Post by bazukar on Oct 28, 2011 21:23:48 GMT
This build is obsolete and no longer relevant as is. Currently under reconstruction.
My first demi was a pure rogue. On paper they looked great and I thought they could do good damage as well as tank and do the standard roguey things. He was fun to play and he tanked well but as far as damage...well...he didn't
So I got him demi and he sat there moldering as your typical port-a-rogue while I wracked my brains for ideas on how to make him more relevant as a pure rogue, as it kind of rankled being told that I needed to go mish rogue if I wanted what I was seeking.
Then came the rogue edits and the UUU nerf. Go uni or tank the carpet. As well pure rogues got some interesting carrots including this nifty little free action attack/debuff. So I went back to the drawing board with some more experience under my belt and better build knowledge and sought to make a build that was flexible, did all the duties that were expected of a rogue and had a damage option.
I think I have succeeded.
Elf - Undying
Stats at creation {DD+14}
Str 16 [18] {36}
Dex 20 [22] {66}
Con 6 [10] {30} Con arty
Int 12 [14] {32}
Wis 8 [10] {28}
Cha 8 [10] {28}
All stat points to dex
Bullheaded at creation
Feats 2-20
Weapon proficiency exotic (kukri)
Weapon finesse
Shield proficiency
Weapon focus
Greater weapon focus
Improved critical
Rogue bonus feats
Crippling strike
Opportunist
Defensive roll
Improved evasion
Feats 21-40
Armor skin
Epic prowess
Epic weapon focus
Improved sneak attacks
Rogue bonus feats
Skill mastery
Slippery mind
Epic dodge
Improved sneak attacks
You should end up at imp sneak 6 at 40
Feats 41-60
LSA Discipline
Legendary weapon focus
Legendary will
Legendary fort
Legendary luck
Great dex 1-2
Pandect - Sneak
Ab 101 at DD assuming craft weapon is 120.
Threat range and crit multiplier are 11-20 x3
Attack progression would be:
101, 96, 91 Base
101, 96 Bonus with wrap/toyshop boots.
Taunt/pp attack is 52d6 per round assuming it lands
If you have a duellist's destiny you can dual wield
99 94 89 MH
99 94 OH
99 94 Bonus
Ac is 144 with 120 Craft armor
Saves
65
81
64 (68 w/ dim maks)
Skills in my normal gear pre bardsong
Concentration 30/57 (90 with HH)
Craft armor 63/97
Craft weapon 63/87
Disable trap 63/82
Discipline 63/126
Hide 63/96
Listen 63/120
Open lock 63/101
Pick pocket 63/96
Parry 63/127
Search 63/124
Set trap 5 ranks
Tumble 60/93
UMD 11/54
So theres alot that could be done with this build. First is a slight weakness in this build. Only capping at 126 in search or DT. You'll need items with skill focus in each in order to search/disable the deep stuff. The feats and stats were far too tight for me to be able to pop 2 more points into int or pickup those feats and get everything else I thought the build needed. Also, paragons will give another 2 to int making 127 without those items possible. (I didn't find it very hard to get those 2 items, took me all of 10 mins, turns out I even had a patterned aug with SF search)
Feats could be saved/changed by using a different pandect, wearing something with shield proficiency or not taking an exotic weapon proficiency. You could also drop legendary luck for something else, but as this is a melee toon that will be on the front line I felt the saves needed to be a bit higher. However you could easily get around taking LL if you used the abos shield and dim mak robes. I did things this way so as to allow more flex with gear and also to not have to depend on a certian gearset.
Some won't like the lack of innate self conceal. I haven't missed it at all. Even with only displacement while wearing toyshop boots, all the way through hell to demi 2 I sat at a 94-98% dodge rate.
The damage was impressive even at x1 in a shield. While it isn't top tier, assuming you maximize your sneak attack time and use the taunt/pp attack every round you'll easily be at tier 2, in some areas 1.5.
*caveat: you have to use toyshop boots if you want to do competetive damage. You'll do acceptable without, but if you want to do good damage they are a must. I reccomend having 3 pairs+
The way I play this build requires some micromanagement. I have several items with castable effects that I use to help maximize my damage, and tanking.
Freedom of movement. You can slap a supernatural aug on just about anything and call it a day. Generally someone will be around to cast it on you but having it and being able to do it yourself on the fly (especially after death) is helpful.
Death ward (lvl 45+) This spell protects from many death effects that item immunity won't cover.
Pendant of the seer. I consider the invisibility purge from this item a must have on all my melee toons. Not only does the effect lower conceal for you, it helps any other melee attacking creatures in it's AoE.
Aura of vitality. Generally not a must have, but really handy to have if you're missing a cleric druid or bard and need some dodge AC.
