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Merlocke
06-26-2010, 05:54 PM
I get a lot of questions about my build so here it is. The build is similar to an 18/2 Wizouge, only adapted for the Sorcerer class.

My first toon was a pure Sorc. After playing a Drow Sorc and then playing an 18/2 WF Wiz using shadowmage (http://forums.ddo.com/showthread.php?t=127707) concepts…. I wanted to take what I liked from both, and came up with the WF 18 Sorc/2 Rouge.

This builds goals are soloability, survivability, and stealth. (Max out Hide/Move Silently as much as possible, without sacrificing too much in other areas while still keeping a 38 Cha, solid HP & damage)

I play alot of stealth-based games (like Thief, MGS, Splinter Cell, Tenchu etc...) so I went 2 Rouge instead of 2 Monk.
If you’re not interested in stealth or skill points, don’t mind missing out on the capstone, the 9th lvl spell, and just really, really want evasion, then going 2 Monk is probably a better choice for you.
(Monk Feats are Lightning Reflexes/Toughness+ it saves a Feat -you don’t need to take Insightful Reflexes; also balance is a class skill)
However, I prefer 2 Rouge and will probably stay that way even after im done TRing.
(There are all sorts of tricks you can do with high stealth in this game;))

Also, I originally took trapskills, but with my experience in endgame content, I really don’t want it unless it’s going to work on epic.
But anyways here is the breakdown.

Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Merlocke
Level 20 True Neutral Warforged Male
(2 Rogue \ 18 Sorcerer)
Hit Points: 224
Spell Points: 1866
BAB: 10\10\15\20
Fortitude: 12
Reflex: 13
Will: 19

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(36 Point) (Level 1) (Level 20) (Level 20)
Strength 8 10 10
Dexterity 8 10 10
Constitution 18 20 22
Intelligence 16 19 19
Wisdom 6 8 8
Charisma 16 24 27

Tomes Used
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Charisma used at level 7
+2 Tome of Strength used at level 20
+2 Tome of Dexterity used at level 20
+3 Tome of Intelligence used at level 20
+2 Tome of Wisdom used at level 20
+3 Tome of Charisma used at level 20

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 3 18.5 18.5
Bluff 3 8 8
Concentration 6 29 32
Diplomacy 3 8 8
Disable Device n/a n/a n/a
Haggle 7 12 12
Heal -2 -1 -1
Hide 3 23 24
Intimidate 7 12 12
Jump 3 4 4
Listen 2 3 3
Move Silently 3 23 24
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 3 4 4
Search 3 4 4
Spot 2 3 3
Swim 3 4 4
Tumble 3 4 4
Use Magic Device n/a n/a n/a

Level 1 (Rogue)
Feat: (Selected) Insightful Reflexes
Feat: (Past Life) Past Life: Sorcerer
Feat: (Past Life) Past Life: Wizard
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Trapfinding
Feat: (Automatic) Warforged Resistances


Level 2 (Sorcerer)
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Magical Training
Spell (1): Hypnotism
Spell (1): Master's Touch


Level 3 (Sorcerer)
Feat: (Selected) Extend Spell
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Spell (1): Jump


Level 4 (Sorcerer)
Ability Raise: CHA
Spell (1): Grease


Level 5 (Sorcerer)
Spell (2): Invisibility


Level 6 (Sorcerer)
Feat: (Selected) Maximize Spell


Level 7 (Sorcerer)
Spell (3): Haste


Level 8 (Sorcerer)
Ability Raise: CHA
Spell (2): Resist Energy
Spell (3): Displacement


Level 9 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (4): Wall of Fire


Level 10 (Sorcerer)
Spell (2): Web
Spell (3): Suggestion
Spell (4): Enervation


Level 11 (Sorcerer)
Spell (5): Cone of Cold


Level 12 (Sorcerer)
Ability Raise: CHA
Feat: (Selected) Heighten Spell
Spell (3): Halt Undead
Spell (4): Stoneskin
Spell (5): Cloudkill


