Effectively cast a Heal spell on yourself, curing all ability damage, negative levels and other adverse conditions affecting you. Costs 30 ki.

An excellent emergency ability to fully restore your fighting ability when other support in your party is busy.

Tier Three Abilities

Once you spend 8 DP, you should be able to select abilities from Tier Three.

  • Orchid Blossom: Active Ability: (Cooldown 12 seconds) Projects blast of ki. 80-120 +8-12 damage per character level to enemies in area. Reflex save for half (DC 10 + Character level + 1/2 WIS modifer). Cost 20 ki.
    • A multiple-target version of Lily Petal. A great first-attack against a small mob.
  • Walking with Waves: Passive Bonus: Gain cold resistance [4/8/12] and +[2/4/6] to AC. If you have Monk levels and are in Ocean Stance, +[1/2/3]% chance to Dodge bonus.
    • This augments Ocean Stance, adding innate Cold resistance and more Dodge bonuses. More AC isn't a bad thing.
  • Light as a Feather: Active Ability: Toggle. Immune to falling damage; gain Feather Falling.
    • Not recommended for pure Monks as you should have Perfect Slow Fall by now. But multiclassed Monks may find it very handy.
  • Perfection of Body: Passive Bonus: +[2/4/6] to Fortitude save. Do not automatically fail a save on a 1 against [disease/poison/any Fortitude save].
    • A Monk's saves are their strongest armor. You can consider this if your save numbers seem low.
  • Dexterity/Wisdom: Passive Bonus: +1 Dexterity/Wisdom. 2 EDP.
    • Use only if you have the spare points.

Innate Ability, Level 3

The Abiding Path: Passive Bonus:

  • Immunity to slippery surfaces.
  • Gain +1 to the DC of your tactical feats.
    • You earn yet another increase in your Stunning Fist DC and similar tactical feat attacks.

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.)

Tier Four Abilities

Once you spend 12 DP, you should be able to select abilities from Tier Four.

  • Standing with Stone: Passive Bonus: Acid resistance [4/8/12], +[5/10/15] max HP. If you have Monk levels and are in Earth Stance, +[5/10/15] PRR.
    • This augments Mountain Stance, adding innate Acid resistance, more HP and more to your Physical Resistance Rating. If you use Grandmaster of Mountains, this is an easy choice and one to upgrade fully if you like to tank a bit or gain maximum damage protections.
  • Piercing Clarity: Passive Bonus: Your attacks bypass [5/10]% of enemy fortification. Your attacks have Ghost Touch. On Rank 2, your hands are Ethereal and your attacks bypass concealment as if you had True Seeing.
    • A great addition if you haven't True Seeing items active or Ghost Touch items in place.
  • Perfection of Mind: Passive Bonus: +[2/4/6] to Will saves, additional +[2/4/6] saves versus enchantment, fear and illusion. On Rank 3, you do not automatically fail a Will save on a 1.
    • Like Perfection of Body, an optional ability. A Monk's saves are their strongest armor. You can consider this if your save numbers appear low.
  • Dexterity/Wisdom: Passive Bonus: +1 Dexterity/Wisdom. 2 EDP.
    • Use only if you have the spare points.

Innate Ability, Level 4

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.

Tier Five Abilities

Once you spend 20 DP, you should be able to select abilities from Tier Five.

  • Drifting Lotus: Active Ability: (Cooldown 15 seconds) 80) (120 + 8-12 dmg per character level area-of-effect magic explosion centered around you. Reflex save (DC 10 + character level + 1/2 WIS modifier) for half damage. Enemies who fail save are knocked down. Cost 25 ki.
    • Words can't express the power of this attack. Everything except the strongest enemies are knocked down and heavily damaged by the Lotus. If the mob isn't half-dead, a wider secondary attack (such as Great Cleave, Whirlwind Attack or Orchid Blossom) would do the trick. A great opening attack when surprise is on your side.
  • Dancing with Flames: Passive Bonus: Gain fire resistance [4/8/12]. Gain +[1/2/3] to attack and damage rolls. If you have Monk levels and are in Fire Stance, add [0.25/0.50/0.75][W] to your weapons.
    • Handy if you are a STR bruiser. A staff-wielding Mystic or other weapon wielder will appreciate it.
  • Perfection of Soul: Passive Bonus: +[2/4/6] to Reflex saves, and gain +[1/2/3] to Bluff, Diplomacy, Haggle and Intimidate. At rank 3, do not automatically fail a Reflex save on a 1.
    • Like Perfection of Body and Perfection of Mind, an optional ability. A Monk's saves are their strongest armor. You can consider this if your save numbers appear low. Dodge and Evasion require your best Reflex saves. Also good to add a few more cross-class Intimidate points if you can use them.
  • Dexterity/Wisdom: Passive Bonus: +1 Dexterity/Wisdom. 2 EDP.
    • Use only if you have the spare points.

Innate Ability, Level 5

Balance in All Things: Passive Bonus:

  • Immunity to most knockdowns.
  • +1 passive ki regeneration
    • This stacks with most other ki regeneration abilities you have.
  • +1 to the DC of your tactical feats.
    • And yet one more point to help your Stunning Fist and other tactical feat difficulty checks, for a grand total of +3.

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.

Tier Six Abilities

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.

  • A Scattering of Petals: Active Ability: (Cooldown 1 min) Nearby enemies must make a fortitude save (DC 20 + character level + 1/2 WIS modifier) or become blinded. For the next 12 seconds, gain +25% dodge. Cost 30 Ki.
    • A great defensive ability to escape or pummel surrounding mobs while gaining a brief defensive Dodge bonus.
  • Everything is Nothing (Epic Moment)
    • Active Ability: (Cooldown 50 Ki) The "Perfect Peace" counter (shown in your buffs bar) increments each time you use Stunning Fist, Quivering Palm, Lily Petal, Orchid Blossom, Drifting Lotus or A Scattering of Petals.
    • When the Perfect Peace counter reaches 25, you have charged the Epic Moment.
    • On activation, enemies in a large radius from you must make a saving throw (DC 20 + character level +1/2 WIS modifier) or be erased from the multiverse.
    • If they succeed at their saving throw, they are paralyzed for 6 seconds. After 6 seconds the enemies take 1,000 damage (fortitude for half). Bosses take damage immediately.
      • Think of this as "Void Strike Mass." The cooldown makes this a panic button, but oh, what a button!
      • The area-of-effect is very large (big enough to remove all the Gnolls recharging "Harry" in Part 4 of "The Shroud" at once). A student of Syncletica's did just that.
      • Unlike Void Strike, a critical hit is not required. EVERY ENEMY will suffer here: No save.
      • The ability was so powerful that it could eliminate both of the two power relays in "Schemes of the Enemy" at once--before the relays were made immune in a later update.
      • A better nickname for this ability (which also fits with the floral names) is simply "Death Blossom."
      • Be careful in the use of this ability in some quests. It has bugged quests in the past after killing off NPCs needed in a quest. Read the DDO forums and DDO Wiki for any important information.
      • You can charge up an Everything is Nothing in a public area. While Perfect Peace charges disappear on zoning or rest, your EiN charge will not disappear except on rest or logging out.
      • A bug in Update 19 prevents Stunning Fist from charging the moment counter. This bug should be fixed as of Update 20.
  • Dexterity/Wisdom: Passive Bonus: +1 Dexterity/Wisdom. 2 EDP.
    • Use only if you have the spare points. By now, it's unlikely that you have any.