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Shazla
09-28-2011, 02:38 PM
I´m new in this game and I did a build after reading the forum and would like to hear from all about my drow assassin build. I did a build to use only Rapiers and would like to know what are the best equipments that I must use when become Assassin II and at the end game.

Thanks in advance.


Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

SHAZLA
Level 20 True Neutral Drow Female
(20 Rogue)
Hit Points: 222
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 8
Reflex: 19
Will: 6

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 15 22
Dexterity 16 24
Constitution 13 14
Intelligence 16 20
Wisdom 8 10
Charisma 10 10

Tomes Used
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+3 Tome of Dexterity used at level 20

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 31
Bluff 0 7
Concentration 1 3
Diplomacy 4 24
Disable Device 7 29
Haggle 0 24
Heal -1 1
Hide 7 39
Intimidate 0 1
Jump 6 30
Listen -1 3
Move Silently 7 39
Open Lock 7 31
Perform n/a n/a
Repair 3 6
Search 7 31
Spot 3 26
Swim 2 7
Tumble 7 21
Use Magic Device 4 24

Level 1 (Rogue)
Feat: (Selected) Two Weapon Fighting
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Improved Hide I
Enhancement: Improved Move Silently I


Level 2 (Rogue)
Enhancement: Rogue Haste Boost I
Enhancement: Drow Weapon Damage I
Enhancement: Rogue Sneak Attack Accuracy I


Level 3 (Rogue)
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Elven Dexterity I
Enhancement: Rogue Dexterity I


Level 4 (Rogue)
Ability Raise: STR
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Subtle Backstabbing I
Enhancement: Rogue Sneak Attack Training II


Level 5 (Rogue)
Enhancement: Rogue Damage Boost II
Enhancement: Improved Hide II
Enhancement: Improved Move Silently II


Level 6 (Rogue)
Feat: (Selected) Toughness
Enhancement: Rogue Assassin I


Level 7 (Rogue)
Enhancement: Drow Weapon Attack I
Enhancement: Racial Toughness I


Level 8 (Rogue)
Ability Raise: STR
Enhancement: Rogue Sneak Attack Accuracy II
Enhancement: Rogue Sneak Attack Training III


Level 9 (Rogue)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Rogue Subtle Backstabbing II
Enhancement: Racial Toughness II


Level 10 (Rogue)
Feat: (Rogue Bonus) Improved Evasion
Enhancement: Rogue Dexterity II


Level 11 (Rogue)
Enhancement: Rogue Sneak Attack Accuracy III


Level 12 (Rogue)
Ability Raise: STR
Feat: (Selected) Improved Critical: Piercing Weapons
Enhancement: Rogue Subtle Backstabbing III
Enhancement: Rogue Assassin II


Level 13 (Rogue)
Feat: (Rogue Bonus) Crippling Strike
Enhancement: Rogue Sneak Attack Training IV


Level 14 (Rogue)
Enhancement: Rogue Subtle Backstabbing IV


Level 15 (Rogue)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Elven Dexterity II


Level 16 (Rogue)
Ability Raise: STR
Feat: (Rogue Bonus) Slippery Mind
Enhancement: Rogue Haste Boost II
Enhancement: Elven Enchantment Resistance I
Enhancement: Rogue Faster Sneaking I


Level 17 (Rogue)
Enhancement: Rogue Sneak Attack Accuracy IV


Level 18 (Rogue)
Feat: (Selected) Power Attack
Enhancement: Rogue Assassin III


Level 19 (Rogue)
Feat: (Rogue Bonus) Skill Mastery
Enhancement: Rogue Dexterity III


Level 20 (Rogue)
Ability Raise: STR
Enhancement: Rogue Deadly Shadow
Enhancement: Elven Enchantment Resistance II

Shazla
09-30-2011, 04:01 PM
Many views and no opinion ... May I believe that is all right with my assassin build?

I would still read suggestions about equipment for mid to high end game.

Roguewiz
09-30-2011, 04:11 PM
Welcome to DDO. Enjoy your stay!

