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  1. #1
    Community Member Artierius's Avatar
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    Default Acrobat - 32pt Half (Rogue / Monk - Str)

    Hello out there again,

    After writing down a suggestion in another thread for someone, and that fact I’m bored at work. I thought I would plan this guy all the way out for those who may like the acrobat. So in trying to keep your options open at the high levels I will be taking 18 levels of rogue…since Pr enhancements are following the 6 / 12 / 18th level pattern mostly.

    The build will not concentrate a whole lot on AC potential, but will try to mitigate damage by using subtle attacks and diplomancy tactics. It will also be a STR build, however dex will not be bad still.

    The race of choice will be Halfling as it has a few nice bonuses to it as well as enhancements, I broke down some of the reasoning for this and monk in the thread below.

    http://forums.ddo.com/showthread.php?t=158207


    So, to get going it will breakdown as follows:

    14 Rogue / 2 Monk

    Str: 14 +4 levels / +6 item / +2 halfling to hit / +2 monk stance / +2 favor tome = 30 str to hit (28 for dam)
    Int: 16 (get a +6 to switch out when using rogue skills)
    Wis: 8 (as best you can)
    Dex:16 +2 halfling / +3 Rogue / +6 item / +1 tome = 28
    Con:14 (min +4 item)
    Cha: 8 (only needed for UMD really, best you can afford)

    Just going to touch on str and dex, you can customize the other abilities as you like with gear or tomes.

    Feats:

    1st - Nimblefingers
    3rd - Toughness
    6th - SkillFocus: UMD
    9th – Skillfocus: Search (Cleave maybe)
    12th - ImprovedCrit: Bludgeoning
    15th - SkillFocus: DD (Great Cleave maybe or Slicing blow to be different)

    Monk – Toughness
    Monk – Power Attack

    Because your a ThF you could take the ThF line(I think they work with staff...remembering....aw well) or make things interesting and take Cleave and Greatcleave and work it in with diplomancy making the mobs not sure whether to attack you or leave you. This is also nice if you work with an intimidator as you will get sneak attack damage on all mobs you are behind when using cleave.

    I just listed some feats to help your rogue abilities since your enhancements will go to damage and to hit mostly, as well as qualify for Acrobat.

    The Enhancements for the build were rather point intensive, as Way of the Acrobat II takes 28 EP to qualify for in the first place. The rest will go into maximizing damage potential and to hit while flanking and SA.

    These enhancements are taken for the concept of acrobat / halfling / monk (must have mostly)

    Rogue Dex III (+3 Dex)
    Rogue Haste II
    Faster Sneak I
    Tumble II
    Balance II
    Half Dex II (+2 dex)
    Half Cunning II (+2 to hit while flanking)
    Half Guile II (+4 to damage while SA / +2 Bluff)
    Disciple / Candle I (+2 Str / -2 Wis)
    Way of the F. Hound I (+1 listen / +2 hit while flanking)
    Way / Acrobat II (+4 to Balance / Jump / Tumble / 4x useage to Uncanny dodge / Gtr. Staff speed attack / 10% increase movement rate / Expand Haste boost to greater effects / Complete Immunity to Knockdown & Slipps)

    Points left over at this point are 18, I went this way:

    Half Luck (Reflex) II (+2 reflex saves)
    Rogue Sneak Att Acc. II (+2 to hit SA)
    Rogue Sneak Att. Dam II (+6 damage to SA)
    Subtle Strike III (30% less agro)
    Rogue Boost I (+2 to skills)
    Rogue Extra Action Boost I (extra use of Boost and haste per rest)

    The above I thought would help sure up your reflex saves, damage / to hit with SA, less agro, alittle boost and some additional usage of boost and rogue haste. Now if you want even less agro you can dump one luck category and Boost / Action boost to get those 4 EP for Subtle IV. (Which might be the case if your doing to much damage still)


    Saves:

    7 / 12 / 7 Base
    4 / 9 / 1 Stats (going with +4 enhancements on con and wis)
    1 / 1 / 1 Halfling
    5 / 5 / 5 Resist (can get +1 more here with a ritual)
    4 / 4 / 4 GH
    2 / 2 / 2 Luck
    0 / 2 / 0 Halfling Luck

    23 / 35 / 20

    +4 against traps = 39 reflex

    Saves could get alittle higher...with certain gear or other auras..etc...