Level 13 (Sorcerer)
Spell (6): Reconstruct


Level 14 (Sorcerer)
Spell (4): Dimension Door
Spell (5): Dismissal
Spell (6): Disintegrate


Level 15 (Sorcerer)
Feat: (Selected) Past Life: Arcane Initiate
Spell (7): Finger of Death


Level 16 (Sorcerer)
Ability Raise: CHA
Spell (5): Feeblemind
Spell (6): Flesh to Stone
Spell (7): Delayed Blast Fireball


Level 17 (Sorcerer)
Spell (8): Polar Ray


Level 18 (Sorcerer)
Feat: (Selected) Force of Personality
Spell (7): Waves of Exhaustion
Spell (8): Otto's Irresistable Dance


Level 19 (Rogue)
Feat: (Automatic) Evasion
Spell (0): Wail of the Banshee


Level 20 (Sorcerer)
Ability Raise: CHA
Enhancement: Rogue Faster Sneaking I
Enhancement: Sorcerer Concentration I
Enhancement: Sorcerer Concentration II
Enhancement: Sorcerer Concentration III
Enhancement: Rogue Hide I
Enhancement: Rogue Move Silently I
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Elements III
Enhancement: Sorcerer Lineage of Force I
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Lineage of Deadly Elements III
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Elemental Manipulation III
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Force Manipulation I
Enhancement: Sorcerer Force Manipulation II
Enhancement: Sorcerer Force Manipulation III
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Spell Penetration II
Enhancement: Sorcerer Spell Penetration III
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Energy of the Dragonblooded III
Enhancement: Sorcerer Energy of the Dragonblooded IV
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Charisma III
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Inscribed Armor I




Endgame Saves

Fort
12
+3 (+6 Con item)
+5 (Resistance)
+4 (GH)
+2 (Luck)
+1 (Eldritch Resistance Ritual)
+1 (+2 Exc Con ring)
+1 (+1 Exc Con item + Litany gets to even)
+1 (+4 con tome gets to even [rare])

30

Reflex
13
+3 (+6 Int item)
+5 (Resistance)
+4 (GH)
+2 (Luck)
+3 (Shroud Reflex Item)
+1 (Haste)
+1 (Eldritch Resistance Ritual)
+1 (+1 Exc Int Item + Litany gets to even)
+1 (+4 Int tome gets to even [rare])

34

Will
19
+3 (+6 Cha item)
+5 (Resistance)
+4 (GH)
+2 (Luck)
+1 (Eldritch Resistance Ritual)
+1 (+2 Exc Cha stick)
+1 (+1 Exc Cha stick,+3 CHA tome gets to even)
+1 (+7 Silver Concord Cha Item+ Litany gets to even)

37

Stealth (Hide+Move silently)
23ranks
+1 Enhancement
+4 GH
+2 Luck
+18 item (Swap in Epic dustless Boots with +6 Dex)
+6 Shroud Item +6 Dexskill
+1 Stat (+3 Dex Tome [or +1 exc Dex augment on a colorless slot] + Litany gets to even)

55/55+invisibility


Some things I will miss out on when TRing (Sorc-> X Wiz -> Sorc)
I used to have the toughness feat unlocked with the old Minos Legens trick to open the enhancement line.
Basically all my extra points from 32 pt. to 36 pt. went into more Con to try and make up for this since you can’t do it anymore. Boosted my fort save up a bit too.
I don’t think I will take toughness when I get back to the states and finally go back to Sorc for good, my Feats are just two tight and I would rather have Past Life: Arcane Initiate.

I also ate a +2 Int tome at level 1 which I won’t be able to do again after TRing (so I’ll lose 6 skill points) but I do have a+3 Intel tome banked so that might be helpful if I can find a way to even it out.

Gearing
Keep in mind this is a snapshot in time, but currently how I gear everything together will depend on what the Epic Gianthold Loot is (Epic Napkin, Epic Blue Docent, a few other things) I’m still working on getting a couple things Epic'd when I get back as well. (Torc, DQ belt)
But I do have a rough gear breakdown I can post if anyone’s interested.

tinyelvis
06-26-2010, 06:30 PM
Are you not far exceeding the maximum for hide. MrCow, are you reading this? If so, do you know what maximum is (needed) for hide?

