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  1. #1

    Default Need help to build a rogue/cleric

    Some recent events (and a challenge) have come in mind and I want to build a rogue cleric. Now I have guidelines, along with the challenges, that I want to accomplish with this build. Only have played pure char (only one multi class) the whole time, I could use some help. Don't worry about items or raid loot, but I am looking for the basics (enhancements, feats, race, ability scores, # of levels of each class) with the following in mind:

    -28pt build (on a another server than my main)
    -Must be a cleric of healing
    -Only wearing light armour
    -must be able to open locks even at level 14


    Optional, but nice:

    -Disable device, not Cabal but basics
    -Elf possibly
    -CHA


    ANy advice would be nice
    +The Goddess of Tempest's Spine+Merc's Only, THELANIS: List is here: http://forums.ddo.com/showthread.php...94#post2798094 LEGIONNAIRE /Salute to Rameses, He has RETURNED!

  2. #2
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    I'm thinkthing about doing the same thing.... Just dont have the character slot avalable right now. Gotta Clear out one more of my mules.

    My concept is Drow based..... but I'm playng with Human and Elf as well.

    Open Lock is easy. With just 1 level of rogue you can easily get a high enough open lock for anything in the game. I think Ifigured it out that you only need a Base Skil of around 10.

    4 Rogue Level 1 Skill Points
    6 Dex Bonus (22 Dex)
    13 Open lock Item
    7 Tools (+5 Tools)
    4 Greater Heroism (Available from a Planar Gird if you dont have UMD)
    1 Prayer Spell (A Cleric obviously has access to this)
    2 Rogue Action Boost (First level Rogue ENhancement)
    1 ROgue Open Lock Enhancment (Again, Level 1)
    ---
    38 +d20 =58 I'm pretty sure the High Water Mark for Open Lock is still 56
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  3. #3
    Community Member Ringos's Avatar
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    I just started another cleric/rogue, a 32 pt Halfling. I built a Drow about 8 months back (before it was 'in') and I didn't like him at all. I don't mess with generators. I just build something and see how it works. I started this one with higher dex and intel and only a 12 wisdom. I'm going for a toon with good rogue skills who can be a secondary healer (or fill a slot where the party is self-suf.) and cure some ailments.
    Ringos-JohnDenver-Lillis-Dacta-Erahn-CPants-Jhain : Silver Waffle

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    I'm finding the Biggest Obstical to be taking the first level as a Rogue. Being a Rogue at Creation does not allow us to take any Cleric or meta Feats at all. If you go Human, Its pretty reasonable to take a Skill Focus or Nimble Fingers, but that Bonus Feat is basically wasted... You almost HAVE to take SFD and Nimble FIngers. This saves us skill points, but leaves us with only 4 Cleric feats.
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  5. #5

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    I was thinking Rogue 2 Cleric 12
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  6. #6
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    Quote Originally Posted by DoctorWhofan View Post
    I was thinking Rogue 2 Cleric 12
    Just posted a build I'm considering... Maybe Instead of my Barbarian Rogue I'll try this... You can do it with 28 Points if you sacrifice the melee capabilities I incorprated...
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  7. #7
    Community Member MrWizard's Avatar
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    Quote Originally Posted by DoctorWhofan View Post
    Some recent events (and a challenge) have come in mind and I want to build a rogue cleric. Now I have guidelines, along with the challenges, that I want to accomplish with this build. Only have played pure char (only one multi class) the whole time, I could use some help. Don't worry about items or raid loot, but I am looking for the basics (enhancements, feats, race, ability scores, # of levels of each class) with the following in mind:

    -28pt build (on a another server than my main)
    -Must be a cleric of healing
    -Only wearing light armour
    -must be able to open locks even at level 14


    Optional, but nice:

    -Disable device, not Cabal but basics
    -Elf possibly
    -CHA


    ANy advice would be nice

    HAve not finished the build stuff...just turned 13...but here is my rogue cleric.....
    http://forums.ddo.com/showthread.php?t=125533

    One thing about multi and cleric....you can take one level of another class and still get up to 7th level spells...if you take a second level of multi, you might as well take a third due to way you gain spells every other odd level...so either go one or three levels of multi class.

    Planning on three levels of rogue worked for me....I took two to start, maxxing out my stuff like the big ones ..search, disable, open locks.

    I took my last level as a rogue to help catch up on anything I was a little short on as far as skills...and one extra d6 damage.

