Finishing Moves

Overview
Finishing Moves are perhaps one of the most interesting aspects of the Monk class. However, the term "Finishing Move" is somewhat of a misnomer. They are sometimes attacks, but they may also be self & party buffs, mob debuffs, etc. Currently, no known Finishing Move that is an actual damage dealing attack yields enough damage to be considered capable of "finishing" an opponent who has a significant amount of hit points left.

This is an active feat. Monks are able to chain together 3 "special attacks" to unlock what is referred to as a "Finishing Move". The combination of "special attacks" that you choose unlocks a finishing move that is unique to that combination. Special attacks are obtained by spending action points on relevant enhancements (see Monk enhancements).

After character creation, you will have a hotbar icon for "Finishing Moves". It has a generic graphical icon. When you have successfully chained together 3 special attack combinations without interrupting the combo cycle, the generic icon is replaced with a new icon that specifically represents the finishing move which is available as a result of your combo.

For example, prior to performing any special attack combinations, the finishing move icon on your hotbar will look like this:



After chaining together 3 valid special attacks, your finishing move icon will change to something like this:



The actual icon image will vary depending on which combination you execute. In the above example, the combination to produce a "Healing Ki" Finishing Move is used.

The special attacks required to perform the Finishing Move cost Ki and the Finishing Move itself costs Ki, meaning you often won't have enough Ki to trigger it before the time limit expires.

Actions that interrupt Finishing Moves
Before describing the Finishing Moves available to a monk, it is important to point out that many actions a player would normally engage in during combat/downtime can disrupt the execution of a Finishing Move combo chain or reset a prepared but un-used Finishing Move. When attempting to setup a Finishing Move combo you are only allowed to attack (manual or auto), move and execute valid special attacks. Any other action(s) will disrupt the combo chain and force you to start over.

For example: lets say you require 3 special attacks to be used before unlocking your desired Finishing Move. You have performed 2 special attacks already .. you should only require one more special attack to unlock the Finishing Move... but performing any of these actions will reset the combo chain back to the beginning (meaning you'll have to start the whole sequence over):


 * becoming un-centered for any reason
 * changing your stance (monk stances and regular generic DDO stances)
 * drinking a potion
 * equipping or un-equipping gear
 * using certain special abilities, feat based or otherwise
 * NOTE: Meditating does NOT break/reset your Finishing Move
 * opening doors, using levers, climbing (not jumping)
 * trying to execute finishing move while not having enough Ki, although sometimes (even though you don't see anything special, and get the "not enough ki" error, effects still execute)

The above list is not meant to be exhaustive, rather to give you a flavor for what actions may short-circuit your ability to unlock and use a Finishing Move (or use an Finishing Move that has been unlocked and is awaiting use). The rule of thumb should be that if you are not normally moving or attacking a target or executing special attacks, you are likely resetting your combo chain.

At this time, there appears to be no limit to how much time may pass between executing special attacks. There also appears to be no time limit on how long a prepared Finishing Move may remain in a ready state. Practically speaking you will probably perform some action to cause the combo chain or Finishing Move to reset (or you will use the prepared Finishing Move) before it will expire.

General Guidelines
The Finishing Moves that are currently available are based on combinations of the "Elemental Special Attacks" you receive from ranks in a given discipline and the Special Attacks granted as a result of your Philosophy choice. As such, the combinations are based on the types of: Air, Earth, Fire, Water, Positive and Negative energy.

The list below outlines the Finishing Moves that are known at this time. They appear to come in 2 basic combination flavors:
 * 3 uses of any Elemental Special Attack from a single discipline
 * 3 uses of either a Positive or Negative special attack (Philosophy path)
 * 1 use of an Elemental Attack from a single discipline, followed by either a positive or negative Special Attack, followed by 1 use of an Elemental attack from the same discipline you started the chain with.

The saving throws for monk abilities have a DC of 10 + monk level + wisdom modifier, unless otherwise mentioned. They are mostly Fortitude saves.

