Weapon Dancer
version 2.1 (after update 62)
(Weapon Master, Soul Weapon, 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 choose 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>
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): (maybe Cat, activation effect ~Cat's Grace)
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, *HandwrapsUseable with Single weapon fight or Two weapon fight (if all 2 weapon are style weapon).Serpent (sword play): (maybe Fox, activation effect ~Fox's Cunning)
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, *KhopeshesUseable with Single weapon fight or Two weapon fight (if mainhand weapon is style weapon).Buffalo (destruction/rampage): (activation effect ~Bull's Strength)
Combat style of heavy weapons. It is characterized by heavy blows and breakthrough attacks. Defense is secondary, follows the principle: If I have incapacitated 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 axeUseable with Single weapon fight or Two weapon fight (if mainhand weapon is style weapon).Tiger (spear fencing): (maybe Bear, activation effect ~Bear's Endurance)
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, QuarterstaffUseable with Two handed weapon fightEagle (activation effect ~Eagle's Splendor)
It's a non choosable style. This style focused the ranged weapon, available only in Tier 5 with kensei focus.
Weapons: Weapons: Long/Shortbow, Dart, Throwing axe/dagger/hammer, *Shuriken,??? I don't think xbows fit the monk, maybe the xbows should be left out of the group. (Heavy/Light Crossbow, *Great Crossbow, *Heavy/Light Repeating Crossbow) ???
*Required learn the exotic weapon proficiency.
Core
Core 1 - Style (Passive)
Choose your style: Locust, Serpent, Buffalo or Tiger. You can use Style weapons as Ki weapons.
Note: The style does not need to be switched on, it turns on automatically if you know the style and you use the right weapon and you are centered.Each Core Enhancement grants you the following passive abilities: +3 Melee power and +5 HP.
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Monk level 1Core 2 - Soul Weapon (Active)
Activation requirements: any active Style
Cost: 10 Ki
Cooldown: 6 second
Duration: Lasts until rest or switch weapon
You charge your used Style weapon with Ki. This effect grants +monk level% damage bonus and your Soul Weapon immune to durability damage. This is considered an Item Enchantment.
Note: I'd prefer to use a damage die increase - as weapons size or monk unarmed damage in DnD - in every 2. core, but I don't think DDO handles that: 1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8(2d4) -> 1d10 -> 2d6(1d12) -> 2d8 -> 2d10 -> 3d8 -> 3d10- e.g shuriken 1d2 -> 1d3 -> 1d4 -> 1d6 | with 5[W] weapon from 5-10 to 5-30
- e.g dagger 1d4 -> 1d6 -> 1d8 -> 1d10 | with 5[W] weapon from 5-20 to 5-50
- e.g shortsword 1d6 -> 1d8 -> 1d10 -> 2d6 | with 5[W] weapon from 5-30 to 10-60
- e.g battle axe 1d8(2d4) -> 1d10 -> 2d6 -> 2d8 | with 5[W] weapon from 5(10)-40 to 10-80
- e.g bastard sword 1d10 -> 2d6 -> 2d8 -> 2d10 | with 5[W] weapon from 5-50 to 10-100
- e.g greatsword 2d6(1d12) -> 2d8 -> 2d10 -> 3d8 | with 5[W] weapon from 10(5)-60 to 15-120
- e.g greatXbow 2d8 -> 2d10 -> 3d8 -> 3d10 | with 5[W] weapon from 10-80 to 15-150
Core 3 - Bound Soul (Passive)
Your Soul Weapon gain the Ghost Touch effect and grant +1 Ki per hit. This stacks with all other sources of Ki generation.
Note: Soul Weapon +6%, invulnerable, ghost touchAP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Soul Weapon, Monk level 6Core 4 - Renewing Soul (Passive)
Meditation use regenerate 1 dance.
Your Soul Weapon bypass all metallic damage reduction.
Note: Soul Weapon +12%, invulnerable, ghost touch, bypass: metallicAP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Bound Soul, Monk level 12Core 5 - Fighting Soul (Passive)
You are immune to fatigue and your Base Attack Bonus equal with your character level.
Your Soul Weapon bypass all alignment based damage reduction.
Your Soul Weapon bonus damage increase with additional +5%.
