Monk Finishing Moves
|
earth = Strike of the Enduring |
air
= Storm Strike |
fire
= Fires of Purity |
|
water = Flowing Water Strike |
POS = Fist of Light |
NEG
= Fist of Darkness |
| The Trembling Earth |
earth earth earth |
The attack has +2 crit mult, and the victim is unable to
cast spells for 30 seconds. |
| The Gathering Storm |
air air air |
The target's ability to "land attacks" is reduced for 30
seconds. -2 on attack rolls. Undead appear immune. |
| The Raging Sea |
water water water |
The enemy's attacks are slowed for 30 seconds. |
| Dragon Breath |
fire fire
fire |
A cone of fire does 1d4 damage per level, no max. |
| Healing Ki |
POS POS POS |
You heal all nearby allies for 2d4+something points. Does
not harm undead foes, goes up with leveling. |
| Grasp the Earth Dragon |
earth POS
earth |
Nearby allies become immune to daze, stun, and sleep for 30
seconds |
| Dance of Clouds |
air POS
air |
Nearby allies gain 20% concealment for 60 seconds. |
| Aligning the Heavens |
water POS
water |
Nearby allies gain a 10% reduction in spellpoint costs for
60 seconds. |
| Walk of the Sun |
fire
POS
fire |
Nearby allies gain a +2 untyped bonus to attack, saves, and
skills for 60 seconds. |
| Touch of Despair |
NEG NEG
NEG |
The target takes 50% less healing from postive energy for 60
seconds. |
| Pain Touch |
earth
NEG
earth |
Target is nauseated for 30 seconds. Periodic fortitude saves
to negate. |
| Falling Star Strike |
air
NEG
air |
Target is blinded for 60 seconds. Periodic fortitude saves
to negate. |
| Freezing The Lifeblood |
water
NEG
water |
Target is paralyzed and helpless for 60 seconds. Humanoid
targets only, Periodic fortitude save to negate. |
| Karmic Strike |
fire
NEG
fire |
The attack is automatically a critical threat (like a +20
crit range boost), but the monk will be auto-crit the next time he's hit if
it's within 3 seconds. |
Notes:
I thank Angelus Dead for this thread at the DDO forums, at:
http://forums.ddo.com/showthread.php?t=147352 for the information here.
I tried to put it all in one place, easy to see and use. A monk must choose
between a path that allows the POS attacks or the
NEG ones.
A Finishing Move is a special attack/ability a monk can use when certain
conditions are met. It takes 3 special monk attacks to set up a combo attack,
each requiring ki. These attacks do not need to hit an enemy. Once the
Finishing Move is ready, the Finishing Move feat icon will change from a
nonfunctional button into a functional one, which reflects the attack now
available for a limited time. Also, your body glows when a finishing move is
available to you.
Taking actions such as drinking potions, opening doors, turning levers, or
nearly anything that isn't moving or punching will interrupt the combo. This
breaks a combo in-progress, and dispels any Finishing Move that may have been
ready.