Phidius
06-26-2010, 06:42 PM
Thanks for posting this, Merlocke!

I'm curious, how well does stealth work with a low-ish spot?

My sneaky types put almost as much into Spot (18-22 ranks), and every time I see that shadow-outline when choosing which route I want to sneak through, I'm thankful that I did.

However, I've never tried sneaking with a low-ish spot, so for all I know you see the same mobs I do.

Merlocke
06-26-2010, 06:58 PM
I do have a +15 ring i can swap to If Im having trouble bumping into mobs. The Dark Blue Ioun Stone (http://forums.ddo.com/showthread.php?t=256022)looks like something I could use too. But if I am sneaking by certain enemies I usually know the dungeon and the routes they patrol.

As for too much Hide, Id like it to be higher as epic mobs have higher listen/spot. Especially the 4 legged ones. A tactic I use alot is to cast Invisibility on myself and jump while stealthing in midair...they only hear you when you hit the floor and begin to inch towards the sound but by the time they get there your long gone. I use this to bunny hop past alot of things and it seems to work well.

MrCow
06-26-2010, 07:09 PM
Are you not far exceeding the maximum for hide. MrCow, are you reading this? If so, do you know what maximum is (needed) for hide?

Ever since module 9 came along the required hide has been massively skewed (so long as you are in the shadows you seem to need much less hide that before). My last watermark used to be a 45 for Elite Monastery of the Scorpion (Sannyasi, before the changes to the quest) and I seldom do epic so I have no numbers for that.

Merlocke
06-27-2010, 01:06 PM
Got bored and did some number crunching at work with the planner ;)
With the Staff of the Petitioner (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Unlimited/Items/Weapons/StaffofthePetitioner.jpg) as a primary weapon, and greensteel kamas as an alternate.

If my math is right the saves are slightly higher and the HP increase is substantial.



HP breakdown
295=22 Con (from 1 Toughness Feat, WF Con I & II, Racial Toughness 1-4, Way of the Patient tortoise +5)
10 Draconic Vitality
60 (+6 Con item)
45 (Shroud HP item)
30 (GFL)
20 (toughness item)
20 (Rage)
20 (+2 Exc Con)
20 (Lesser Mountain Stance w abbot staff [-7% run speed] )
20 (+1 Exc Con+ Litany gets to even)
520 with a 32 Con
20 (+4 Con tome[rare])

540 potential

Endgame Saves

Fort
16 (22 Con, Warforged Hardiness I)
+3 (+6 Con item)
+5 (Resistance)
+4 (GH)
+2 (Luck)
+1 (Eldritch Resistance Ritual)
+1 (+2 Exc Con ring)
+1 (+1 Exc Con item + Litany gets to even)
+1 (Rage)
+2 (Lesser Ocean Stance w/abbot staff)
36 with a 32 Con
+1 (+4 con tome gets to even [rare])

37 potential

Reflex
15 (18 Dex, Lightning reflexes +3)
+3 (+6 Dex item)
+5 (Resistance)
+4 (GH)
+2 (Luck)
+3 (Shroud Reflex Item)
+1 Haste
+1 (Eldritch Resistance Ritual)
+1 (+1 Exc Dex Item + Litany gets to even)
+2 (Lesser Ocean Stance w/abbot staff)
37 with a 26 Dex
+1 (+4 Dex tome gets to even [rare])

38 potential

Will
22 (26 Cha)
+3 (+6 Cha item)
+5 (Resistance)
+4 (GH)
+2 (Luck)
+1 (Eldritch Resistance Ritual)
+2 (Lesser Ocean Stance w/abbot staff)
+1 (+1 Exc Cha,+3 CHA tome gets to even)
+1 (+2 Exc Cha)
+1 (+7 Silver Concord Cha Item+ Litany gets to even)

42 with a 38 Cha




Wail DC’s
38 Cha
+2 Abbot staff
+1 Past Life Arcane Initiate

MrCow
06-28-2010, 12:11 AM
The description says that the earth stance makes you slower, however I'm not sure how much.