Memnoch's keeper. The UEF is short duration but sometimes it's nice to have for extra ac in case you're missing some dodge.
Edit: knew i forgot something. Don't forget an ashen shugars belt or something else for epic mage armor if you're short on dodge ac.
Shadow shield pots are nice.
If you can, get a pally to make you a holy avenger rod. While it's really short duration, having breach on your weapon is really handy in some areas. (sadly it wont work on aboleths )
Weapons: Having properly crafted weapons is critical. I can't stress this enough. While looking at mob healing etc I came across Rain's staffmaster build and he actually had a pretty good setup there so I used that for hells.
highergroundpoa.proboards.com/index.cgi?board=quasistaffmaster&action=display&thread=16190
Mostly I use 2 weapons and have a crafted min weapon for things that heal on div/sonic as it's not used regularly. Being min I dont have to worry about IoF wich is handy. I prefer dis weaponry to DB as I like not having to worry about keen, and if theres no IoF or GMW I can at least do some damage.
I usually use
16 Cold
16 Sonic
16 Acid
16 Divine
2d12 Positive
2d12 Negative
and
16 Fire
16 Sonic
16 Electric
16 Negative
2d12 Magic
2d12 Divine
With a min weap at (i actually built this specifically for ekolids)
16 Cold
16 Fire
2d12 Magic
2d12 Pos
I get the first 2 buffed and make sure they are maintained, the min weapon I usually leave alone.
To really maximize this guy requires alot of work. He can be played like a straight tank, no toyshop boots and just wade in and he does fine. But if you have another tank or two in the party he really begins to shine. Running in after the other tanks have grabbed everything's attention and sneak attacking pit fiends and males to death is amazingly satisfying.
Mob beating on a caster? Go take it out. The taunt attack, while unreliable even at max skill on the big critters, is pretty effective on most other mobs. The debuff is nice and will often give the caster that extra second or two they need to heal and GV or escape. And heaven help anything crittable.
I've played this build at x1 from tia to nessus and gotten it x2 now. It was alot of fun to play and very rewarding. I have to admit it was also pretty funny seeing ppls reaction to a pure rogue doing good damage, and at x1 at that.
I haven't finalized his gear yet. Things that you'll need are a visor of vigilance and asmo belt, you'll probably want a good set of dim maks and the rest is up to you and randomization. If you dont need confusion immune I reccomend an orudins oath to keep craft weapon and armor up, a well randomed one could max out both with bardsong. Make sure you have your status immunities covered and you should be fine.
My first demi was a pure rogue. On paper they looked great and I thought they could do good damage as well as tank and do the standard roguey things. He was fun to play and he tanked well but as far as damage...well...he didn't
So I got him demi and he sat there moldering as your typical port-a-rogue while I wracked my brains for ideas on how to make him more relevant as a pure rogue, as it kind of rankled being told that I needed to go mish rogue if I wanted what I was seeking.
Then came the rogue edits and the UUU nerf. Go uni or tank the carpet. As well pure rogues got some interesting carrots including this nifty little free action attack/debuff. So I went back to the drawing board with some more experience under my belt and better build knowledge and sought to make a build that was flexible, did all the duties that were expected of a rogue and had a damage option.
Elf - Undying
Stats at creation {DD+14}
Str 16 [18] {36}
Dex 20 [22] {66}
Con 6 [10] {30} Con arty
Int 12 [14] {32}
Wis 8 [10] {28}
Cha 8 [10] {28}
All stat points to dex
Bullheaded at creation
Feats 2-20
Weapon proficiency exotic (kukri)
Weapon finesse
Shield proficiency
Weapon focus
Greater weapon focus
Improved critical
Rogue bonus feats
Crippling strike
Opportunist
Defensive roll
Improved evasion
Feats 21-40
Armor skin
Epic prowess
Epic weapon focus
Improved sneak attacks
Rogue bonus feats
Skill mastery
Slippery mind
Epic dodge
Improved sneak attacks
You should end up at imp sneak 6 at 40
Feats 41-60
LSA Discipline
Legendary weapon focus
Legendary will
Legendary fort
Legendary luck
Great dex 1-2
Pandect - Sneak
Ab 101 at DD assuming craft weapon is 120.
Threat range and crit multiplier are 11-20 x3
Attack progression would be:
101, 96, 91 Base
101, 96 Bonus with wrap/toyshop boots.
