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  1. #1
    Community Member Toasty's Avatar
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    Question Help with my rogue?

    Okay so ive looked through a lot of threads and i must say im completly lost, i think i tried to take in to much information all at once....

    I want to make a pure Rogue(if possible) that can do all the nessicary traps and locks, but also be abble to jump into a fight and be of great help.

    I dont know that i really need any suggested feats, although they would be greatly appreciated. What im really looking for are what stats to start with, and build onto later... Really if someone could just give me some general ideas(or a link to another thread of use) it would be great help. And yes i know this is quite the generalized request to repsond to, but i didnt really have anything else to do at 4:00 in the morning

    Oh and i forgot to mention, i would really like to keep him Halfling, but i might be willing to change....


    Love Toasty.
    Last edited by Toasty; 12-05-2007 at 05:12 AM.

  2. #2

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    Since you were too general to give me anything to "feed" on, I'm just going to reference you "Notes from a Dancing Rogue" by SableShadow.
    DDOwiki.com, #1 source for DDO information.

  3. #3
    Community Member aaronyee's Avatar
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    max your dex out and keep it there every chance for an upgrade,make sure you have at least intel for 10 skill points per level, and at the least make it to where there is no modifier on your cha. A 10 str is nice, but in the grand scheme of things you only lose one point of damage if you keep it at 8 and there are tons of +5 str items available at the AH all the time, and you can get a +2 early on to avoid the negative to damage.

    weapon finesse, combat expertise, dodge, improved crit piercing for sure.

    Back playing pen and paper, i never would have given a rapier a second look, but they are amazing here.

    max and keep maxed umd, tumble, balance, open lock, DD, search, spot and split the rest up with what you feel are important. i like hide, Move silent and jump

    be the last one into a fight and be more than willing to jump back behind your fighters to let them regain aggro.
    later in the game unless you have some goodies i don't know of you are going to want a shield to help your ac because an unlucky shot in gianthold will easily kill you.

    Treasure a greater false-life item, a +6 con item and greater fort item.

    You can easily expect to hit a damage range of up to 10d6 or more before 12th level, and at the proposed 19th 10d6 sneak attack, you will be looking at 15 to 18 d6 damage depending on the weapon and target. But the undead will always be a plague unless you have a disruptor, or something else my rogue doesn't have yet.

    also one level of fighter won't hurt you when you get all the way to 20th level as far as sneak attack goes, but there are many gains if you take it early, i.e. level 1. A few extra hp, the ability to use most weapons armor and shields... you never know what you may find in the way of a disruptor and it would be nice to not have the additional -4 penalty.

    also play smart so the cleric isn't having to focus to much on keeping you alive, it takes restraint, and it has taken me a while to get to that point.

    that is my 2 cents,wso i will let everyone shred it how they will

  4. #4
    Founder Aesop's Avatar
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    Sable's post is probably you best bet

    I perfer a higher Intelligence but you can get away with a 14 starting

    you really don't want a penalty to your strength

    A bonus to your Charisma is a good thing as it ties in to some useful skills like UMD Diplomacy and Bluff

    Max out your Diplomacy to help manage your aggro

    You may consider Combat Expertise (which is the prerequisite for) Improved Feint... this will help you to get those extra Sneak Attacks in which is where the bulk of your damage is going to come from.

    I might suggest the following start

    Code:
    Character Plan by DDO Character Planner Version 2.75
    DDO Character Planner Home Page
    
    Lilbit 
    Level 1 Lawful Good Halfling Male
    (1 Rogue) 
    Hit Points: 26
    Spell Points: 0 
    BAB: 0
    Fortitude: 1
    Reflex: 7
    Will: 0
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 1)
    Strength             11                    11
    Dexterity            18                    18
    Constitution         11                    11
    Intelligence         14                    14
    Wisdom                9                     9
    Charisma             11                    11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 1)
    Balance               8                     8
    Bluff                 4                     4
    Concentration         0                     0
    Diplomacy             4                     4
    Disable Device        6                     6
    Haggle                0                     0
    Heal                 -1                    -1
    Hide                  6                     8
    Intimidate            0                     0
    Jump                  2                     4
    Listen               -1                     1
    Move Silently         6                     8
    Open Lock             8                     8
    Perform               n/a                   n/a
    Repair                2                     2
    Search                6                     6
    Spot                  3                     3
    Swim                  0                     0
    Tumble                6                     6
    Use Magic Device      4                     4
    
    Level 1 (Rogue)
    Feat: (Selected) Combat Expertise

    odd numbered stats will make the foreseeable tomes and items stack in nicely to get the biggest bang for your buck. You may want to dedicate one of your level stat increases to Int and the rest to Dex. At third level I suggest taking Weapon Finesse and Improved Feint at 6 with Imp Crit (probably Piercing) at 12 which leaves you 9 and 15 for whatever else you may want.

    UMD is important for the utility that it brings. The highest DC traps (probably the Cabal one) you may not be able to reach with this build but that isn't important in the long run.

    Your major skills are Search, Disable Device, UMD, Diplomacy and Bluff. Open Locks can be neglected a little and your spot will never tuly be high enough for elite high end content but you still will want it in there for piercing concealment. Balance is important to a point as the faster you get up the less dead you'll end up. Tumble while neat isn't that important as Feather fall items are easily attainable.

    This should be an extremely solid build. Your weak points will be constructs and undead... as they are immune to sneak attack... find a piercing smiter if ya can to help deal with Constructs... a disruptor would be nice for the undead but a greater bane might be better in the long run... I still don't have one myself to good luck there.

    Anyway that's what I'd do for a Pure Halfling Rogue

    Aesop


    ps I forgot a few Skills. Jump is a nice one to have at a decent level but a pocket wizard can help ya out in a pinch. Haggle is also high on my desired list as it makes all the wands you'll want around that much cheaper... as well as the emergency Raise Dead Scroll
    Last edited by Aesop; 12-05-2007 at 09:33 AM.
    Rule 1: Don't sweat the small stuff
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  5. #5
    Community Member GuitarHero's Avatar
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    I've also got a little guide, nothing in comparison to Sable's, but its written with the newcomer in mind. http://forums.ddo.com/showthread.php?t=128096

  6. #6
    Community Member Toasty's Avatar
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    Thanks guys, I think i kind of know what im going to do.

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