Note: Soul Weapon +23%, invulnerable, ghost touch, bypass: metallic, alignAP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Renewing Soul, Monk level 18Core 6 - Ancient Soul (Passive)
+2 to all ability
+12 to Melee Power (sum 30),
Your Soul Weapon bonus damage increase with additional +5%.
Note: Soul Weapon +30% damage, invulnerable, ghost touch, bypass: metallic, alignWhile dancing:
+4 to all ability
you get Death Ward spell effect,
+6 Stun DC,
your Soul Weapon gain +1 Psionic bonus to Critical Range, Multiplier & Vorpal range.
Tier 1
War Techniue I. (Active)
Cost: 5 ki
Cooldown: 10 second
You strike enemy with a ki focused attack (DC = 10 + half monk level + highest ability + Stun DC).
Select one of the four technique:
Leng Strike: +10% damage & trip the target (Reflex negate Trip).
Deep Wound: +10% damage & inflict 2 Constitution damage (Fortitude negate CON damage).
Crippling: +10% damage & decrease target's attack speed with 5% and movement speed with 10% (Reflex negate slow effect).
Wrecking: +10% damage & decrease target's AC with 5% and Fortification with 10% (Fortitude negate Shunder effect).
Negative effect duration monk level*2 second and stack 5 times.
AP Cost: 1 / Ranks: 1 / Progression: 1 / Requires: noneStyle Training I. (Passive)
Operational requirements: active <type> Style
While you in style:
Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!Locust: Increase movement speed with monk level% (max 20%).
Serpent: Increase fortification bypass with monk level*2% (max 40%).
Buffalo: 1+monk level/5 (max 5) bonus to confirm critical hits and critical hit damage (before weapon multipliers).
Tiger: Increase strike thourong chance with monk level*3% (max 60%).
Eagle: Your Point Blank Shot and Ranged Sneak Attack range is increased by monk level meters (max +20 meters).
Deep Breath (Passive)
Rank 1: +10% Dance duration, +1 Dance use/rest.
Rank 2: +25% Dance duration, +2 Dance use/rest.
Rank 3: +50% Dance duration, +3 Dance use/rest.
Dance (Active) (or Battle Focus or Battle Trance,...)
Anti-requisite: cannot be trained if you have any Battle Trance abilities. Note: Both require serious concentration, so they cannot be used at the same time. From the point of view of the system, it is simpler to treat dance as a battle trance.Activation requirements: any active Style
1 use / Rest
Target: Self
Duration: 18 + Concentration skill * 2 seconds
While you dance gains:
+1 to all ability,
+5% to Attack & AC,
+1/4 monk level (rounded down) to Weapon Damage,
+2 DC to Stun,
If the end becomes fatigued for 60 second. Your passive ki regeneration decreases to 0 for the duration of the dance and fatigue.
Note: Dance bonuses are Psionic bonuses (stack with other bonus type).AP Cost: 2 / Ranks: 1 / Progression: 1/ Requires: noneWar Training (Passive)
+[1/2/3] Jump, Balance and Intimidate.
Rank 3: +1 DC of your monk Finishing Moves.
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: noneTier 2
War Technique II. (Active)
Select one of the four techniques.
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: War Technique IStyle Training II. (Passive)
Operational requirements: active <type> Style
Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!Locust: You gain half monk level% dodge and dodge cap (max 10%).
Serpent: You gain half monk level% melee/ranged attack parrying chance (max 10%). Note Parrying: A successful parry neutralizes the damage.
Buffalo: You gain 1+one third monk level% damage absorp (except untyped/bane) (max 7%).
Tiger: Your hits have monk level*2% chance to break enemies action and block enemies movement for 2 second (max 40%).
Eagle: Increase ranged attack speed with half monk level% (max 10%).
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<-empty->
Trained (Passive)
+[1/2/3] Concentration and Attack.
Rank 3: Your Vorpal hits grant 10 melee power for 6 second.
AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: noneTier 3
War Technique III. (Active)
Select one of the four techniques.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: War Technique II<-empty->
Style Ability I. (Passive)
Operational requirements: active <type> Style
Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!While you in style:
Locust: you can use your Dexterity modifier to hit.
Serpent: you can use your Wisdom modifier to hit.
Buffalo: gives 1,25x 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.