It is -7% run speed in all earth stances.


Im not familiar with Monks Water stance. The description says it increases saves but I am not sure by how much

Lesser Ocean Stance will grant +2 to all saves. Just remember though the -2 STR might make it hard to maintain a light load to retain the stance.

Merlocke
06-29-2010, 05:07 PM
thanks Mr. Cow, updated the numbers

Phidius
06-29-2010, 05:11 PM
...
Unsure if casting a spell breaks the monk stance like the "old" CE way. Since I cant test these ingame, any insight would be useful.
...

They do not.

Merlocke
06-29-2010, 05:16 PM
Excellent:D

Shattered.likeness
06-30-2010, 11:08 AM
Well, since no one else has asked, I will. What is your gear breakdown for this character? Also, what do you use during lower levels, as far as weaponry?

One last request: Are there any other links that give playstyle advice for this type of character other than Ghoste's shadowmage video? I'm interested in trying this type of character out, but some "newbie" advice would be very welcome.

Thanks for posting the build!

tinyelvis
06-30-2010, 12:48 PM
Why does the stealth need to be so high. If it does not, then would you not be better off just sorc with a good hide and great move.

Merlocke
07-02-2010, 08:15 AM
Why does the stealth need to be so high. If it does not, then would you not be better off just sorc with a good hide and great move.

Epic. Bypassing both mobs and DA in epic is useful on sp conservation. With the monk version Im working on I might be able to skimp on the Hide (iirc Invis will give you a +20 to Hide)
However alot of mobs have see Invisibility and then your concealment is blown.

If I go Monk Dex will be higher (Hide is a dex based skill), but overall skillpoints will be MUCH lower.... so it still might not be enough for epic, and if it dosen't work for epic I don't want it. I will have to test it during a TR.

Merlocke
07-02-2010, 09:07 AM
Well, since no one else has asked, I will. What is your gear breakdown for this character?

A rough idea for the 2 Rog:

Trinket - Litany of the Dead/Bauble/ Xachosian Eardweller/Scarab/Dark Blue Ioun stone
Helm – Greensteel Concordant Opposition (Blind immunity;+50 SP;+100 SP; +5 Chaskill)
Goggles – Reflex +3 Lightning Strike
Necklace – Epic Torc of Prince Rayium-de II
Cloak – Napkin (Epic) OR Epic Cloak of the Silver Concord
Docent1 – Epic Red Dragonscale Docent (Luck)
Docent2 – DT (Resist+5, Corrosive Salt, Disintegration)
Docent3 –Blue Dragonscale Docent (Epic)
Belt – Epic Belt of the Moranon (Heavy Fort; Toughness, GFL; +7 str)
Bracers – Epic DQ (FF) /Bracers of the Glacier
Gloves – Greensteel Enervation guard (HP+45 +5 Dexskill) /Vile Blasphemy
Boots - Greensteel Tempered (+1 Dexskill+1 Will save; Concentration +10; Deathblock)/ Epic Dustless Boots (+6 Dex)
Ring 1 –Cha+6; Exc Con +1; Exc Con+2
Ring 2(Interchangeable)Epic Ring of the Silver Concord /Epic SS Ring

Hand 1: (Interchangeable) Skiver (epic)
Hand 2: Greensteel Conn Opp (N Int +6; P Cha +1; P Cha +2)

Hand 1: Greensteel Conn Opp (N Int +6; P Cha +1; P Cha +2)
Hand 2: Epic Kundarak Warding Shield - (Shield) +6 Large Shield (SB: 8, DR:12, ACP: 1, SF: 15%, dmg: 2d6), Epic Resistance +6, Spell Resistance (25), (ASF-15%, Toughness 20 HP)



2 possible Stealth items:
Epic Dustless Boots - (Boots) Striding +30%, Hide +15, Move Silently +15, Jump {CL:20, 3/3 rest}, (Dex+6)

Preferably
(Epic)Ring of Shadows (can swap in to remove the Epic Ring of the Silver Concord “Command”)

Command - grants a +2 competence bonus on Charisma-based skill checks. Command armor and command shields make their owners very noticeable, imposing a -6 penalty on Hide checks.