    Not going to go into great detail on HP's, other to say they will sit around 250ish, give or take alittle.(with more if you chose a shroud HP item)

    Again AC is going to be determined soley on what you want and can get in gear....but as I said before AC on this build is not the main way you are going to shed agro. (At the lower levels you might try to get a respectable AC, however in the higher content do not worry to much about it)


    Skills: (Total skillpoints will be 182 )
    With this many skillpoints you can max 9 skills with alittle left over. I'm not going to go into ever skill, but will breakdown a few.

    Search - 19 base / 6 Int / 3 Feat / 2 Boost / 4 GH / 2 Luck / 2 Bard / 15 Item / 1 mastery = 54

    DD - 19 base / 6 Int / 3 Feat / 2 Feat / 2 Boost / 4 GH / 2 Luck / 2 Bard / 15 Item / 7 tools / 1 mastery = 63

    OL - 19 base / 9 Dex / 2 Feat / 2 Boost / 4 GH / 2 Luck / 2 Bard / 15 Item / 7 tools / 1 mastery = 63

    UMD - 19 base / 2 Cha / 3 Feat / 1 mastery / 4 GH / 2 Luck / 2 boost / 3 item = 34 normal / 36 boost (and I know there are better items to get to raise this also)

    **Now subtract 1 if you don’t take skillmastery and go with Improved Evasion instead. Also I included the use of a +6 INT item / +6 CHA item for calculations


    Level progression will go:

    1 Rogue / 2-3 monk / 4-16 rogue

    The rogue level 10 and 13 special skills will be: Crippling Strike / Skillmastery (level 16 rogue - Skillmastery)
    With good saves in the trap area...Improved evasion is a personal choice...so either take it at level 13 and dump skill mastery till level 16 or vice versa, but I would take atleast 1 mastery since you still want to keep you rogue skills up.

    The future of the build going to 18 rogue / 2 monk...as this will still hopefully let you get Acrobat III.

    The fighting style of this rogue will be to use ...(drumrole) the Quarterstaff to maximize benefits of the Acrobat class. You can however use two kamas for vorpaling and remain centered as a monk with no armor on. But your best damage will come from when you utilize your backstab damage with it all.(especially if you party with an intimidator class...or a stunning fist monk..etc....stick to there hip and let them take the hits while you work the damage in there.)
    Last edited by Artierius; 09-13-2008 at 02:44 PM.

  2. #2
    Community Member Samadhi's Avatar
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    Feats for traps is generally overkill. Since you will have plenty of intelligence to keep your skills maxed, these can probably be better allocated.

    Where is your final HP total? It looks pretty minimal - too minimal if you want to be able to go toe-to-toe with cleave attacking mobs like most devils and, very likely, much of the upcoming content as well. Not to mention 80 point searing lights, horrid wiltings, and other no-save attacks.

    I really like the direction of the build, don't get me wrong. On the version I was tooling with I was using a minimum of 4 toughnesses and 16 con to attempt to get HP to the respectable range. (Used less dex since it would not be an AC build anyway).
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  3. #3
    Community Member Artierius's Avatar
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    Default Howdy Sam...

    Quote Originally Posted by Samadhi View Post
    Feats for traps is generally overkill. Since you will have plenty of intelligence to keep your skills maxed, these can probably be better allocated.

    Where is your final HP total? It looks pretty minimal - too minimal if you want to be able to go toe-to-toe with cleave attacking mobs like most devils and, very likely, much of the upcoming content as well. Not to mention 80 point searing lights, horrid wiltings, and other no-save attacks.

    I really like the direction of the build, don't get me wrong. On the version I was tooling with I was using a minimum of 4 toughnesses and 16 con to attempt to get HP to the respectable range. (Used less dex since it would not be an AC build anyway).

    I agree that you can use the skillfocus feats for other things if you like...like the cleaves I suggested. As far as getting hit by cleaves and no saving throw direct damage spells im hoping the playstyle of others is like mine where the heavy hitters are getting hit first...:] then I back in with the SA damage, cleave can be avoided if you position yourself right on the mobs.

    As far as HP I just mentioned them around 250ish...this can be higher depending on gear and other items from raids as well...if you went for the higher end I'm sure you could get over 300ish.

    20 Base
    84 Rogue
    16 Monk
    90 Con (assumes a +6 con item on - also a +2 tome adds 16 more)
    10 Draconic
    18 Toughness
    18 Toughness
    18 Toughness (Minos)
    45 Shroud item
    30 False Life item

    349 (365)if you can squeeze it all on.

