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Phat Loots: Boosting the Banishing

a weapon with banishing

What the Heck is Banishing?  Will it get this mustard stain out from my shirt?
Banishing is a weapon trait prefix and has a +5 enhancement equivalence rating. In short, it bounces an outsider mob right back to hell or whatever plane of existence they game from.

Banishing: Any extraplanar creature with 25 Hit Dice or fewer that is critical hit by the weapon must succeed on a DC 24 Will save or be banished back to its home plane.

What are Extraplanar Creatures? And why would monsters be into woodworking tools?
Not that kind of planar!  Extraplanar means they are from another plane.  Any creature that was summoned by spells or listed as an Outsider type; this includes but not all of:

  • Elemental Outsiders – Earth, fire, air, and water elementals, and memphits of all types
  • Demons – Flesh renders, hell hounds, thaarak hounds, fire reavers, ice flensers, jariliths, mariliths
  • Trolls – trolls with red markings are sometimes can be banished
  • Gnolls – like trolls, the one with red marks maybe banished
  • Troglodytes – much like trolls and gnolls, they can be banished if it has red markings
  • Devils – Orthons, bearded devils, barbazus, pit fiends, bezekiras (Hellcats) and herzogs
  • Genies – djinni and efreeti
  • Vermin – scorpions and spiders; kind of like gnolls and trolls, the kind with redish markings are summoned and can be banished.

Summoned Troll

What are Hit Dice? Hitting on dice sounds kinky!
When you read a monster in the a D&D v3.5 Monster Manual you’ll see the following formula under its Hit Dice

<number of dice> d <dice type> + <bonus hit points>

Or

XdY + Z

For example, a Bearded Devil has the following listed hit dice in the SRD:

6d8+18

This means that an average bearded devil has 6 hit dice worth of d8s and 18 bonus hit points for padding.  The number of dice (X) is a creature’s Hit Dice.

For D&D v3.5 monsters, this is the number of dice rolled to generate hit points, not including any bonus hit points. A creature’s Hit Dice total is treated as its level for determining how spells affect the creature, its rate of natural healing, and its maximum ranks in a skill.

In the d20 SRD (System Reference Documents), a creature’s Hit Dice equal the number of class levels it has plus its racial Hit Dice. Additional Hit Dice gained from taking levels in a character class never affect a creature’s size like additional racial Hit Dice do.

In DDO, a monster’s Hit Dice are not listed on any creature when you examine them in-game, you basically have to guess what their hit dice is.  Without real evidence I can only speculate at what the Hit Dice is for monsters.

How do I get the Banish to go off? And will it work on my mother-in-law?
Sorry mother-in-laws are immune to banishing, even though she may seem extraplanar at times.

But I can boil it down to two steps…

Step 1, lower the mob’s Will saves. A number of effects and spells will do this:

  • Curse – causes -4 on all saves
  • Enervation – 1d4 negative level; each negative level yields a -1 on saving throws; negative levels stack.
  • Contagion: Cackle Fever – 1d6 Wis damage; for every 2 points of Wis damage, their will save goes down by 1 – if the subject fails their Fort save.
  • Touch of Idiocy – 1d6 on Cha, Int, and Wis; much like Contagion, but better because the subject is immediately affected; no saves.

Step 2, increase critical accuracy by expanding critical threat range and critical confirmation rolls. You can do that in the following ways:

  • Feats – use feats to improve your chances of critically hitting
    • Improved Critical for X-Weapon Type – doubles the threat range of a certain weapon type; meaning you get twice the chance to threaten a critical (20 becomes 19-20, 19-20 becomes 17-20, etc)
    • Power Critical – less sexy than improved critical, but it improves your confirm critical hits by +4
  • Enhancements
    • Fighter Critical Accuracy – up to +8 on confirm critical rolls at level IV.
    • Kensei Weapon-X Mastery – up to +2 on confirm critical rolls and expand critical threat range by +1 at level III
  • Weapon Selection – Certain weapons have an expanded critical threat range. The highest critical threat range is 18-20 (15% chance to threaten a critical hit) and are found on these weapons:
    • Kukri
    • Rapier
    • Scimitar
    • Falchions
  • Weapon enhancements
    • Keen – 2x the critical range for slashing & piercing weapons; 18-20 (15%) range becomes 15-20 (30%). Sorry kids, this doesn’t stack with Improved Critical Feat.
    • Impact – same as keen, but on blunt weapons.
    • Seeker +X – provides a +X bonus to confirm critical hits in addition to damage.
  • Spells – There quite a number of spells that let you auto crit on every hit, such as Hold and Flesh-to-Stone.
  • Stunned effects from Melee Attacks – all hits become critical hits
    • Stunning blow – dazes a mob for 6 seconds
    • Stunning fist – like stunning blow, but for monk

That’s all I have on Boosting Banishing weapons. Try combo-ing these effects among your gear, feats, skills, and friends!  Though DPS is a sure shot, theres more than one way to put a mob down…or *out* (in this case) of this world!