Note: Id really prefer to be wearing the Epic DQ belt and have these debuffs with minimal gear swapping for wailing trash.
Enervation on hit
Shaken on hit (Lion-Headed Belt)
Curse on hit (DQ Bracer)

But I need another spot to put Heavy Fort....so its really going to depend. We'll just have to see what new items come with a blue/green slot. Maybe the Blue Docent maybe the Napkin, maybe something I havent considered yet......like I said snapshot in time, nothing is set in stone.



Also, what do you use during lower levels, as far as weaponry?




I havent TRd a caster yet, so theres probably better people to ask this than me. I did another melee character first. I had an easy time with the weapons from the Risia upgrades. I still want 20 abbot completions before I TR this one, But some things I would use would be:

Scarab of Protection. SR 20 at level 1 rocks ;)
Blademark's Docent
Masters touch + Maelstrom (or something better if you have)
a moderate Fort Ring or a Nightforge Gorget (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Necklaces/NightforgeGorget.jpg)
Mantle of the Worldshaper/ Pale Lavender Ioun stone (http://forums.ddo.com/showthread.php?p=3053991#post3053991)
Vibrant Purple Ioun Stone (http://forums.ddo.com/showthread.php?t=256022&page=2)

fruitbat
07-05-2010, 12:39 PM
From what ive read this is a nice build but you have some major bonuses from multiple TR's Can you recomend a build for a newer player? I have searched the forums but cant seem to find much info for a 32 point WF 18Sor/2Rog. My highest char is only lvl 6 with 10kpp to my name so fancy loot is out to.

Thanks in advance for any advice you can give.

Merlocke
07-05-2010, 02:42 PM
From what ive read this is a nice build but you have some major bonuses from multiple TR's Can you recomend a build for a newer player? I have searched the forums but cant seem to find much info for a 32 point WF 18Sor/2Rog.

Thanks in advance for any advice you can give.


For 32 point just drop the con from 18 down to 16 and you should be fine. Try to eat that +2 INT tome asap.

fruitbat
07-06-2010, 01:32 AM
cheers ill give it a try tonight :)

Bacab
07-06-2010, 01:51 AM
I am just curious why you would'nt have maxed UMD since you have 2 levels of ROG.

I do understand the "shortage of skill points" compared to a WIZ/ROG.

Was just thinking Raise Dead and Heal Scrolls are nice for party situations.

I am considering TRing my Bard into a WIZ/ROG.

BTW I did not want to come off as snarky. It is clear to me this is a good build and you know what you are talking about. You have leveled a 20SOR and a 18WIZ/2ROG before. I have been torn on what to TR Atropine into. Was about 100% sold on 18WIZ/2ROG, but seeing this makes me wonder. Is SOR that much better than WIZ? BTW was not going to TR Atropine until he has some concord opp gear (torc and atleast on greensteel C/O item). So I guess my main question is this...What makes the SOR/ROG better than the WIZ/ROG? Or is it just more of a different not better thing? Kinda like "whats better ranger or barb?" Answer..."depends on what you want to do".

Any guidance is appreciated.

Merlocke
07-06-2010, 08:11 AM
I could, but I crafted a number of (True)raise dead clickies and no umd check for recon scrolls, theres nothing I really need to UMD tbh.

Maybe since the nerf to the True raise I will spec it in during a TR.

chappyglass
08-18-2010, 09:09 PM
I'd like to make the monk version of your build, for the higher hp and saves, but keep stealth maxed. So im wondering if it makes sense to keep the intel high still with insightful reflexes and dump dex. The only thing im concerned about is not being able to fit in a spell penetration feat.

Merlocke
08-18-2010, 09:21 PM
I'd like to make the monk version of your build, for the higher hp and saves, but keep stealth maxed. So im wondering if it makes sense to keep the intel high still with insightful reflexes and dump dex. The only thing im concerned about is not being able to fit in a spell penetration feat.