    If you have any other suggestions feel free....also maybe just cleave and something different like slicing blow for bleed damage...idk just a thought.
    Last edited by Artierius; 09-13-2008 at 02:26 PM.

  4. #4
    Community Member Samadhi's Avatar
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    This is the build I was favoring (obviously some differences since I'm not using monks). I also tried to keep the class as pure as I could just because I do regret the somewhat deep multi-classing I did on my current rogue.

    15rogue/1barbarian human

    Str 17 +4lvl +6 item +1 human = 28 before any tomes
    Con 17 +6 item +1 human = 24 bt
    Int 14 + 6 item = 20 (not a swap out slot)

    Feats:
    1. SF UMD, insightful reflexes
    3. toughness
    6. toughness
    9. toughness
    12. Imp Crit Bludgeon (with the barb level can also use mauls)
    15. toughness

    This puts me at 369 HP before shroud items, maxed out jump diplomacy UMD DD OL search spot hide and move silently, probably improved evasion and slippery mind for rogue feats (was most worried about the low will save on this build)
    sravana, kirtana, smarana, dasya, atma-nivedana
    ...NAMASTE...

  5. #5
    Community Member Artierius's Avatar
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    Quote Originally Posted by Samadhi View Post
    This is the build I was favoring (obviously some differences since I'm not using monks). I also tried to keep the class as pure as I could just because I do regret the somewhat deep multi-classing I did on my current rogue.

    15rogue/1barbarian human

    Str 17 +4lvl +6 item +1 human = 28 before any tomes
    Con 17 +6 item +1 human = 24 bt
    Int 14 + 6 item = 20 (not a swap out slot)

    Feats:
    1. SF UMD, insightful reflexes
    3. toughness
    6. toughness
    9. toughness
    12. Imp Crit Bludgeon (with the barb level can also use mauls)
    15. toughness

    This puts me at 369 HP before shroud items, maxed out jump diplomacy UMD DD OL search spot hide and move silently, probably improved evasion and slippery mind for rogue feats (was most worried about the low will save on this build)

    Doesn't seem we are to far off on anything other then the Toughness feats....just a plus here and there, though you will have more HP due to a higher overall Con. Though I might squeeze extra damage due to halfling.

  6. #6
    Community Member CSFurious's Avatar
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    Default not very good

    this build has a lot of probs

    i would not suggest it to anyone

    i do not think the OP has ever even played a rogue to cap before

  7. #7

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    Feat selection is, indeed, horrible. Also, that much Dex is overkill...

    As others have pointed out, the Skill focus feats are overkill... Oh, and why halfling?
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  8. #8
    Community Member nbhs275's Avatar
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    You really dont need any feats for rogue skills, and a 16 intel really isnt necessary. Why 2 monk levels? Much better off with 1d6 SA over +1 wisdom...

    The main point of this build would all hinge on what the attack speed on quarterstaffs breaks down too. If it brings it to the point where your attacking extremely quickly(say at nearly the same rate at twf) Then an arguement could maybe be made for say a STR WF rogue using it, with large amounts of PA and SA. But being a halfling, a str build just really isnt in the cards to be extremely effective.
    Aundair, New Khyber
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  9. #9
    Community Member Artierius's Avatar
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    Default Way to take your time reading this...

    Honestly...I don't think any of you three above even read what I posted or any of the alternatives I threw in there, this is pretty evident based on the pretty lame ass comments you came up with...please if you don't like the way I post stay off it...I can also go rip your posts you put up as well(as we all have different things we like to do)..considering all you guys do is give reasons to be just like everyone else....or more in particulary "you".

    Much like alot of others who have said the same thing to you in the past....take the blinders off like the horses you are being led around by....we call it your ego's.

    Honestly I don't care if anyone ever used the build..but if it sparks an idea for someone else..then it's a good thing...I atleast try to post different things up on the boards and be helpful when others ask for information...much unlike yourselves.

    Thanks for your time...this is ended here.

    P.S. furious I have played a rogue to 14..but he was my first and since rebuilt him..but will do so again since thats what I like to do.