    The two levels of rogue give you evasion which is really cool....did the white dragon and never got knocked over by comet fall...never even broke concentration on it.

    Your wisdom does not have to be too high..you will be minus already for multi classing as far as DC checks and the points need to go into dex and int (things I almost maxxed out.) The difference at end game of a 20 wis and a 32 wis is about 100 spell points....

    to be effective, I put a lot into dex and int for rogue skills, skill points, reflex saves, and went for ranged combat....you could take a finesse feat...but meh.. a good puncturer or a paralyzer and you will be awesome..personal preference there though..

    For UMD, do not put a lot into charisma...as with other skills you will max out at end game with 17 ranks...+3 for UMD focus, +3 for cartouche gives you a 23....plus 5 for HUMAN versatility gives 28...GH gives you 32....and other things can help. Human is the way I went for the +5 you get very early as an enhancement....32 + charisma enhancements and other spells....if you cha is nine to start....add a tome..for 10................... then +6 item gives you +3 at end game for a 35 + other spells...not bad for a multi and you save a ton of points for other stats.


    If you do not really make sure your rogue skills are good, you will have shortcomings...

    Skills, all skills, that are part of either class can be maxxed (more than one skill point can be put in, up to 'your level +3' as a max)...
    I ended up with priorities....UMD first....search and disable...then open lock...usually out of points by then.

    My last level of cleric at 13th level I put all points in concentration (should have just took quicken..oh well) then my last level capped off most of my rogue skills.

    I can cast 6th level spells and 7th level scrolls....and usually survive (a little tumble helps)....I have to use 15 toolbars due to all the scrolls and stuff I carry, but I find the term utility cleric is more the term to call him...

    I was surprised to see it work...but it does...
    I could have taken my last level in rogue and made it 12/2 instead of 11/2, the only positive on that would be to get 7th level spells and an easy caster check for 8th level spells....at level 15....but I will get that at 16 instead.

    With any multiclass you do take some hits.....your rogue skills are gonna be a bit diminished, but workable..
    Your cleric spells will not be as good on offense....or on healing since you may lose 'your level' of hps cured a bit..and not have as many feats that you could use....

    however...I am not just a healbot or buffbot (though he is), he is also a lock and trap smith...a good ranged combatant (better when I find a smiter and disruptor repeating crossbow)...and even saves mana by using repair wands on warforged....

    I like it, it works...I think I should have went 13/1 and been just as good...but that evasion rocks!!!

    Again...if you multi more than one level, go odd numbered...1,3,5...due to how you gain spell levels...
    Instead of a third level of rogue, you could go caster, firghter , ranger, just about anything....I think I should have taken ranger...but went with rogue to keep him up to date.
    Cannon fodder build The Stalwart Defender, Raid Tank
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  8. #8
    Community Member Jundak's Avatar
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    Okay, Doc...as per your PM information, this is what I came up with for you:

    Code:
    Character Plan by DDO Character Planner Version 2.75
    DDO Character Planner Home Page
    DoctorWhoFan 
    Level 14 Lawful Good Drow Female
    (2 Rogue \ 12 Cleric) 
    Hit Points: 142
    Spell Points: 901 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 10
    Will: 14
                   Starting          Feat/Enhancement
                  Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 14)
    Strength             10                    10
    Dexterity            14                    16
    Constitution         12                    12
    Intelligence         16                    16
    Wisdom               16                    22
    Charisma             10                    10
                   Starting          Feat/Enhancement
                  Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               6                     9
    Bluff                 4                     4
    Concentration         3                    18
    Diplomacy             0                     0
    Disable Device        7                    23
    Haggle                4                     4
    Heal                  3                     6
    Hide                  2                     3
    Intimidate            0                     0
    Jump                  4                     4
    Listen                7                    12
    Move Silently         6                     7
    Open Lock             6                    23
    Perform               n/a                   n/a
    Repair                3                     3
    Search                7                    17
    Spot                  7                    17
    Swim                  0                     0
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
     