Taunt/pp attack is 52d6 per round assuming it lands
If you have a duellist's destiny you can dual wield
99 94 89 MH
99 94 OH
99 94 Bonus
Ac is 144 with 120 Craft armor
Saves
65
81
64 (68 w/ dim maks)
Skills in my normal gear pre bardsong
Concentration 30/57 (90 with HH)
Craft armor 63/97
Craft weapon 63/87
Disable trap 63/82
Discipline 63/126
Hide 63/96
Listen 63/120
Open lock 63/101
Pick pocket 63/96
Parry 63/127
Search 63/124
Set trap 5 ranks
Tumble 60/93
UMD 11/54
So theres alot that could be done with this build. First is a slight weakness in this build. Only capping at 126 in search or DT. You'll need items with skill focus in each in order to search/disable the deep stuff. The feats and stats were far too tight for me to be able to pop 2 more points into int or pickup those feats and get everything else I thought the build needed. Also, paragons will give another 2 to int making 127 without those items possible. (I didn't find it very hard to get those 2 items, took me all of 10 mins, turns out I even had a patterned aug with SF search)
Feats could be saved/changed by using a different pandect, wearing something with shield proficiency or not taking an exotic weapon proficiency. You could also drop legendary luck for something else, but as this is a melee toon that will be on the front line I felt the saves needed to be a bit higher. However you could easily get around taking LL if you used the abos shield and dim mak robes. I did things this way so as to allow more flex with gear and also to not have to depend on a certian gearset.
Some won't like the lack of innate self conceal. I haven't missed it at all. Even with only displacement while wearing toyshop boots, all the way through hell to demi 2 I sat at a 94-98% dodge rate.
The damage was impressive even at x1 in a shield. While it isn't top tier, assuming you maximize your sneak attack time and use the taunt/pp attack every round you'll easily be at tier 2, in some areas 1.5.
*caveat: you have to use toyshop boots if you want to do competetive damage. You'll do acceptable without, but if you want to do good damage they are a must. I reccomend having 3 pairs+
The way I play this build requires some micromanagement. I have several items with castable effects that I use to help maximize my damage, and tanking.
Freedom of movement. You can slap a supernatural aug on just about anything and call it a day. Generally someone will be around to cast it on you but having it and being able to do it yourself on the fly (especially after death) is helpful.
Death ward (lvl 45+) This spell protects from many death effects that item immunity won't cover.
Pendant of the seer. I consider the invisibility purge from this item a must have on all my melee toons. Not only does the effect lower conceal for you, it helps any other melee attacking creatures in it's AoE.
Aura of vitality. Generally not a must have, but really handy to have if you're missing a cleric druid or bard and need some dodge AC.
Memnoch's keeper. The UEF is short duration but sometimes it's nice to have for extra ac in case you're missing some dodge.
Edit: knew i forgot something. Don't forget an ashen shugars belt or something else for epic mage armor if you're short on dodge ac.
Shadow shield pots are nice.
If you can, get a pally to make you a holy avenger rod. While it's really short duration, having breach on your weapon is really handy in some areas. (sadly it wont work on aboleths )
Weapons: Having properly crafted weapons is critical. I can't stress this enough. While looking at mob healing etc I came across Rain's staffmaster build and he actually had a pretty good setup there so I used that for hells.
highergroundpoa.proboards.com/index.cgi?board=quasistaffmaster&action=display&thread=16190
Mostly I use 2 weapons and have a crafted min weapon for things that heal on div/sonic as it's not used regularly. Being min I dont have to worry about IoF wich is handy. I prefer dis weaponry to DB as I like not having to worry about keen, and if theres no IoF or GMW I can at least do some damage.
I usually use
16 Cold
16 Sonic
16 Acid
16 Divine
2d12 Positive
2d12 Negative
and
16 Fire
16 Sonic
16 Electric
16 Negative
2d12 Magic
2d12 Divine
With a min weap at (i actually built this specifically for ekolids)
16 Cold
16 Fire
2d12 Magic
2d12 Pos
I get the first 2 buffed and make sure they are maintained, the min weapon I usually leave alone.
To really maximize this guy requires alot of work. He can be played like a straight tank, no toyshop boots and just wade in and he does fine. But if you have another tank or two in the party he really begins to shine. Running in after the other tanks have grabbed everything's attention and sneak attacking pit fiends and males to death is amazingly satisfying.
Mob beating on a caster? Go take it out. The taunt attack, while unreliable even at max skill on the big critters, is pretty effective on most other mobs. The debuff is nice and will often give the caster that extra second or two they need to heal and GV or escape. And heaven help anything crittable.
I've played this build at x1 from tia to nessus and gotten it x2 now. It was alot of fun to play and very rewarding. I have to admit it was also pretty funny seeing ppls reaction to a pure rogue doing good damage, and at x1 at that.
I haven't finalized his gear yet. Things that you'll need are a visor of vigilance and asmo belt, you'll probably want a good set of dim maks and the rest is up to you and randomization. If you dont need confusion immune I reccomend an orudins oath to keep craft weapon and armor up, a well randomed one could max out both with bardsong. Make sure you have your status immunities covered and you should be fine.