View Full Version : Rogue Need help planning a rogue
Henuindohr
09-05-2011, 06:45 AM
Excause for the english (i'm not mothertongue)and please give me some help:)
I'm planning to play the rogue class for the first time. The toon i'm thinking about is a rogue able to manage all or at least most of the traps and locks in eberron, but at the same time i don't want to watch the others playing and stay still when is fight time! (between one trap and a picked lock). Thus i thought to use the assassin path and at the same time enhancing skills as much as possible. I decided to use dwarf race because i like dwarf, they have nice reflex and they have the axe enhancement line :). It was to give you an idea of what i'm thinking at, now follows what i've planned and i really need your advice on it :)! THX IN ADVANCE!
Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
ganad baruk
Level 20 Chaotic Neutral Dwarf Male
(20 Rogue)
Hit Points: 262
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 10
Reflex: 17
Will: 5
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 21
Dexterity 16 21
Constitution 16 18
Intelligence 14 16
Wisdom 8 8
Charisma 6 6
Tomes Used
+2 Tome of Dexterity used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 31
Bluff 0 23
Concentration 3 5
Diplomacy 0 19
Disable Device 6 27
Haggle -2 -1
Heal -1 0
Hide 7 34
Intimidate -2 -1
Jump 6 14
Listen -1 0
Move Silently 7 35
Open Lock 7 29
Perform n/a n/a
Repair 2 4
Search 6 29
Spot 3 25
Swim 3 6
Tumble 4 7
Use Magic Device 2 22
Level 1 (Rogue)
Feat: (Selected) Two Weapon Fighting
Level 2 (Rogue)
Level 3 (Rogue)
Feat: (Selected) Toughness
Level 4 (Rogue)
Level 5 (Rogue)
Level 6 (Rogue)
Feat: (Selected) Oversized Two Weapon Fighting
Level 7 (Rogue)
Level 8 (Rogue)
Level 9 (Rogue)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Rogue)
Feat: (Rogue Bonus) Improved Evasion
Level 11 (Rogue)
Level 12 (Rogue)
Feat: (Selected) Weapon Focus: Slashing Weapons
Level 13 (Rogue)
Feat: (Rogue Bonus) Slippery Mind
Level 14 (Rogue)
Level 15 (Rogue)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Rogue)
Feat: (Rogue Bonus) Skill Mastery
Level 17 (Rogue)
Level 18 (Rogue)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 19 (Rogue)
Feat: (Rogue Bonus) Defensive Roll
Level 20 (Rogue)
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Damage Boost II
Enhancement: Rogue Haste Boost I
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Skill Boost II
Enhancement: Rogue Deadly Shadow
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Poison Resistance I
Enhancement: Dwarven Poison Resistance II
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Rogue Subtle Backstabbing I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Assassin I
Enhancement: Rogue Assassin II
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Sneak Attack Accuracy II
Enhancement: Rogue Sneak Attack Accuracy III
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Sneak Attack Training II
Enhancement: Rogue Sneak Attack Training III
Enhancement: Improved Hide I
Enhancement: Improved Hide II
Enhancement: Improved Move Silently I
Enhancement: Improved Move Silently II
Enhancement: Improved Spot I
Enhancement: Improved Spot II
Enhancement: Rogue Dexterity I
Enhancement: Rogue Dexterity II
Enhancement: Rogue Dexterity III
Enhancement: Rogue Improved Trap Sense I
Enhancement: Rogue Improved Trap Sense II
Ayseifn
09-05-2011, 07:25 AM
Opportunist is a really nice feat and I'd take that over defensive roll or slippery mind, I'd even take a second skill mastery over defensive roll or slippery mind but having not used them in a very long time can't really comment on how useful they are now.
Dex enhancements cost a lot of APs and only really get you a little boost to ref saves, if you want some more DPS I'd think about swapping those out for more haste boost, damage boost(it's a % boost next update, so good for long fights when you run out of haste boosts), or possibly even wrak construct as it has no save next update.
You started with 16 dex but used a +2 dex tome at level 7, you could drop dex by one and still get GTWF and put the points saved into cha for better UMD or something. Not sure where would be best as it'd depend on gear you'd likely aquire.
Skill boost I'm not sure you'll need much at cap once you get good gear other than to sell things for more to vendors, but probably nice while still getting geared up.
Not sure if you know this but you need the martial weapons proficiency as a dwarf to use dwarven axes, and rogues don't get that. So your two options are to use masters touch scrolls for the proficency or drop a feat for it, if you're dropping a feat I'd suggest weapon spec.