Banish Sparkles

PS: As many of you may have seen, there are a number of “Improved” weapons out there.  I haven’t seen an Improved Banishing weapon yet, but if you do let me know!

PPS: QuantumFX says that there is another unarmed type of banisher enchantment but found on a named armor called the Enlightened Vestments.

Enlightened Vestments

  • Hey Anne,
    You might also want to mention the “Banishing Fists” enchantment on the Enlightened Vestments. While it’s very similar to banishing weapons it’s not the same effect. (It only processes on a natural 20.) Turbine tricked me into trying out Weighted 5% wraps with this outfit and only succeeded in making me a sad DDO player.

    QuantumFX

    April 7, 2010

  • @QuantumFX Oh! Thanks for the Tip! 🙂 Its been a while so I’m really unfamiliar with the monk items. Yes, I heard that Weighted items don’t help stunning fists’ DC. But then again, Weighted enhancements on itmes is a DDO thing only, not found in the SRD nor v3.5 so that doesn’t surprise me that they’re working it out.

    Theris

    April 7, 2010

  • LOL. No. I meant that some people get tricked into thinking Enlightened Vestments will turn their handwraps into banishers. (Like I did) The Banishing Fists function will only work on a natural 20 and not a crit. Banishing handwraps work on any crit. See, it’s the devs being tricksy… and cruel.

    QuantumFX

    April 7, 2010

  • @QuantumFX durh? Oh! So doesn’t it mean that any natural 20 attack will banish? or is it just unarmed attacks?

    Theris

    April 7, 2010

  • Just unarmed.

    QuantumFX

    April 7, 2010

  • I’m confused (great article, btw). I think. See if I’ve got this right:

    The vestments means any natural 20 unarmed strike will proc a banishment effect, regardless of what handwraps you are using? So I could use my 5% weighted handwraps, stun a mob and be autocritting, damage wise, but not set off the Banishment on the vestments.

    On the other hand, if I have banishment on my handwraps, and have, say, improved critical, I could roll a 19, get a crit and have the banishment go off.

    If that’s the case, that’s frankly great news. Vestments for random unexpected banishments combined with weighted handwraps (or some other handwraps with a crit effect) for hugely increased DPS. Given that the banishment requires a saving throw and you have no idea how many hit dice a monster has, I think I’d rather have it happen 5% of the time and have my other effects happen 10% of the time more reliably (Weakening, or what have you).

    I’ll tell you this though – those vestments looks *awesome* for a piece of Monk gear. Where can I get them? Where? Tell me NOW! *wipes drool off keyboard*. Ok, not now. My Monk probably isn’t high enough level to run the relevant quest yet anyway. But tell me SOOOOOOON…

    😉

    dunklezhan

    April 7, 2010

  • @dunklezhan: As far as I can tell, you’re right. 🙂 I’m going to step through it for my own purpose, because its fun!

    Let’s say Weighted handwraps actually worked right now and were not bugged!

    As I see it a +1 Weighted (5%) Handwraps would give +10 to the DC (DC is 10 + half monk level + wisdom modifier) of any Stunning Fist attempts made with that handwrap. This handwrap would also have a 5% chance on-hit to automatically stun the monster.

    Say the monster, failed its DC save, and was stunned. Stunned means all attacks are considered critical hits, unless you roll a 1 on your confirmed critical.

    The Banishing Vestments say “Upon a natural 20 attack roll which is confirmed as a critical…” this statement here basically says the banish from the vestments, will never go off on critical hits…only on a natural 20 that is confirmed as a critical

    Basically that’s a 5% chance to threaten a banish (you still have to confirm) no mater what kind of hand wraps you’re wearing.

    The Banishing enhancement on handwraps themselves would go off on any confirmed critical hit.

    Which reminds me, I’ve never seen Impact on a handwrap, not even on the auction house listings…hmmmmm, another bug?

    Theris

    April 8, 2010

  • Quote from Dunklezhan: “The vestments means any natural 20 unarmed strike will proc a banishment effect, regardless of what handwraps you are using? So I could use my 5% weighted handwraps, stun a mob and be autocritting, damage wise, but not set off the Banishment on the vestments.”

    Correct

    QuantumFX

    April 12, 2010