  10. #10
    Founder Aesop's Avatar
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    I'm leaning towards this for a Q-staff build

    Code:
    Character Plan by DDO Character Planner Version 2.95
    DDO Character Planner Home Page
    
    Stick 
    Level 16 Lawful Good Human Female
    (2 Fighter \ 1 Monk \ 13 Rogue) 
    Hit Points: 215
    Spell Points: 0 
    BAB: 11\11\16\21
    Fortitude: 12
    Reflex: 15
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             16                    24
    Dexterity            14                    20
    Constitution         14                    16
    Intelligence         12                    14
    Wisdom               12                    14
    Charisma             10                    12
    
    Tomes Used
    +2 Tome of Intelligence used at level 1
    +2 Tome of Strength used at level 16
    +2 Tome of Dexterity used at level 16
    +2 Tome of Constitution used at level 16
    +2 Tome of Wisdom used at level 16
    +2 Tome of Charisma used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               6                    32
    Bluff                 0                     1
    Concentration         2                     3
    Diplomacy             4                    20
    Disable Device        6                    21
    Haggle                4                    20
    Heal                  1                     2
    Hide                  2                     5
    Intimidate            0                     1
    Jump                  7                    30
    Listen                1                     2
    Move Silently         2                     5
    Open Lock             6                    24
    Perform               n/a                   n/a
    Repair                2                     2
    Search                6                    21
    Spot                  5                    21
    Swim                  3                    17
    Tumble                6                    23
    Use Magic Device      4                    23
    
    Level 1 (Rogue)
    Feat: (Selected) Power Attack
    Feat: (Human Bonus) Stunning Blow
    
    
    Level 2 (Rogue)
    
    
    Level 3 (Rogue)
    Feat: (Selected) Combat Expertise
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Cleave
    
    
    Level 5 (Rogue)
    
    
    Level 6 (Rogue)
    Feat: (Selected) Great Cleave
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Dodge
    
    
    Level 8 (Rogue)
    
    
    Level 9 (Rogue)
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 10 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 11 (Rogue)
    
    
    Level 12 (Rogue)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Rogue)
    Feat: (Rogue Bonus) Improved Evasion
    
    
    Level 14 (Rogue)
    
    
    Level 15 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 16 (Rogue)
    Feat: (Rogue Bonus) Cripling Strike
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Haste Boost III
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Human Adaptability Dexterity II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Disciple of Candles
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Rogue Sneak Attack Training IV
    Enhancement: Way of the Thief-Acrobat I
    Enhancement: Way of the Thief-Acrobat II
    Enhancement: Rogue Balance I
    Enhancement: Rogue Balance II
    Enhancement: Rogue Tumble I
    Enhancement: Rogue Tumble II
    Enhancement: Rogue Dexterity I
    Enhancement: Rogue Dexterity II
    Enhancement: Rogue Dexterity III
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I

    but that's just me


    The Trap Feats are probably overkill for yours and the Int probably doesn't need to exceed 14 unless you are going assassin (which you aren't)

    I'd drop a point out of dex and 2-3 out of Int and put them in Wis and/or Strength

    I'm not sure if they Q-staffs use it cause no Dev has given me a firm answer ... but the THF feats may be a good choice to take...if not those then the Cleave Great Cleave bit may be nice... and CE could be useful in a lot of content... I use it quite often on my Tank

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  11. #11
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    Well, I agree that there are serious Issues with this build.. But Unlike others, I'm not going to just leave it at that.. Heres my Observations.....

    Including +2 STR via Halfling "To Hit" makes no sense..... Its not str. Its simply a +1 To Hit Bonus, It does not help you pull levers or Increase carry capacity.

    Monk Levels, but Wisdom as a Dump Stat? Again, Makes no sense.

    You happily include the +2 STR from the stance, but wheres the Penalty? I dont know what the offset is off hand, but I'm sure any +2 Stance also has a Penalty attribute you must include as well.

    You say your not concentrating on AC... then WHY is your Dex so high on a STR Build? Reflex saves are good without Putting so much effort there.

    Why so much Int? You have more thabn enough skill points with a 14 INT, Use those 4 build points elsewhere. WIS Maybe? Thats +2 to your Spot as well.

    ROgue Feats. You dont need em. If enhancements were required to be a good trapsmith, how many 1 level rogue splash builds do you think wout be any good at traps?

    Cleave Concept: Horrible concept for a build that relies on Sneak attack. Why would you ever want to rapidly aggro everything arround you? Thats pretty silly.
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  12. #12

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    So much for someone who said he could take 'hard critiques'.

    We don't take 'pleasure' in destroying a build, but really, you're making a lot of weird choices. If you post here, it only seems obvious you're going to hear about it. I can't really believe you think that those Skill focus feats are needed. It's not about ego, we all welcome good and innovative builds... but this ain't one.

    EDIT: Impaqt, the penalty for Fire Stance is -2 wisdom
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  13. #13
    Community Member Artierius's Avatar
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    Default Let me see...