Oh, one more thing Power Attack is a pretty great feat, so much so that almost all melee builds
will take it. I'd consider dropping OSTWF for it.
Henuindohr
09-05-2011, 07:54 AM
really thx for your advices!
Opportunist is a really nice feat and I'd take that over defensive roll or slippery mind, I'd even take a second skill mastery over defensive roll or slippery mind but having not used them in a very long time can't really comment on how useful they are now.
I don't know if opportunist is such important, it's only a 3% chance if i understood right and it don't seems to me such an improvement, but i'm a newbe and i don't really know it.
Dex enhancements cost a lot of APs and only really get you a little boost to ref saves, if you want some more DPS I'd think about swapping those out for more haste boost, damage boost(it's a % boost next update, so good for long fights when you run out of haste boosts), or possibly even wrak construct as it has no save next update.
You started with 16 dex but used a +2 dex tome at level 7, you could drop dex by one and still get GTWF and put the points saved into cha for better UMD or something. Not sure where would be best as it'd depend on gear you'd likely aquire.
I Agree! I'll get all three dex enhancement cause i'll follow your advice thus i'll start with a lower dex. I think i'll put the ramianing ability points in CHA as you suggested, it could help me to get higher UMD. (i used the tome because i have it yet).
Skill boost I'm not sure you'll need much at cap once you get good gear other than to sell things for more to vendors, but probably nice while still getting geared up.
It is usefull since the low levels, i say that cause I'm still experiencing it on a 5 lvl toon.
Not sure if you know this but you need the martial weapons proficiency as a dwarf to use dwarven axes, and rogues don't get that. So your two options are to use masters touch scrolls for the proficency or drop a feat for it, if you're dropping a feat I'd suggest weapon spec.
Incorrect. Free dwarven axe proficiency is one of the main reasons that made me go dwarf... i'm pretty sure about that!
Oh, one more thing Power Attack is a pretty great feat, so much so that almost all melee builds
will take it. I'd consider dropping OSTWF for it.
I've considered Power Attack, but i'm going twf and rogue BAB is not as Melee class BAB, i think i can't lower too much my to-hit; making PA reliable requires me to get some fighter levels, i think, but i want to be a rogue with decent melee not a melee with some rogue skill... At the end i don't know if it is reliable with the toon i'mplanning thus by now i think to do not get that feat.
Hobgoblin
09-05-2011, 07:59 AM
really thx for your advices!
Incorrect. Free dwarven axe proficiency is one of the main reasons that made me go dwarf... i'm pretty sure about that!
I've considered Power Attack, but i'm going twf and rogue BAB is not as Melee class BAB, i think i can't lower too much my to-hit; making PA reliable requires me to get some fighter levels, i think, but i want to be a rogue with decent melee not a melee with some rogue skill... At the end i don't know if it is reliable with the toon i'mplanning thus by now i think to do not get that feat.
Pa is pretty much mandatory for any meele. you can use divine power scrolls/clickie to up your bab
and dwarf only changes it so that daxes are a martial weapon not an exotic
hob
Henuindohr
09-05-2011, 08:14 AM
Pa is pretty much mandatory for any meele. you can use divine power scrolls/clickie to up your bab
and dwarf only changes it so that daxes are a martial weapon not an exotic
hob
Thx for the advice... i don't really like to rely on scrolls/clickie, i mean i'm going to choose a feat that is reliable in most situation only if i buff with divine power. I think buffs have to enhance my feats and not be the mean to make them effective. I'm a newbe and so i don't know too much things, what i'm missing with that?... am i wrong?
I've to get proficiency for dwarven axe :(
(now! is better to get the dwarven axe proficiency dropping another feat or take 1 lvl fighter getting proficiency for free and no need to drop feat?... on the other side i'll lose capstone enhancment and the skills score will be reduced by the cross class effect... can you help me dealing with that please? )
Mrmorphling
09-05-2011, 08:36 AM
+2 intelligence and 4 additional sneak attack dice cannot be ditched for a DA prof feat :D
I'll second that PA is a must for any melee, you'll find ways of raising your to hit with gear (divine power clickies, to hit bonuses), strategy (destruction and improved destruction to lower AC for example) and in general you should not have aggro (i strongly suggest to invest in -threat enhancments) so you'll get a solid bonus from your rogue lvl while making sneak attacks.