Pretty straight forward build. All of the usual feats. I'm surprised you only went with one of the Drow racial enhancements for Rapiers/Shortswords. I'd personally have taken all of them. In doing so, you could (emphasis on could) argueably opt to not take Oversized Two-Weapon Fighting. Normally, you'd incur a penalty of -4/-4 with Two-Weapon Fighting while using two medium-heavy weapons in both hands. With Oversized, the penalty is reduced to -2/-2. If you were to take both Drow to-hit enhancements, you could basically have the same to-hit with just those enhancements and two-weapon fighting, as you would with oversized and not having those enchancements.

Of course, you could have a much better to hit if you had all of them.

This is just my personal opinion, mind you. Rogues don't have many good feat options to begin with, and like anyone that isn't a Fighter/Wizard/Ranger/Artificer, you don't have many feats anyways. So taking Oversized Two-Weapon fighting is probably your best and only option.

Overall, the build is solid. Your Con is a little too low for me though.

unbongwah
09-30-2011, 04:24 PM
Looks solid enough. I would drop INT for more CON & STR. You should try to max out Haste Boost + extra Action Boost; that will be your biggest contributor to burst DPS. I would definitely take Opportunist rather than Slippery Mind. You can see my take on a drow rogue here (http://forums.ddo.com/showpost.php?p=4107980&postcount=22).

Shazla
09-30-2011, 04:46 PM
I enjoy all coments, thx! Just to remember that build has no equipaments to modifier stats, only enhancements and some tomes.

I would like to have all drow enhancements attack and damage, but it must exclude others who had chosen. Any suggestion?

unbongwah
09-30-2011, 05:05 PM
It's tough to squeeze in the drow weapon enhs, because like I said in that other thread, once you take all the Assassin pre-reqs and other goodies rogue offers (like Haste Boost and W&S Mastery), there aren't many APs left to spend.

I'd probably drop some or all the DEX enhs first; you don't need the extra Reflex saves and most pure rogues have a tough time keeping up their AC, unfortunately. That would let you squeeze in extra Haste Boost for more burst DPS.

Shazla
10-18-2011, 09:23 AM
After reading the comments above I made a new basic build sacrificing 3 points of DEX enhancements. Please, take a new look and tell me your opinions.


Character Plan by DDO Character Planner Version 03.09.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Shazla
Level 20 True Neutral Drow Female
(20 Rogue)
Hit Points: 222
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 8
Reflex: 17
Will: 5

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 15 22
Dexterity 16 20
Constitution 13 14
Intelligence 16 20
Wisdom 8 8
Charisma 10 10

Tomes Used
+1 Tome of Constitution used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Intelligence used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 28
Bluff 0 6
Concentration 1 2
Diplomacy 4 23
Disable Device 7 28
Haggle 0 23
Heal -1 -1
Hide 7 36
Intimidate 0 0
Jump 6 24
Listen -1 1
Move Silently 7 36
Open Lock 7 28
Perform n/a n/a
Repair 3 5
Search 7 30
Spot 3 24
Swim 2 6
Tumble 7 23
Use Magic Device 4 23

Level 1 (Rogue)
Feat: (Selected) Two Weapon Fighting
Enhancement: Rogue Haste Boost I
Enhancement: Drow Weapon Damage I
Enhancement: Rogue Sneak Attack Training I


Level 2 (Rogue)
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Improved Hide I
Enhancement: Improved Move Silently I


Level 3 (Rogue)
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Dexterity I


Level 4 (Rogue)
Enhancement: Drow Weapon Attack I
Enhancement: Rogue Subtle Backstabbing I
Enhancement: Rogue Sneak Attack Training II


Level 5 (Rogue)
Enhancement: Rogue Damage Boost II
Enhancement: Improved Hide II
Enhancement: Improved Move Silently II


Level 6 (Rogue)
Feat: (Selected) Toughness
Enhancement: Rogue Assassin I


Level 7 (Rogue)
Enhancement: Racial Toughness I
Enhancement: Rogue Sneak Attack Accuracy II