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Feat: (Selected) Nimble Fingers
    Enhancement: Rogue Skill Boost I
    Enhancement: Elven Perception I
    Enhancement: Elven Keen Eyes I
    Enhancement: Rogue Disable Device I
    Level 2 (Cleric)
    Skill: Concentration (+3)
    Skill: Open Lock (+1)
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Rogue Spot I
    Enhancement: Cleric Life Magic I
    Level 3 (Rogue)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Open Lock (+1)
    Skill: Search (+2)
    Skill: Spot (+2)
    Feat: (Selected) Mental Toughness
    Enhancement: Elven Dexterity I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Enhancement: Elven Perception II
    Enhancement: Elven Keen Eyes II
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Enhancement: Cleric Prayer of Life I
    Enhancement: Rogue Dexterity I
    Enhancement: Cleric Extra Turning I
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Wisdom I
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Enhancement: Cleric Wisdom II
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Life Magic III
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Enhancement: Cleric Divine Vitality II
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Energy of the Zealot III
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Feat: (Selected) Skill Focus: Search
    Enhancement: Cleric Life Magic IV
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Enhancement: Cleric Prayer of Life III
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Enhancement: Cleric Wisdom III
    My only personal recommendation for this is to carry Find Traps to complement your Search skill in the upper levels. 17 unadjusted/unbuffed isn't bad...but ain't so great, either.

    Edit: Hey, guys...keep in mind that she's starting this character fresh on another server. Which means minimal twinking and starter cash.
    Last edited by Jundak; 11-13-2007 at 11:14 AM.
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  9. #9
    Founder binnsr's Avatar
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    Quote Originally Posted by MrWizard View Post
    One thing about multi and cleric....you can take one level of another class and still get up to 7th level spells...if you take a second level of multi, you might as well take a third due to way you gain spells every other odd level...so either go one or three levels of multi class.

    Planning on three levels of rogue worked for me....I took two to start, maxxing out my stuff like the big ones ..search, disable, open locks.

    I took my last level as a rogue to help catch up on anything I was a little short on as far as skills...and one extra d6 damage.

    The two levels of rogue give you evasion which is really cool....did the white dragon and never got knocked over by comet fall...never even broke concentration on it.
    I agree with you here .. and disagree. You're planning for the current level cap with that breakdown. I would actually recommend rogue at 1, 14 and 20. Otherwise, you'll find yourself falling behind on some skills as the cap goes up.
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  10. #10
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    Quote Originally Posted by Jundak View Post
    Edit: Hey, guys...keep in mind that she's starting this character fresh on another server. Which means minimal twinking and starter cash.
    So Why did you make a Drow?
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  11. #11
    Community Member Jundak's Avatar
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    Good question.

    She told me in the PM that she did unlock 400 favor on the other server.
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    Founder binnsr's Avatar
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    Quote Originally Posted by Impaqt View Post
    So Why did you make a Drow?
    Possibly because if you work at it, you can get drow in a veeeery short time and then start again with the drow build?
    -=]ArchAngels[=-

  13. #13
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    Something tells me that if Trissa requests a few Twink Items, she'll get em.......
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  14. #14
    Community Member Jundak's Avatar
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    *nods*

    Most likely...
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    Community Member Bekki's Avatar
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    She could Still use that build with an Elf.
    She would take a Hit in some of the stats but,
    She would gain 2 Enhancements as a Cleric For the Elves.

    Follower of the Undying Court: Cleric lvl level 1
    At level 1 of Cleric she could grant Scimitar proficiency.

    Undying Call: Cleric level 6

    At her 6th level of cleric She would gain raise Dead via the Undying Call.
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  16. #16
    Community Member Jundak's Avatar
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    Quote Originally Posted by Bekki View Post
    She could Still use that build with an Elf.
    She would take a Hit in some of the stats but,
    She would gain 2 Enhancements as a Cleric For the Elves.

    Follower of the Undying Court: Cleric lvl level 1
    At level 1 of Cleric she could grant Scimitar proficiency.

    Undying Call: Cleric level 6

    At her 6th level of cleric She would gain raise Dead via the Undying Call.
    Yeah...I thought about those, too. It would basically come down to what she personally preferred, I think. In the PM, she stressed certain ability scores, which is why I put this together as a Drow.

    The ability to use Undying Call is kinda hard to ignore, though...

    Just need to wait till Her Holiness (see other thread) hops on the forums and says something at this point.
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  17. #17

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    My twinking goes as far as 1000 plat from my level 8 caster and the ability to have DRow as a choice. On Sardona. When we can afford another account, the hubby and I will do so, get a char and level him and get favour to 1750, and make one for Thelanis, but right now this char is on Sardona.