    Here is the post that started this build...I included in the thread so I wouldn't have to re-write everything.

    Honestly, I would look at going 13 Rogue / 2 Monk / 1 Ftr

    Quarterstaff is a play right into the monk abilities as it lets you remain centered. In doing this 2 levels of monk will net you +3 to all saves / 2 extra feats - PA / Toughness / Disciple of the candle stance (+2 Str / -2 Wis) / way of the Faithful hound (+1 listen / +2 to hit flanked opponents)

    Since everyone is saying forgot AC a -2 to wis is no big deal....it will give a constant +2 to str and alot of other extras. barbarian would be nice but the boosts would be real short and you wouldn't get to many...this way all the monks abilities are always constant.

    Go 32pt Halfling

    Str - 14
    Int - 14
    Wis - 8
    Dex - 16
    Con - 14
    Cha - 8

    This will leave you with 4 extra stat points to put where you would like them to sure up anything you like personally. (i.e.16 int / 12 wis / 18 dex / 16 con / 12 cha / 10 wis & 10 Cha...whatever you like)(I personally would do 16 INT since your rogue skills are going to be lacking...Acrobat II takes 28 EP to qualify for leaving 32 for your other enhancements..most of which will go toward Guile / Cunning / SA acc. / SA dam. / subtle strike / monk stance & way...atleast you can get an additional +1 to seach / DD in addition to more skillpoints...8 CHA will still let you get over a 40 UMD on a rogue)

    Good thing about halfling is you can milk more DPS / to hit flanking out of them with enhancements and get your saves up higher with their starting bonuses and enhancements. Also a 14 str is just like a 16 for another race since halflings get a +1to hit.

    This in effect with gear would be - 14 str / +4 levels / +6 item / +2 favor tome / +2 Halfling to hit / +2 monk stance = 30 to hit for str. Combine this with rogue to hit for sneak att and halfling guile and monk bonus equals a very good to hit and you will be doing great damage on top ....also take the subtle damage line to help you out.

    Combine subtle damage with diplomany and your AC hopefully won't need to be high as you can mitigate agro pretty good.

    Alas I forgot...Dex will still be good as well...16 dex / +2 Half / +3 Rogue / +6 Item / +1 tome = 28 very easily

    Also, if your thinking of the future and tier 3 acrobat..you might just dump the fighter level so you can attain 18th level rogue if things keep to the 6 /12 / 18th level on Prestige enhancements. It is only 1 feat and 4 hp in reality.



    Impacts questions:

    Including +2 STR via Halfling "To Hit" makes no sense..... Its not str. Its simply a +1 To Hit Bonus, It does not help you pull levers or Increase carry capacity.

    Answer: Str: 14 +4 levels / +6 item / +2 halfling to hit / +2 monk stance / +2 favor tome = 30 str to hit (28 for dam) ...whether you lik eit or not a +1 to hit from halfling is just that whethere you use it from str or dex...obviously it doesn't count for pull levers and cap...which is why I stated a 28 for that.

    Monk Levels, but Wisdom as a Dump Stat? Again, Makes no sense.

    Answere: see thread that started it all..then you will know why wisdom is a dump stat..and what monks still gives you besides just an AC bonus.

    You happily include the +2 STR from the stance, but wheres the Penalty? I dont know what the offset is off hand, but I'm sure any +2 Stance also has a Penalty attribute you must include as well.

    Answere: Disciple / Candle I (+2 Str / -2 Wis) ....as stated in the enhancement section.


    You say your not concentrating on AC... then WHY is your Dex so high on a STR Build? Reflex saves are good without Putting so much effort there.

    Answere: Answere: As a pre-req for acrobat II you need R.Dex III so in this why not take half dex II...or to your preference spend the 6 EP somewhere else.

    Why so much Int? You have more thabn enough skill points with a 14 INT, Use those 4 build points elsewhere. WIS Maybe? Thats +2 to your Spot as well.

    Answere: Why yes you can...see the posted attached for my answere.

    ROgue Feats. You dont need em. If enhancements were required to be a good trapsmith, how many 1 level rogue splash builds do you think wout be any good at traps?

    Answere: I agree that you can use the skillfocus feats for other things if you like...like the cleaves I suggested.

    I just listed some feats to help your rogue abilities since your enhancements will go to damage and to
    hit mostly, as well as qualify for Acrobat.

    These are takin from the thread itself.