Level 8 (Rogue)
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Training III


Level 9 (Rogue)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Rogue Haste Boost II
Enhancement: Rogue Subtle Backstabbing II


Level 10 (Rogue)
Feat: (Rogue Bonus) Crippling Strike
Enhancement: Rogue Sneak Attack Accuracy III


Level 11 (Rogue)
Enhancement: Rogue Sneak Attack Training IV


Level 12 (Rogue)
Feat: (Selected) Improved Critical: Piercing Weapons
Enhancement: Rogue Subtle Backstabbing III
Enhancement: Rogue Assassin II


Level 13 (Rogue)
Feat: (Rogue Bonus) Improved Evasion
Enhancement: Drow Weapon Attack II


Level 14 (Rogue)
Enhancement: Rogue Haste Boost III


Level 15 (Rogue)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Rogue Sneak Attack Accuracy IV


Level 16 (Rogue)
Feat: (Rogue Bonus) Slippery Mind
Enhancement: Rogue Subtle Backstabbing IV


Level 17 (Rogue)
Enhancement: Rogue Haste Boost IV


Level 18 (Rogue)
Feat: (Selected) Power Attack
Enhancement: Elven Dexterity I
Enhancement: Rogue Assassin III


Level 19 (Rogue)
Feat: (Rogue Bonus) Opportunist
Enhancement: Rogue Extra Action Boost I
Enhancement: Elven Enchantment Resistance I


Level 20 (Rogue)
Enhancement: Rogue Deadly Shadow
Enhancement: Drow Weapon Damage II

unbongwah
10-18-2011, 04:28 PM
Tumble is a flavor skill; you're better with Bluff - at least it's situationally useful. I'd take Toughness before OTWF; as a drow rogue, you need all the HPs you can get ASAP. If you're having trouble hitting w/dual-wielded rapiers before you get it, put a short sword (or maybe even a light shield) in your offhand.

Cyndrome
10-18-2011, 04:38 PM
I wish I could stomach playing my level 18 drow assassin for long enough to cap it so I can TR into anything else. It is lots of fun at mid levels except against undead. Not much fun to play at higher levels though.

Shazla
10-19-2011, 08:25 AM
@unbongwah
I've tried Bluff before and I didnt like it, since this skill has only used in low level for me. Diplomacy is very usefull and help me in various game situations. For me Trumble is usefull since it help me in various danger situations.
I got Toughness in lv6 because of my build and I havent any problems of low HP until this level.

@Cyndrome
I imagine it is not easy to play with a rogue in high level, but the challenge of playing with this class encourage me a lot. Long life ROGUES!!!

karl_k0ch
10-19-2011, 09:54 AM
@unbongwah
For me Trumble is usefull since it help me in various danger situations.



His point is: What's the use of 1 rank of Tumble vs. 18ish ranks of Tumble?

Playing a Rogue myself, I must confess that I like Bluff very much. In short fights with Red-Named Minibosses it helps to deliver some sneak attack damage, especially when the other party members are busy fighting something else.

On a Str-based Drow, I don't think that Undead are that much of a PITA, provided you get your hands on some appropriate weaponry, such as a pair of Disruptors.

Shazla
10-19-2011, 10:00 AM
His point is: What's the use of 1 rank of Tumble vs. 18ish ranks of Tumble?

Playing a Rogue myself, I must confess that I like Bluff very much. In short fights with Red-Named Minibosses it helps to deliver some sneak attack damage, especially when the other party members are busy fighting something else.

On a Str-based Drow, I don't think that Undead are that much of a PITA, provided you get your hands on some appropriate weaponry, such as a pair of Disruptors.

If I'm not mistaken the high rank in Trumble allows me to roll over large distances (correct me if I'm wrong) and this is usefull for me in game.
I have used Bluff before and really didnt like this skill, maybe by my playing style... but anyway thanks tip about using it on bosses.