I can't see a way to do both.
Even though Hide and MS are Dex based skills, cross classing them without using Rog levels.... and plus you'll have dumped INT so your skillpoints are low...just wont get it high enough to be effective for me.

For when I TR, Monk wins due to …Higher HP, Higher Saves + 3 FEATS
[Toughness (Mnk), Lightning Reflexes (Mnk), Arcane Initiate(dump Insightful Reflexes; going Dex based)]>Stealth.

Yeah, feats are tight with this setup, thats why I plan using the Past life:Wizard passive feat for a +2-6 to Spell Pen. (in addition to bumping CON to maximum and unlocking Arcane Initiate)

I will post the complete Mnk version breakdown when I get time. Busy over here.

chappyglass
08-19-2010, 12:43 AM
I thought that because hide and move silent where monk skills with two levels of monk and high intelligence(planning on dumping dex and taking insightful reflexes still) i'd have enough skill points be able to achieve the same numbers you were getting with your rogue version. If not that's too bad, was hoping for the stealth too.

Merlocke
08-19-2010, 02:14 AM
You know, I had always assumed Hide/MS were cross class skills for a monk, but after double checking the planner, yes your right! that would work.

chappyglass
08-19-2010, 05:02 PM
I guess even knowing that now you'll probably still go with dex, scrap stealth and keep the free feat slot for arcane initiate. I'm a relatively new player. Never taken any characters higher than 14 and was wondering if i went the stealth route if you've found in your experience that it's more than worth it to save sp sneaking past mobs. The alternative being to scrap stealth also, go with dex, and use the free feat slot for spell penetration. Wondering what your thoughts are as a much more experienced player.

Merlocke
08-19-2010, 09:32 PM
I guess even knowing that now you'll probably still go with dex, scrap stealth and keep the free feat slot for arcane initiate. I'm a relatively new player. Never taken any characters higher than 14 and was wondering if i went the stealth route if you've found in your experience that it's more than worth it to save sp sneaking past mobs. The alternative being to scrap stealth also, go with dex, and use the free feat slot for spell penetration. Wondering what your thoughts are as a much more experienced player.

The way I see it, you can still have Past Life: Arcane Initiate and go Int based for 23 ranks in Hide/Move Silently.

Feat Breakdown
Free: +20 SP and +1 to the DC's of your Evocation spells
Free: +2-6 to spell penetration checks
(Lvl 1) Monk Level-Toughness
(Lvl 1) Insightful Reflexes
(Lvl 3) Extend
(Lvl 6) Maximize
(Lvl 9) Empower
(Lvl 12) Heighten
(Lvl 15) Force of Personality
(Lvl 18) Past Life: Arcane Initiate
(Lvl 20) Monk Level- Lightning Reflexes

This is what I think Im going to do. Spell Pen will be through Wizard TRs for me. A pain but worth it IMO.

Yes I'm keeping stealth to me its worth it, although limited in raids & party zerging, I solo quite a bit and with Epic Dungeons and DA, I find it useful.

EDIT:
I went ahead and posted the complete Monk version here ( http://forums.ddo.com/showthread.php?p=3210673#post3210673)

supot
03-24-2012, 04:08 PM
Hi,

Im thinking about making a 18 Sorc / 2 Rogue & my goal is to be able to solo elite quests with traps.

Having played both, which do you think is better, the 2Rogue or 2Monk? The posts point out 2Monk has higher reflex skills and higher HP. So im assuming 2 Monk is better, but lacks trap skills.

Is the 2Monk's evasion enough to get by most traps on elite? Or is Rogue needed to solo effectively

Thanks

tinyelvis
03-24-2012, 07:13 PM
This sort of build is way outdated. It is not really a good idea now days to take two of anything with your sorcerer. You just lose so much for a small bonus of evasion. Also, you pretty much will need to solo everything, because it will be hard to get into a party. They will shun you and this build.

Traps can be effectively dealt with with good hitpoints, high reflex save, and your resistances, protections, and absorptions. Do not attempt something like this unless you have many years of game experience.