The bug that allowed Metamagic feats to apply to Finishing Moves has been fixed with Module 7 patch 1. However, Potency, Devotion, Combustion and such effects affecting to Finishing Moves appear to be intended.

List of Finishing Moves
So, without further delay, here are the known Finishing Moves, grouped loosely by the basic combination:

Abbreviations

 * Earth = Strike of the Enduring I, II, III or IV
 * Air = Storm Strike I, II, III or IV
 * Fire = Fires of Purity I, II, III or IV
 * Water = Flowing Water Strike I, II, III or IV
 * Positive = Fist of Light (requires Path of Harmonious Balance)
 * Negative = Fist of Darkness (requires Path of Inevitable Dominion)

Any monk move that says anything of it is a move counts.

(Such as a Monk Ninja move counts as a Dark move as said in the description.)

Elemental Finishers

 * The Trembling Earth
 * Combination: Earth - Earth - Earth
 * 10 Ki.
 * The attack has +2 critical multiplier, and the victim is unable to cast spells for 30 seconds.
 * Fortitude save negates.


 * The Gathering Storm
 * Combination: Air - Air - Air
 * 10 Ki.
 * The target's ability to "land attacks" is reduced for 30 seconds. -2 on attack rolls.
 * Undeads appear to be immune. Fortitude save negates.


 * The Raging Sea
 * Combination: Water - Water - Water
 * 10 Ki.
 * The enemy's attacks are slowed for 30 seconds.
 * Fortitude save negates.


 * Breath of the Fire Dragon
 * Combination: Fire - Fire - Fire
 * 10 Ki.
 * A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d6 damage per Monk level.
 * A successful Reflex save (DC 10 + Monk Level + Wisdom Modifier) reduces the damage by half.

Path of Harmonious Balance Finishers

 * Healing Ki I
 * Combination: Positive - Positive - Positive
 * 10 Ki.
 * You heal all nearby allies for 1d4 plus 1d4 per two monk levels.
 * Does not harm undead foes.


 * Grasp the Earth Dragon
 * Combination: Earth - Positive - Earth
 * 10 Ki.
 * Nearby allies become immune to daze, stun, and sleep for 60 seconds.


 * Dance of Clouds
 * Combination: Air - Positive - Air
 * 10 Ki.
 * Nearby allies gain 20% concealment for 60 seconds.


 * Aligning the Heavens
 * Combination: Water - Positive - Water
 * 10 Ki.
 * Nearby allies gain a 25% reduction in spell point costs for 60 seconds.


 * Walk of the Sun
 * Combination: Fire - Positive - Fire
 * 10 Ki.
 * Nearby allies gain a +2 untyped bonus to attack, saves, and skills for 60 seconds.

Path of Inevitable Dominion Finishers

 * Touch of Despair
 * Combination: Negative - Negative - Negative
 * 10 Ki.
 * You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification and increasing its negative energy vulnerability by 25%.
 * A successful Fortitude save negates this effect. (DC 10 + Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect.


 * Pain Touch
 * Combination: Earth - Negative - Earth
 * 10 Ki.
 * Target is nauseated for 60 seconds.
 * Periodic Fortitude saves to negate.


 * Falling Star Strike
 * Combination: Air - Negative - Air
 * 10 Ki.
 * Target is blinded for 60 seconds.
 * Periodic Fortitude saves to negate.


 * Freezing The Lifeblood
 * Combination: Water - Negative - Water
 * 10 Ki.
 * Target is paralyzed and helpless for 60 seconds.
 * Humanoid targets only. Periodic Fortitude save to negate.


 * Karmic Strike
 * Combination: Fire - Negative - Fire
 * 10 Ki.
 * The attack is automatically a critical threat (like a +20 critical range boost), but the monk will be auto-criticial the next time he's hit within 3 seconds.
 * Unknown if Fortification applies against that penalty.
 * Apparently the benefit is broken.