View Full Version : Rogue traps and gernades need to be scaled up and buffed for reaper content
deathsia
01-06-2022, 10:15 AM
Like no joke, you give rogues psudo-spell casting ability and then leave it in the dust as new content comes out rendering it useless.
Give rogues some love SSG!
Artos_Fabril
01-06-2022, 01:49 PM
Like no joke, you give rogues psudo-spell casting ability and then leave it in the dust as new content comes out rendering it useless.
Give rogues some love SSG!
Let's be real, with very few exceptions (such as noisemakers) it was just as useless at release.
Enderoc
01-06-2022, 01:54 PM
Trapper would be a good tree theme especially if it complimented alchemist and artificer or any build that throws vials.
Firepants
01-06-2022, 02:12 PM
Like a Dwarven Sapper artificer iconic, build on Tethyamar. If you can't come up with a fun questline with an end raid for the ruins of a fallen Dwarven utopia you've never heard of the "fantasy" genre. Maybe a "Grenadier" universal tree that can work with anything but especially rogue/arti/alch.
krimsonrane
01-06-2022, 05:15 PM
Like no joke, you give rogues psudo-spell casting ability and then leave it in the dust as new content comes out rendering it useless.
Give rogues some love SSG!
Man.... I've been here 14 years and rogues have always been treated like an afterthought. It used to be my fav class but I've given up on them. It's not worth the frustration.
Tilomere
01-07-2022, 12:38 AM
Mhmmm the spellcasting improving ED abilities don't work with spells cast from traps, but they do from scrolls and other non-spellbook ways of casting. I'll add to list.\
Glitterdust traps are doing nothing now when I use them. Must be an U51 spell targeting thingy like how light monks broke.
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I think rogue spell casters may be actually quite brutal. The SD paranoia which you can keep up 100% of the time between strike and dash gives sneak damage to spells, scaled by spell power/crit, and also scaled I think by higher of melee or ranged power. So if you make something like a 12 rogue 7 wizard 1 barb bow US (renewal) 6/24 SD/32 Shiradi setup, you get full BaB from shiradi, which gives you a buncha ranged power from bow feats, sentience more RP, and SD and Shiradi both give spell/ranged power, your spells including death auras+call lightning storm darksteel helms may hit for redonkulous amounts of bane damage procs on top of Shiradi procs. Fan of Knives will also hit for redonkulous amounts. You no longer need FvS levels for shiradi caster builds, since the proc damage is based on your character's spell power stats, not the spell itself (even a scroll will do), this eliminates the need for expensive metamagics. Renewal means you are no longer bound by undead form healing and scale into higher reaper groups better as a fleshy, which also means you need fewer wizard levels and eliminates entirely the need for PM tree.
The ICD of SD is ~0.4 seconds matching Magma, which means you can use spells + auras/lightning to get 2x/second SD/Magma procs. On top of that, you can always use summon environmental effect spells to hit mobs, like sleet storm, which as summons aren't bound by player ICDs. These clouds will simultaneously AoE CC and AoE dps for you. Or just obliterate a mob with Spirit Blades.
I think you should skip the pseudo-casting and make a rogue actual caster. I think it will demolish things. Or maybe it turns out to be a horror story to tell around the campfire. Win-win?
Blerk
01-07-2022, 02:20 AM
It's been a while since I used them, but web and glitterdust traps at one point were very effective in lowish reaper difficulties when I was learning to solo as an assassin with some investment in the mechanic tree to shore up their DCs. Since the DCs are based on your skill with good trapping gear you could hit relatively high numbers even from quite early on.
I never really bothered with damaging traps because keeping stuff immobile, unable to hit back and vulnerable to SA damage was more than enough. Using traps is kind of slow though and I doubt most other party members would have the patience for it. And if I'm remembering correctly the durations of the CC effects also get pretty short as you raise the difficulty up into mid and high reaper.
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