    Elf is nice, and Undying Court is nicer, my pally on Thelanis has it and is way cool, but I think I will try for Drow for now. If I get 32 point build, Elf is definatly the way to go. THe progession for classes is about what I was thinking, taking advange early of Evasion (I knew Improved evasion was impossible) and making it a non full plate wearing cleric, which is something Iwanted too. Yay! the most useless spell for clerics got useful!

    Thank you all for the info. THe Human type I might try too. Thanks Jundak for the help, as always! It is soooo goood to have you back! I've never been a good splasher (though I have improved after about 12 times) and the mix is a litttle unusual so all help is appreciated. EDIT: the only thing I changed is to put stuff into UMD instead of Haggle. Rather have that. Other than that, so far, it looks fine!

    btw: THere is a Merc's Only on Sardona. COnsists of nothing but the Hubby and I, it's our non-twinking (now barely twinking) and other projects (WF project's there too.) and a sorcerer who is my money maker. If you see someone on that server, it is most likely me. Introduce yourself and say hi! I'll let you know how it goes!
    Last edited by DoctorWhofan; 11-13-2007 at 12:57 PM.
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  18. #18
    Community Member MrWizard's Avatar
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    Quote Originally Posted by binnsr View Post
    I agree with you here .. and disagree. You're planning for the current level cap with that breakdown. I would actually recommend rogue at 1, 14 and 20. Otherwise, you'll find yourself falling behind on some skills as the cap goes up.

    If you go more than one levle rogue, then there is no reason to not go three as you are losing a level of spells with 2+ rogue. Might as well get the extra damage and evasion right off the bat..(it really helps).

    At 14, you will be a 11/3, able to cast 6th level spells.....if you took 2 you would be a 12/2 and still only cast level 6 spells...but your skills will take a hit as you cannot max them out without more rogue stuff.

    I should have taken just one rogue level, since it would let me cast 7th level spells...but it worked out for me... Even with high int that I had, keeping up rogue skills is hard....but search, disable, and UMD are maxxed at 17 ranks...and diasble is just shy of it....

    But anymore than 3 and you are a nerf in my opinion...1 should be fine though
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  19. #19

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    Well, there is a new rogue on SArdona called TNannet Davyyd (figure that one out!), with some minor twinking withthe skill points (namely in bluff, jump down to 2, put in haggle 4) but using Jundak's spreadsheet. We'll try this first. Now to play the ranger (WHy haven't a played this class before? so fun!) and the Sorcerer a bit more for the cash.

    As for 3 (vice 2) levels of Rogue, I may do that. I think it will depend on what I get for items. I am just concerned about the hit to mana. I know I will get stuff to raise that, but I have time to makethat desision.
    Last edited by DoctorWhofan; 11-13-2007 at 01:19 PM.
    +The Goddess of Tempest's Spine+Merc's Only, THELANIS: List is here: http://forums.ddo.com/showthread.php...94#post2798094 LEGIONNAIRE /Salute to Rameses, He has RETURNED!

  20. #20
    Founder binnsr's Avatar
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    Quote Originally Posted by MrWizard View Post
    If you go more than one levle rogue, then there is no reason to not go three as you are losing a level of spells with 2+ rogue. Might as well get the extra damage and evasion right off the bat..(it really helps).

    At 14, you will be a 11/3, able to cast 6th level spells.....if you took 2 you would be a 12/2 and still only cast level 6 spells...but your skills will take a hit as you cannot max them out without more rogue stuff.

    I should have taken just one rogue level, since it would let me cast 7th level spells...but it worked out for me... Even with high int that I had, keeping up rogue skills is hard....but search, disable, and UMD are maxxed at 17 ranks...and diasble is just shy of it....

    But anymore than 3 and you are a nerf in my opinion...1 should be fine though
    I don't want to derail the thead anymore, but your rebuttal just points to a shortsighted vision for your character. Taking 3 levels of rogue for the 14 level cap puts you in the position of not having enough skill points to go around for the next 6 levels as the cap goes up. Taking 1 level of rogue for the 14 cap could also be considered to be short-sighted (unless you don't ever plan on picking up the second level of rogue for evasion).

    To your point about skills being fine .. you have 3 skills that you've got good ranks in.. there is so much more to being a rogue than being able to find and disable traps.. it's the wealth of skill points that rogues get enable them to be the very versatile class that they are.
    -=]ArchAngels[=-

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