LordMond63
10-19-2011, 03:53 PM
Tumble is a flavor skill; you're better with Bluff - at least it's situationally useful. I'd take Toughness before OTWF; as a drow rogue, you need all the HPs you can get ASAP. If you're having trouble hitting w/dual-wielded rapiers before you get it, put a short sword (or maybe even a light shield) in your offhand.

For the most part I agree here.

There are a few instance in which I could see Tumble being potentially useful, as it sure does seem to me that a higher skill in it means a long roll distance. There are some traps in some quests that cover a large area and the box is on the far side of the actual traps. If by having a higher Tumble skill I am forced to make only one skill check to see if I avoid the trap versus two or more- especially on Elite difficulty- I think I'm better off.

But absolutely you're going to want any and all skills/feats/enchancements/equipment that gives you more hitpoints. Towards the endgame, I have discovered good news and bad news about my Drow Assassin. The good news is that she absolutely is a dps class. The bad news is that she absolutely is a dps class. So long as I can maintain sneak attack damage boosts, I can more than hold my own in terms of melee damage output. But the problem is that high damage output tends to get the mob's attention and they aren't what you'd call real happy with you hurting them and they tend to focus their attention on you in an attempt to remove your rapier from their spleen. I'm never going to say it's a pleasant experience having endgame mobs aggro on you, but it can be a mite less 'exciting' if you have, say, 400 hitpoints (or more) versus having only 275 hitpoints (or less). Most classes- aside from Pale Masters- don't do much dps when dead and having higher hitpoints (and thus, presumably, more survivability) makes your demise less likely.

Munkenmo
10-19-2011, 04:18 PM
personally I built my drow rogue (http://my.ddo.com/character/sarlona/acegnorr/)


Strength 17
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 8
Charisma 10

all levels in Str.

+2 tomes to int and dex at 7 for feat / skill progression

other +2 tomes i just ate as i got em.

maxed skills are open lock, spot, search, disable, umd, balance, with 3 left over skills you can max (I chose, bluff, diplo and split ranks between tumble and jump to reach 40 jump and 36tumble with limited buffs.

I've got a ways to go with gear yet, eventually I'm aiming for epic abishai bracers, epic evenomed cloak, shintao tod set and the ravager tod set.

the main questions I'd ask you are
Why did you put so many points into intelligence, do you really like the utility of the extra skills?
Why so many points into dexterity? To me any investment over the requirement of the twf feats seems a waste on a str build.

Shazla
10-20-2011, 08:35 AM
@LordMond63
Well said about Trumble vs traps, especially in elite quests when the rogue have to go by the trigger to disarm that trap.

My rogue is now lv11 and as you told a str rogue assassin is a high dps class. Many times I did much damage, more than fighthers or other meele class in party.

As I told this is a basic build without any equips to increase my HP and of course i really need more HP to survive the dangers in game.


@fTdOmen
Your build has more str but a low int and since I'm a trapper and the assassinate depends on Int, I really increase my int for this reason and of course more skills to use in game.
So basically, more INT, more chance of assassinate, disarm traps and more skills.

I dont think I've spent many points in DEX, since I dismissed 3 points of dex enhancements and I really need a good reflex save to avoid more damage from traps and spells.

wax_on_wax_off
10-20-2011, 09:07 AM
Oversized Two Weapon Fighting is a wasted feat. If the AB is really needed then just use a light weapon in the offhand (like a shortsword or (epic) midnight greetings).

Your feats, in order, should be:
Two Weapon Fighting
Toughness
x
Improved Two Weapon Fighting
Improved Critical: Piercing
Greater Two Weapon Fighting
y

x,y should be power attack and improved sunder probably with the recent changes to sunder. Power Attack first as it can be useful for enemies like slimes, zombies and earth elementals who are immune to sneak attack and have very low AC.

I'd probably leave tumble at just 1 rank and put the extra points into bluff. Not sure how useful bluff is but I've seen a lot of positive feedback on it.

Slippery Mind is generally considered useless as most will save affects can be protected against with spells and against the ones that can't your will save won't be high enough that a second save will help. Opportunist, on the other hand, is an awesome ability that you seem to have missed, definitely swap these 2 over. Regarding Crippling Strike, quite a few people seem to think that a second skill mastery is preferable to this to hit epic trap DCs and to have a better standing UMD.