Bodic
09-05-2011, 08:42 AM
16 15 14 10 8 6(10) what ever else is left into CHA up to 10 then back to CON/INT by 2's and 1 DEX.
All level points to STR
I personally like to eat +2 tomes for all @7
The biggest issue is getting to a comfort zone of UMD for Daxe use(Masters Touch Scrolls UMD:20) not important until say level 12. I would just use a Gaxe until then. At lvl12 thats UMD skill 15+ modifiers all you need is 10 CHA and you have a 75% cast chance and only needs be cast at beginning of quest or after a shrine. An end game 40 UMD is easy with minimal gear and a base 10 +2 tome for CHA.
Feats: Toughness, TWFx3, Power Attack, OTWF, IC:slash
Rog Feats: Opportunist, Improved Evasion, Skill Mastery, Crippling strike(or Skill Mastery)
Skills to max: UMD, OL, DD, Search, Balance, Diplomacy, and Bluff
hard cap Jump and tumble at 10 skill points invested you can get a jump clickies and buffs to max.
nice to haves: Concentration, Haggle, Move Silent, and Hide.
DragonTroy
09-05-2011, 08:42 AM
I Agree! I'll get all three dex enhancement cause i'll follow your advice thus i'll start with a lower dex. I think i'll put the ramianing ability points in CHA as you suggested, it could help me to get higher UMD. (i used the tome because i have it yet).
dexterity enhancements to not add towards your base dexterity, which is what is used for qualifying for feats, like improved and greater two weapon fighting. if you want to lower your dex, lower it by one and put the remaining two points into charisma.
Henuindohr
09-05-2011, 08:47 AM
+2 intelligence and 4 additional sneak attack dice cannot be ditched for a DA prof feat :D
I'll second that PA is a must for any melee, you'll find ways of raising your to hit with gear (divine power clickies, to hit bonuses), strategy (destruction and improved destruction to lower AC for example) and in general you should not have aggro (i strongly suggest to invest in -threat enhancments) so you'll get a solid bonus from your rogue lvl while making sneak attacks.
Thank you... ok i'll get power attack and it will land in a way or another! :D
Henuindohr
09-05-2011, 09:22 AM
I really apprecciate you answer thx! Anyway i still have a newbe answer :)
16 15 14 10 8 6(10) what ever else is left into CHA up to 10 then back to CON/INT by 2's and 1 DEX.
All level points to STR
I personally like to eat +2 tomes for all @7
The biggest issue is getting to a comfort zone of UMD for Daxe use(Masters Touch Scrolls UMD:20) not important until say level 12. I would just use a Gaxe until then. At lvl12 thats UMD skill 15+ modifiers all you need is 10 CHA and you have a 75% cast chance and only needs be cast at beginning of quest or after a shrine. An end game 40 UMD is easy with minimal gear and a base 10 +2 tome for CHA.
Feats: Toughness, TWFx3, Power Attack, OTWF, IC:slash
Rog Feats: Opportunist, Improved Evasion, Skill Mastery, Crippling strike(or Skill Mastery)
Skills to max: UMD, OL, DD, Search, Balance, Diplomacy, and Bluff
hard cap Jump and tumble at 10 skill points invested you can get a jump clickies and buffs to max.
nice to haves: Concentration, Haggle, Move Silent, and Hide.
I'm wondering why lower so much INT? i wanna master traps and lock , can i achieve that lowering so much INT?
Bodic
09-05-2011, 09:39 AM
I really apprecciate you answer thx! Anyway i still have a newbe answer :)
I'm wondering why lower so much INT? i wanna master traps and lock , can i achieve that lowering so much INT?
I personally like 12 INT and 10 CHA base.
I said to take CHA upto 10 and feed back into dex 1(16) and Con(16)/Int by 2's with a base 10 Int assassination DC would get to a marginal good level with gear. Traps and Locks are a joke if you have GEAR which as this should not be your first toon you should have ready to equip as needed.
as for my Rogue at TR2 base 10 INT(actual is higher but using for figures) at level 1 would have +20 Disable and Open locks once you get to 60 on those skill its pointless for the most part.