Mantle of the Dragon (Passive)
Operational requirements: active Dance
You gain Aura of Fear for dance duration. This mind-affecting fear effects are designed to be cumulative. A failed Will roll - every 5 second - usually means that the character is: shaken <-> panicked <-> freezes them in place (equal with Mummy despair).
Your aura range equal with half monk level meter and Fear DC equal with War Technique DC.
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: DanceAttribute I. (Passive)
+1 to [any]
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: noneTier 4
War Technique IV. (Active)
Select one of the four techniques.
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: War Technique IIIStyle Training III. (Passive)
Operational requirements: active <type> Style
Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!While you in style:
Locust: Increase your Doublestrike with half monk level% (max 10%).
Serpent: You strike back after a parried melee attack once per 2 seconds.
Buffalo: Your every attack have monk level*3% chance to inflict 1 stack Bleed (max 60%).
Tiger: Increase your melee range with monk level*5% (max 100%, double melee range).
Eagle: Your every shot have monk level% chance to halve the enemy's movement speed for 6 second (max 20%).
Style Ability II. (Passive)
Operational requirements: active <type> Style
Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!While you in style:
Locust: you can use your Dexterity modifier for damage.
Serpent: you can use your Wisdom modifier for damage.
Buffalo: gives 1,5x strength modifier damage scaling.
Tiger: you can use your Constitution modifier for damage.
Eagle: gain monk level% to Doubleshot.
Improved Dance (Passive)
Operational requirements: active Dance
Improved dance now grant you:
+2 to all ability,
+10% to Attack & AC,
+half monk level (rounded down) to Weapon Damage,
+4 Stun DC,
gain +1 Ki per hit. This stacks with all other sources of Ki generation.
If the end becomes fatigued for 60 second. Your passive ki regeneration decreases to 0 for the duration of the dance and fatigue.
AP Cost: 2/ Ranks: 1/ Progression: 20 / Requires: Mantle of the DragonAttribute II. (Passive)
+1 to [any]
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Attribute ITier 5
War Technique V - Master Cut (Active)
Activation requirements: active <type> Style
Cost: [50/40/30] ki
Cooldown: [60/45/30] second
DC = War Technique DC
Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!Locust - Locust Embrace (rush, great impact): You dash forward [5/10/15] meter to the opponent and jump on him to grab him with your legs and inflict +[10/20/30]% damage. Enemy will be helpless against this attack. (Fortitude negate the helpless condition.)
Serpent: - Snake Bites (single, serial attack): You launch a complex combo of [1/2/3] attacks against one opponent. 1. attack +10%, 2. attack +2 to hit & +20% and 3. attack +5 to hit & +30% damage. Each successful hit decrease enemy Healing Amplification with 10% and Melee/Ranged power, PRR/MRR with 5 for 10 seconds (separate save, Fortitude negate the negative effects)
Buffalo - Trampling Buffalo (AoE, self centered): You slam into the ground, dealing +[10/20/30]% damage to all enemies within [3/6/9] meters, causing enemies to fall. (Reflex negate the Trip.)
Tiger - Leaping Tiger (break-through, AoE line): Rush forward up to [10/20/30] meter to your selected opponent and deal +[10/20/30]% damage to the target and all enemies in your path. You rush across enemies in your path and they can't block your movement. (Reflex halved the damage.)
Eagle - Swooping Eagle (AoE, cone): You make a series of shots/throws in a 60-degree cone up to [10/20/30] meter and deal +[10/20/30]% damage to all enemies in the area. (Reflex halved the damage.)
Weapon Master (passive)
Operational requirements: any active Style
You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range while you in a Style.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Style Traning IIIWidening Horizon (Passive)
The Weapon Dancer extends his knowledge to other well-known weapons.
Your Style Weapon is Kensei focus weapons for you (Kensei focus bonus add to style weapon).
Kensei Focused weapon is Style Weapon for you (Style bonus add to Kensei focus weapon, and the new Soul Weapons 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 Blade in 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) AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: noneGranit Skin (Passive)
Operational requirements: centered
Gain BAB*1 bonus to PRR, if you are centered.
+10% Competence bonus to maximum hit points 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: noneCrystal Skin (Passive)
Operational requirements: centered / any active Style
Gain BAB*1 bonus to MRR & increase MRR cap to 100, if you are centered.
+5% Insight bonus to maximum hit points if you are in a style.
Note: It's +20 MRR on level 20 and +30 MRR on level 30.AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Granit Skin