Regarding gear at around level 12,
Improved/Greater False Life item (belt or ring)
+4-6 Constitution item (belt or ring)
Heavy Fortification item (Minos Helm or other)
Fearful (or other) Armour of Invulnerability
Tier 2 or 3 Silver Flame Amulet (Deathblock, absorb negative levels)

Dead rogues do no damage :)

Shazla
10-20-2011, 10:06 AM
@wax_on_wax_off
Interesting your notes. Lets go:

Why i selected OTWF? Cause Im a dual rapier user. Rapiers have a better critical threat range (18-20/x2) than a Short Sword (19-20/x2), so i think is better use 2 rapiers than 1 rapier + 1SS. With Improved Critical - Piercing, the Critical threat range of rapier will be (15-20/x2) and the SS is (17-20/x2). So, more criticals using 2 rapiers. Of course I can use one SS in end game, but for now i think use 2 rapiers is better with no penalty attack (-4/-4) since i got OTWF (-2/-2). Again, correct me if I'm wrong!

I didnt see until now the new changes of Improved Sunder (reduce the target's Armor Class by 5, and fortification by 10%) and I´ll think about take this feat.

About Slippery Mind, I would like to read more opinions from those who have this feat, if is good or not get it. If i see it is useless, I´ll change to get Skill Mastery.

Opportunist... yea, I'll get it!

So... BLUFF... get or not get this skill? Yea, there are some posts here in forum talking about the good use of this skill, but I'm still not convinced that it is so good.

Thanks for the suggestions of equips! http://forums.ddo.com/images/icons/icon7.gif

karl_k0ch
10-20-2011, 10:34 AM
@wax_on_wax_off
[color=cyan]Of course I can use one SS in end game, but for now i think use 2 rapiers is better with no penalty attack (-4/-4) since i got OTWF (-2/-2). Again, correct me if I'm wrong!

The thing is: Even without OTWF, you will be able to attack with two rapiers and hit on a 2. If this is not the case, switch off PA. If it is still not the case, switch to Rapier/Short Sword.

Doing this, you'll probably end up using Dual Rapiers most of the time, if you invest in items which help your to-hit, most prominently Divine Power clickies, but also item with exceptional to-hit and (Greater) Heroism Clickies.

LordMond63
10-20-2011, 06:07 PM
@LordMond63
Well said about Trumble vs traps, especially in elite quests when the rogue have to go by the trigger to disarm that trap.

My rogue is now lv11 and as you told a str rogue assassin is a high dps class. Many times I did much damage, more than fighthers or other meele class in party.

As I told this is a basic build without any equips to increase my HP and of course i really need more HP to survive the dangers in game.

I can appreciate the relative lack of equipment adding hitpoints and such but the good news is that you're right at the level where things start to get better, both in terms of making enough coin to buy what you need from the auction house and also in terms of the items you are going to be looting.

Two major suggestions here:

1) Find groups doing Orchard of the Macabre rares/slayers/explorers. Not only is it good xp and good coin loot but this is where you get the quest to acquire 20 Shreds of Tapestries (found in random chests from rares) to turn in for a helm of your choice- I'd take the Minos Legens, which gives you 20 hitpoints and heavy fortification. If you're going to play in Gianthold soon, you're really, REALLY going to want that heavy fortification.

2) When you do look for items on the Auction House, try to find ones with Guild Augment Slots (assuming that you are in a guild of course). You can put crystals in these that can add to, well, just about anything- skill-wise, stat-wise and, yes, hit point-wise. I believe I read that a Medium Guild Augment Crystal gave +15 hit points, which is pretty nice. It is temporary and does cost some play but I think it's well worth the extra time it takes to find them (and unfortunately you cannot search for items with guild augment slots- or at least I can't figure out how to do so).



@fTdOmen
Your build has more str but a low int and since I'm a trapper and the assassinate depends on Int, I really increase my int for this reason and of course more skills to use in game.
So basically, more INT, more chance of assassinate, disarm traps and more skills.

