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| Orimune03-17-08, 11:55 PM | Introduction: The following is a monk/sorcerer build. It is in my opinion one of the best builds of its kind thus far possible. Easily one of the most damaging gish, this build is not intended for campaign use. The Combo: Prerequisites: Unarmed Strike (The Monk Ability) Mighty Wallop, Greater (The spell, Races of the Dragon pg.115) Method: Step 1: Cast Mighty Wallop, Greater on your Unarmed Attack. Step 2: Go forth and smite thine enemies! Observations: The Mighty Wallop, Greater spell increases the damage of a bludgeoning weapon by one size category for every 4 caster levels up to a maximum effective size of Colossal. The monk's unarmed strike is a very good choice for this spell. A medium sized monk with an unarmed strike damage of 2d6 instead deals 8d6! A medium sized monk with an unarmed strike damage of 2d8 instead deals 8d8!! A medium sized monk with an unarmed strike damage of 2d10 instead deals 12d8!!! This spell has some serious potential! The Build: Human Monk 1/Sorcerer 1/Human Paragon 3/Enlightened Fist 10/Abjurant Champion 5 32 Point Buy: STR 20=14 Base +6 Enhancement DEX 20=14 Base+6 Enhancement CON 20=14 Base Racial +6 Enhancement INT 10= 10 Base WIS 10= 10 Base CHA 34= 16 Base +2 Ability Boost +5 Level +5 Inherent +6 Enhancement Class Features: Unarmed Strike [Monk] AC Bonus (Ex) [Monk] Flurry of Blows (Ex) [Monk] Fast Movement (Ex) [Monk] Divine Companion [Sorcerer] Adaptive Learning (Ex) [Human Paragon] Bonus Feat (Ex) [Human Paragon] Ability Boost +2 (Ex) [Human Paragon] Ki Strike (Magic) (Su) [Enlightened Fist] Fist of Energy (Burst) (Su) [Enlightened Fist] Arcane Fist (Su) [Enlightened Fist] Arcane Rejuvenation (Su) [Enlightened Fist] Hold Ray (Ex) [Enlightened Fist] Abjurant Armor (Su) [Abjurant Champion] Extended Abjuration (Su) [Abjurant Champion] Swift Abjuration (Su) [Abjurant Champion] Arcane Boost (Su) [Abjurant Champion] Martial Arcanist (Ex) [Abjurant Champion] Feats: Improved Unarmed Strike [Monk] Stunning Fist [Monk] Practiced Spellcaster [Human] Combat Casting [Level 1] Draconic Heritage [Level 3] Draconic Claw [Human Paragon] Ascetic Mage [Level 6] Superior Unarmed Strike [Level 9] Arcane Strike [Level 12] Extend Spell [Level 15] Persistent Spell [Level 18] Key Equipment: +1 Magebane Necklace of Natural Weapons [51,600] Cloak of Charisma +6 [36,00] Robe of Armor +8 and Natural Armor +5 [114,000] Monk's Belt of Strength +6 and Health +6 [90,000] Ring of Freedom of Movement and Sustenance [43,750] Boots of Evasion and Dexterity +6 [61,000] Luckstone [20,000] Grafts: Glaring Eye [10,000] Gleaming Scales [9.000] Dragonheart Presence [12,000] Buffeting Wings [100,000] Smashing Tail [30,000] Key Spells: 1st Level: Shield; Blood Wind 2nd Level: Wraithstrike 3rd Level: Mighty Wallop, Greater Suggested Spells: 2nd Level: Dispelling Touch 3rd Level: Haste; Vampiric touch 4th Level: Enervation 5th Level: Arcane Fusion; Blink, Greater 6th Level: Disintegrate 8th Level: Arcane Fusion, Greater;Superior Invisibility; Celerity, Greater Strategy: Cast Extended Mighty Wallop, Greater on Unarmed Strike, both wings, and tail. Cast Persisted Shield, Blood Wind, and Wraithstrike. Cast other buffs as necessary. Use Arcane Strike on Natural Weapons and Full Attack for 4 Unarmed Strikes plus 2 claws, 2 wings, and 1 tail attack. Dealing Maximum Damage: Add: Snap Kick , Luck Devotion, Amulet of Natural Weapons +5 Replace: Draconic Heritage, Draconic Claw, Necklace of Natural Weapons Use the following spells: Mighty Wallop, Greater x4, Blood Wind, Wraithstrike, Bite of the Werebear, Enlarge Person Arcane Strike (8th), Snap Kick, Power Attack (14) Full Attack; Celerity, Greater; Full Attack; Celerity, Greater; Full Attack This results in 18 Unarmed Strikes, 6 Claw Attacks, 6 Wing Attacks, 3 Bite Attacks, and 3 Tail Attacks. Assume all attacks hit and are not criticals. Damage Dealt: 18x(12d8+8d4+30)+6x(2d6+8d4+30)+6x(3d6+8 d4+25)+3x(3d8+8d4+25)+3x(6d6+8d4+35) =225d8+48d6+288d4+997 Minimum/Average Damage:2897 Maximum Damage: 4237 More damage is possible via bane, elemental damage, and etc. though I will not spend the time to find out how. Final Words: You now know one of the strongest builds. If you must use it, please do so with discretion. You will end up rolling a lot of damage dice. Note: This build can realistically played. While other builds may be vastly more complicated and may be capable of infinite damage, anyone can use this build with little effort. Don't bother replying that there are infinite damage combos; I already know. |
| EjoThims03-18-08, 08:50 AM | While a good monk gish, after your last statement I am truly confused as to which of the hundreds of builds that will output more damage per round to link to you. Perhaps one of the infinite damage combos? This really belongs in CO, not TO. |
| CrimsonDeath03-18-08, 04:15 PM | In other words, check the Tenth Commandment of Optimization (in my sig). |
| Callix03-25-08, 07:12 AM | The real brain-meltingly complex builds are the non-infinite ones. The Affinity Field Suicide Nova is simple, but deals infinite damage. Take one 17th or above level Egoist with a psicrystal. Cast a shared Delay Death on him, have him manifest a shared Affinity Field, then deal any amount of damage to him. He deals that much to everyone within 30ft, including his psicrystal. His psicrystal deals that much to everything within 30ft, including him. Neither he nor his psicrystal can die this round. Repead ad infinitum. Everything within 30ft takes infinite damage. The non-infinite damage record, on the other hand, is so insanely complicated (and big) that all known forms of mathematical notation fail to approximate the number. It's actualy bigger than any number considered before by any scientific enquiry. But it's not infinite. Early iterations of the Hulking Hurler (hell, probably a Str-monkey Barb 15/HH 5 (I think that works)) can easily outclass 3-4k damage a round. It's good, but you're not getting real returns on 3 Greater Celerities per round. If you were an artificer using the Free Spells Forever trick, maybe. But not just for a monk gish. |