Henuindohr
09-05-2011, 10:17 AM
According to the advices recieved i've revisited the build that could be rougly described as follow
Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Ganad Baruk
Level 20 Chaotic Neutral Dwarf Male
(20 Rogue)
Hit Points: 252
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 9
Reflex: 16
Will: 5
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 21
Dexterity 15 18
Constitution 14 16
Intelligence 14 16
Wisdom 8 8
Charisma 10 10
Tomes Used
+2 Tome of Dexterity used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 32
Bluff 3 30
Concentration 2 4
Diplomacy 3 24
Disable Device 6 27
Haggle 0 1
Heal -1 0
Hide 6 28
Intimidate 0 1
Jump 4 19
Listen -1 0
Move Silently 6 28
Open Lock 6 28
Perform n/a n/a
Repair 2 4
Search 6 29
Spot 3 27
Swim 3 6
Tumble 3 6
Use Magic Device 4 24
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+3)
Skill: Diplomacy (+3)
Skill: Disable Device (+4)
Skill: Hide (+4)
Skill: Jump (+1)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Selected) Toughness
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Haste Boost I
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Sneak Attack Training I
Level 2 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Improved Spot I
Enhancement: Rogue Dexterity I
Enhancement: Rogue Improved Trap Sense I
Level 3 (Rogue)
Skill: Bluff (+2)
Skill: Diplomacy (+2)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Martial Weapon Proficiency: Battleaxe
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Constitution I
Level 4 (Rogue)
Ability Raise: STR
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Dwarven Poison Resistance I
Enhancement: Racial Toughness I
Enhancement: Rogue Faster Sneaking I
Enhancement: Improved Spot II
Level 5 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Jump (+2)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Rogue Damage Boost II
Enhancement: Rogue Skill Boost II
Level 6 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Jump (+2)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Improved Hide I
Enhancement: Improved Hide II
Enhancement: Improved Move Silently I
Enhancement: Improved Move Silently II
Level 7 (Rogue)
Skill: Balance (+2)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Jump (+2)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Spell Defense I
Enhancement: Rogue Sneak Attack Accuracy I
Level 8 (Rogue)
Ability Raise: STR
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Rogue Subtle Backstabbing I
Enhancement: Rogue Sneak Attack Accuracy II
Level 9 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Two Weapon Fighting
Enhancement: Dwarven Constitution II
Level 10 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Jump (+2)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Rogue Bonus) Improved Evasion
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Training II
Level 11 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Enhancement: Rogue Assassin I
Level 12 (Rogue)
Ability Raise: STR
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Rogue Sneak Attack Accuracy III
Level 13 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Rogue Bonus) Opportunist
Enhancement: Rogue Assassin II
Enhancement: Rogue Sneak Attack Training III
Level 14 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Rogue Sneak Attack Accuracy IV
Level 15 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Rogue Sneak Attack Training IV
Level 16 (Rogue)
Ability Raise: STR
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Rogue Bonus) Skill Mastery
Enhancement: Racial Toughness III
Enhancement: Improved Spot III
Enhancement: Improved Spot IV
Level 17 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Enhancement: Rogue Faster Sneaking II
Enhancement: Rogue Improved Trap Sense II
Level 18 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+2)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Power Attack
Enhancement: Rogue Assassin III
Level 19 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Level 20 (Rogue)
Ability Raise: STR
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Enhancement: Rogue Deadly Shadow
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Poison Resistance II
Enhancement: Dwarven Spell Defense II
I think that many things have to be tuned long the way, thus the plan works as a reliability test. I'll really apprecciate any other advice... thank you all!
Bodic
09-05-2011, 10:23 AM
According to the advices recieved i've revisited the build that could be rougly described as follow
[
I think that mant things have to be tuned long the way, thus the plan works as a relibility test. I'll really apprecciate any other advice... thank you all!
looks good just 1 more Thing True Neutral is best for alignment.