I dont think I've spent many points in DEX, since I dismissed 3 points of dex enhancements and I really need a good reflex save to avoid more damage from traps and spells.

Again, some of this can be addressed via +INT gear. Items that are "clean"- say, +5 INT and nothing else- can be pricey. But you might can find same level gear that is +3 INT or +4 INT and +3 or +5 to Search/Spot and they will be priced much much lower.

You can do the exact same thing for Dex. You can find a set of gloves that are +3 to DEX and +5 to Open Locks, for example, at a fraction of the price of "clean" +5 gloves. And then there's the guild augment slot again if you can find it to make things even better.

AZgreentea
10-20-2011, 06:49 PM
Personally I wouldn't bother with Slippery Mind. Its one of those feats that sound great, but dont have much use. It might be useful in the wee early levels where you dont have alternative ways of compensating for the will save, but by the time you are taking it you will have other methods. I would recommend you take as bonus feats (in general order of usefulness):

Improved Evasion
Crippling Strike
Opportunist
Skill Mastery

Deffensive Roll is unhelpful because you are squishy and by the time you get that low on HP you need to be healing and dumping aggro, not relying on a saving throw.

Slippery Mind is not helpful because your low saving throw on enchantments means you probably wont make the second one either

Skill Mastery means you get an extra little bump to all of your skills, just as if you had gotten another level. That little +1 to UMD improves your chance of successfully casting healing spells from a scroll or wand when it matters.

wax_on_wax_off
10-20-2011, 07:14 PM
@wax_on_wax_offWhy i selected OTWF? Cause Im a dual rapier user. Rapiers have a better critical threat range (18-20/x2) than a Short Sword (19-20/x2), so i think is better use 2 rapiers than 1 rapier + 1SS. With Improved Critical - Piercing, the Critical threat range of rapier will be (15-20/x2) and the SS is (17-20/x2). So, more criticals using 2 rapiers. Of course I can use one SS in end game, but for now i think use 2 rapiers is better with no penalty attack (-4/-4) since i got OTWF (-2/-2). Again, correct me if I'm wrong!

As another poster mentioned, the only time you wouldn't be using 2 rapiers is if you are having trouble hitting which should be rarely and once you get enough gear not at all.

Swapping from a rapier in the offhand to a shortsword in the offhand will reduce your damage by ... not much, let me think. 25/20*1.9:(25/20)*1.1+(23/20*0.8) = 2.375:2.295 = ~3.3% before you include sneak attack damage (which will reduce the difference to about <1%).

Additionally, there is a very small window in which OTWF is actually useful. At the very best you'll hit about 5% more often against hard to hit foes.

Finally, there are quite a few good end game shortsword choices which are quite appropriate as an offhand weapon and often have the 18-20 threat range anyway. Cutthroats Smallblade is one and the Shortsword in the new pack coming out in U12 is another.

Shazla
10-21-2011, 08:14 AM
@LordMond63
Thx for all advices. Indeed AH is a cool place to spend some coins and get good equips. Much of my equipaments i got from AH. I have some good set of googles for DD, Search and Spot that really help me disarm a lot of traps.
I really like to play in party, but in this mid lv is hard to find some and more of my guild friends are lv15+ and I cant join them withou XP penalty. So sad =/

@AZgreentea
So, since the 2nd roll of Slippery Mind, I think I´ll change the feat and got other. Maybe take "Skill Focus: UMD" (Skill Focus grants a +3 bonus to the chosen skill when making skill check rolls.) and no "Skill Mastery" (A rogue with this ability gains +1 to all skills. This ability may be taken multiple times). What your opinion?

@wax_on_wax_off
Since I still havent reached the end game and you tell me that there are great SS to use, I think you convinced me and I will discard the OTWF for another. I guess take the Improved Sunder (reduce the target's Armor Class by 5, and fortification by 10%). It's very attractive after the modification. What do you say?