    Cleave Concept: Horrible concept for a build that relies on Sneak attack. Why would you ever want to rapidly aggro everything arround you? Thats pretty silly.

    Answere: This works really well if you use the cleaves on mobs that you can Diplo....thus not incurring any response and cleaves are back up when they get back along with ..Diplo almost...rinse and repeat. Others have stated this in the other threads as well.

    Honestly, please look at the thread and everything in it before replying..and why it was built before you open the power gamer handbook....eveything you have suggested has been covered as an answere..in this thread or the one attached.

    Good Day.
    Last edited by Artierius; 09-14-2008 at 03:40 PM.

  14. #14
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    Quote Originally Posted by Artierius View Post

    Cleave Concept: Horrible concept for a build that relies on Sneak attack. Why would you ever want to rapidly aggro everything arround you? Thats pretty silly.

    Answere: This works really well if you use the cleaves on mobs that you can Diplo....thus not incurring any response and cleaves are back up when they get back along with ..Diplo almost...rinse and repeat. Others have stated this in the other threads as well.

    Honestly, please look at the thread and everything in it before replying..and why it was built before you open the power gamer handbook....eveything you have suggested has been covered as an answere..in this thread or the one attached.

    Good Day.
    Well, If you plan on attacking only once every 6 seconds, then that concept should work out well for ya.....

    best of luck with your build, You seem to have an answer for everything that people think is wrong with the build so just roll with it.
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    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
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  15. #15
    Founder Aesop's Avatar
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    Also as for the cleave inspiration with most mobs in the game stat damage and other options become available that makes it fairly desireable.

    example

    group of Undead and a Disrupting Q-Staff better odds of getting one to fail... I use that on my fighter same with any other proc ability... like vorpal... funniest thing I saw was 3 Orthons drop from one cleave.

    Another aspect for this is the Weakening of Enfeebling Quarter Staff (I have one on my Monk) on a Rogue with 13 levels and thus probably Improvbe Evasion and Crippling Strike you let the tank pull the aggro cleave great cleave tap diplo 3 sec later tap cleave tap great cleave ... suddenly evertything is coming up Critical... its a nice thing since they don't usually hit you (and when they do its not very hard)

    so Cleave and Great Cleave in a build like this could be useful if you plan on thier applications

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  16. #16
    Community Member CSFurious's Avatar
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    Default pretty pathetic

    OP, you have an answer for everything, & all your answers are wrong

    anyway, my post was directed towards anybody who was looking for a rogue build, i.e., do not use this one because it is nooblicious

    the fact that you want to make a halfling rogue who uses a quarterstaff made me laugh out loud

    assassin is clearly the best rogue enhancement

    if you were a dwarf or human who started str at 17, i could sort of start to get sold on using a quarterstaff (no way for halfling); otherwise, acrobat is gimped compared to assassin

    additionally, the fact that you want to take monk levels & then make wis a dump stat made me laugh some more

    finally, your chr as a dump stat made me cry instead of laugh

    p.s. if you change the race to human or dwarf & start to follow some of the advice given to you in this thread, i will stop laughing at you
    Last edited by CSFurious; 09-15-2008 at 07:19 AM.

  17. #17

    Default

    Quote Originally Posted by CSFurious View Post
    assassin is clearly the best rogue enhancement
    This is the only unfounded argument you made. Acrobat is kinda cheap and is a logical pick for a quarterstaff build.
    DDOwiki.com, #1 source for DDO information.

  18. #18
    Community Member baddax's Avatar
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    Default level cap rasie comming soon!

    The answer is dont be so short sighted! The level cap raise to 20 is tenatively planned for Dec./Jan. I am planning my new builds around level 20, have been for some time anyways.

    The answer is to the OP's question is....
    13 rogue and 7 monk.
    Human for extra skill points and versatility line
    13 qualifies you for Theif Acrobat II gives you extra d6 sa and you choise of a Special Ability: Select one of Crippling Strike, Improved Evasion, Slippery Mind, Skill Mastery, or Defensive Roll.
    7 monk gives you adept abilities and wholeness of body (saves alot on wands when soloing the vale).
    In my humble opinion the theif acrobat/monk combo is going to be the sleeper build of mod 9!
    “If you know the enemy and know yourself you need not fear the results of a hundred battles" TsunTzu

  19. #19
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    A radII rap makes the whole qstaff concept a moot point.

    P.S. Str halfies ftw. If you can't see the pluses, no prob. I don't want em propagating like dwarves.

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