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, and so on. Currently, no known Finishing Move that is an actual damage dealing attack yields enough damage to be considered capable of actually "finishing" (killing) an opponent who has a significant amount of hit points left. (The Touch of Death and Quivering Palm strikes can kill with a single blow, but aren't finishing moves, per se.)

Finishing moves are active feats. Monks are able to chain together 3 "special attacks" to unlock a finishing move, depending on the combination. Special attacks are given to a Monk at level 1 and later levels, as well as obtained by spending action points on relevant enhancements (see Monk enhancements).

After character creation, you will have a hotbar icon for finishing moves, which uses the Monk class symbol, a generic 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 charging strikes cost a varying amount of Ki, and the Finishing Move itself costs Ki as well. Until you have a sufficient reserve of stored ki, younger Monks often won't have enough Ki to trigger the ki before performing an action that usually aborts the chain.

Using Healing Ki as an example again, the three Fists of Light strikes (which do not need to be aimed at an enemy) cost 10 ki each. To activate the three strikes, another 10 ki is needed for the finisher, bringing the total needed for the complete move to 40 ki.

See Ki article about how to pool and generate more ki.

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 chain or reset a prepared but un-used finishing move. When attempting to setup a finishing move combo you are only allowed to perform a regular attack (manual or auto), and 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, so you should only require one more special attack to unlock the Finishing Move. But performing any of the actions below 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, such as Power Attack)
 * 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 (but not jumping)
 * trying to execute a finishing move with insufficient 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, provided an action that cancels the combo is not performed. For Healing Ki, this can be advantageous as regular ki-charging attacks can be performed while a ready-state is still in effect. You cannot chain ready-states, however (that is, perform a combo and attain a charge, then perform a second combo and create two charges to finish sequentially).

General Guidelines
Finishing moves are based on combinations of the elemental special attacks you receive as you level, as well as 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 as of Update 8. 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. (This allowed Empower Healing and similar spells to magnify finishing move effects.) However, Potency, Devotion, Combustion and such effects affecting to finishing moves (particularly to Healing Ki) operate as intended buy the developers.

List of Finishing Moves
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)

Wait...what? I see both paths in my character sheet!
Moves are related to the philosophy path feat one chooses at level 3. While all monks may see Harmonious Path or Inevitable Dominion items in their enhancements or feats from their character sheet, they will receive either the Fists of Light or Fists of Darkness --not both-- in order to perform the finishing moves. Similarly, a monk will only be eligible to receive moves related to their philosophy as they are eligible for later enhancements or feats.

Look carefully in your Feats list and you will find either a Fists of Light or Fists of Darkness attack to determine what attacks you can do. (Drag the one you find to your toolbars to use it -- as with all monk special moves, the attack is not placed there automatically.)

The Fists of Light are shown in this table as a "positive" finishing move combo element, while the Fists of Darkness is known as a "negative" move combo element. Both philosophies also gain other special attacks that count as a positive or negative combo move that can be interchanged with Fists of Darkness or Light as part of the finishing moves listed.

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.
 * This movement is very useful when attempting to open damageable doors that require more Strength than the monk has, like to a Wall of Fire spell used similarly by a spell caster.

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.
 * Despite the name, Healing Ki I does not have successive levels. Healing Ki is greatly augmented by Recovery enhancements of the player character, such as Monk Improved Recovery, and is magnified by any Devotion or Potency effect. Healing Ki affects any allied player, including NPCs.


 * 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.
 * While this blur-like ability is much shorter, it cannot be dispelled, as with other monk buffs. Unlike some spell buffs, a monk's buffs can blur NPCs.


 * Aligning the Heavens
 * Combination: Water - Positive - Water
 * 10 Ki.
 * Nearby allies gain a 25% reduction in spell point costs for 60 seconds.
 * This is a favorite move asked by experienced spell casters before buffing others at the start of a quest.


 * 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.
 * Remember that helpful monk buffs such as this can not be dispelled by enemy spell casters, including beholders.

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 can be automatically critically hit if they are struck within 3 seconds.
 * Fortification is reduced by 100%
 * Apparently the benefit may be broken as of Update 7.