unbongwah
09-05-2011, 02:46 PM
If you're set on dwarf, I would recommend something like this:
Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 True Neutral Dwarf Female
(20 Rogue)
Hit Points: 322
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 12
Reflex: 16
Will: 5
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 15 18
Constitution 18 22
Intelligence 12 16
Wisdom 8 8
Charisma 6 6
Tomes Used
+2 Tome of Dexterity used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Strength used at level 20
+2 Tome of Constitution used at level 20
Level 1 (Rogue)
Feat: (Selected) Two Weapon Fighting
Level 2 (Rogue)
Level 3 (Rogue)
Feat: (Selected) Exotic Weapon Proficiency: Dwarven Waraxe
Level 4 (Rogue)
Ability Raise: STR
Level 5 (Rogue)
Level 6 (Rogue)
Feat: (Selected) Toughness
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Damage Boost II
Enhancement: Rogue Haste Boost I
Enhancement: Dwarven Axe Damage I
Enhancement: Rogue Subtle Backstabbing I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Assassin I
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Sneak Attack Training II
Enhancement: Improved Hide I
Enhancement: Improved Hide II
Enhancement: Improved Move Silently I
Enhancement: Improved Move Silently II
Level 7 (Rogue)
Level 8 (Rogue)
Ability Raise: STR
Level 9 (Rogue)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Rogue)
Feat: (Rogue Bonus) Opportunist
Level 11 (Rogue)
Level 12 (Rogue)
Ability Raise: STR
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Rogue Haste Boost II
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Racial Toughness III
Enhancement: Rogue Assassin II
Enhancement: Rogue Sneak Attack Accuracy II
Enhancement: Rogue Sneak Attack Accuracy III
Enhancement: Rogue Sneak Attack Training III
Level 13 (Rogue)
Feat: (Rogue Bonus) Improved Evasion
Level 14 (Rogue)
Level 15 (Rogue)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Rogue)
Ability Raise: STR
Feat: (Rogue Bonus) Crippling Strike
Level 17 (Rogue)
Level 18 (Rogue)
Feat: (Selected) Power Attack
Level 19 (Rogue)
Feat: (Rogue Bonus) Skill Mastery
Level 20 (Rogue)
Ability Raise: STR
Enhancement: Rogue Extra Action Boost I
Enhancement: Rogue Haste Boost III
Enhancement: Rogue Haste Boost IV
Enhancement: Rogue Deadly Shadow
Enhancement: Rogue Subtle Backstabbing II
Enhancement: Rogue Subtle Backstabbing III
Enhancement: Racial Toughness IV
Enhancement: Rogue Assassin III
Enhancement: Rogue Sneak Attack Accuracy IV
Enhancement: Rogue Sneak Attack Training IV
Enhancement: Rogue Dexterity I
I tried to focus on what dwarves have going for them, namely HPs & axe dmg enhs. Enhs can be tweaked - e.g., more DPS, less HPs - and DAxe prof can be swapped out once you can use Master's Touch scrolls to grant prof.
Henuindohr
09-05-2011, 05:51 PM
I tried to focus on what dwarves have going for them, namely HPs & axe dmg enhs. Enhs can be tweaked - e.g., more DPS, less HPs - and DAxe prof can be swapped out once you can use Master's Touch scrolls to grant prof.
I like a lot your build, it's more focused on melee than on DD and OL, anyway it is full of ideas... thank you very much :)
unbongwah
09-05-2011, 07:10 PM
it's more focused on melee than on DD and OL
You spend like 99.9% of your time in DDO hitting things and only 0.1% worrying about traps - so, yeah, I put the focus more on hitting things. :D
Henuindohr
09-05-2011, 07:52 PM
You spend like 99.9% of your time in DDO hitting things and only 0.1% worrying about traps - so, yeah, I put the focus more on hitting things. :D
ok but if i decide to build a rogue i'm supposed to don't fail trap or locks... if i want to hit hard i will be supposed to get my barb :D
unbongwah
09-05-2011, 11:09 PM
A HO rogue with base INT 6 can still get their trap skills high enough to handle most everything in the game; it's mostly about gear & buffs (EDIT: after putting max ranks into Search & Disable, of course). So a dwarf with base INT 12 should have no problem. This guide (http://compendium.ddo.com/wiki/Is_my_%28insert_rogue_skill%29_high_enough) is rather old, but the basic info is still sound.
You don't play an Assassin just to monkey with traps; a lot of rogue-splashed builds can handle traps as well if not better. You play an Assassin because you like sticking a blade in someone's back. The trapmonkeying is just a fringe benefit. :cool:
Henuindohr
09-06-2011, 03:28 AM
A HO rogue with base INT 6 can still get their trap skills high enough to handle most everything in the game; it's mostly about gear & buffs (EDIT: after putting max ranks into Search & Disable, of course). So a dwarf with base INT 12 should have no problem. This guide (http://compendium.ddo.com/wiki/Is_my_%28insert_rogue_skill%29_high_enough) is rather old, but the basic info is still sound.
You don't play an Assassin just to monkey with traps; a lot of rogue-splashed builds can handle traps as well if not better. You play an Assassin because you like sticking a blade in someone's back. The trapmonkeying is just a fringe benefit. :cool:
I'll read the guide and i thank you for explaining me your point of view. What you said sounds good to me now, so i'll follow your advices ;). thank you a lot!
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