AZgreentea
10-21-2011, 10:04 AM
@AZgreentea
So, since the 2nd roll of Slippery Mind, I think I´ll change the feat and got other. Maybe take "Skill Focus: UMD" (Skill Focus grants a +3 bonus to the chosen skill when making skill check rolls.) and no "Skill Mastery" (A rogue with this ability gains +1 to all skills. This ability may be taken multiple times). What your opinion?
Skill Mastery is your lvl 19 bonus rogue feat. At lvl 19 you can pick from a list of feats including:

Select one of Crippling Strike (http://ddowiki.com/page/Crippling_Strike), Defensive Roll (http://ddowiki.com/page/Defensive_Roll), Improved Evasion (http://ddowiki.com/page/Improved_Evasion), Opportunist (http://ddowiki.com/page/Opportunist), Skill Mastery (http://ddowiki.com/page/Skill_Mastery), or Slippery Mind (http://ddowiki.com/page/Slippery_Mind).

You get to pick one of those feats at lvl 10, 13, 16, and 19 of your rogue levels.

arroyo
10-25-2011, 12:15 AM
I have a similar Drow STR-INT Rogue (LR'd from a DEX/Finesse build) and I really enjoy her in epics, specially with u11 changes to the eMG. As for the feats, two cents:

I originally had Finesse+OTWF, and after the LR I opted for Skill Focus: UMD and Power Attack. I really don't miss OTWF, and even without it, if you're properly geared/buffed (+2/+4 To Hit, Tharnes, GH), there's only a couple end-game mobs I need to drop PA and pull my Destruction Weapon; trash is definitely not a problem. The only point restraining me from swapping SF:UMD for ImprSunder at the moment is I'm not quite sure my 30ish STR would be enough DC against bosses' Fortitude, which is pretty much the only enemies where it would matter. I'm just letting the drowning-in-feats-Kensei-FTR take care of it for now.

As for the 'Rogue Feats', my first set was Impr Evasion, Opportunist, Crippling Strike and Slippery Mind, in that order. After the LR, I just dropped the later two; as STR damage didn't help much (for it's capped somewhere around -10 STR IIRC, and 'stat-kill' has been long removed), and a 2nd Will roll didn't help me much either (if I failed the first roll, odds are I'm gonna fail the 2nd one too), and swapped in 2x Skill Mastery instead (mainly for UMD, though there's obvious benefits to all of them). Along with SF:UMD, I can keep a decent success rate with Scrolls (usually an emergency Heal, or 5-minute Elemental Weps for bosses) and wands (Stoneskin, Blur, Resist Energy 11th, etc) without heavy gear swaps.

I confess I got a good bunch of epic gear already, but it's a matter of planning and time - mostly time, and I mean a lotta time griding the gear. Nonetheless, craft your RadII ASAP and really start enjoying your Assassin Rogue. =]

Shazla
10-25-2011, 12:57 PM
@AZgreentea
You're right. My bad!!! So, I'll change my Slippery Mind and take Skill Mastery feat.

@arroyo
I'm wondering if I choose the Improved Sunder or SF:UMD. The last one is very usefull for use scrolls and wands as u told. I´ll think more about both feats and choose one in future.

My drow rogue got lv12 in last sunday and now I´m looking how to make my RadII Rapier. I already have the Vale of Twiligth pack but it is hard for me solo the explore and rare map and I think it will be more hard to solo the quests in Vale. What the fastest way to make my RadII Rapier? What the quests must I run in Vale?

arroyo
10-25-2011, 01:40 PM
Well, you gotta 'flag' in all 5 quests from the Vale in order to run The Shroud (Raid). From the Vale quests, you get ingredients to make ur 'blank' Greensteel weapon, and then from the Shroud you get the ingredients to upgrade it.

Check www.ddowiki.com for details, try this online planner http://www.perfectweb.org/ddo/crafting/base_crafting.php for the recipes, and I suggest you download the DDO Game Guide (http://forums.ddo.com/showthread.php?t=346703) for some in-depth intel. Beware, there's a lot of 'spoilers' in all these links.