What is minimum Skill Ranks for a multi-class should you have in assuming that you receive average Rogue Tools along the way ...
UMD
Open Locks
Disable Traps
Spot
Search
What is minimum Skill Ranks for a multi-class should you have in assuming that you receive average Rogue Tools along the way ...
UMD
Open Locks
Disable Traps
Spot
Search
To the extent you can--max them out.
In reality, you probably don't need to.
UMD--max it. The goal is to hit 39 unbuffed--maxing it will get you there eventually (with appropriate gear).
Open locks--most of the important locks in the game can be opened without problem with partial ranks. If you are tight on skill points, this can be skimped on. Taking a rank every other level is liveable.
Disable Traps--probably want to max this--but not maxing it won't be fatal. With current end game traps of importance, a buffed 40 disable is very realiable. 40-15 (item) = 25 - 5 (intel bonus) = 20 - 4 (greater heroism) = 16 - 2 (head of good fortune) = 14 ranks. You risk blowing a trap now and then, but not fatal.
Search--max it. If you can't see them, you can't disable them.
Spot--nice, but optional--can do without or can skimp if skill points are tight.
Again--to the extent you can, max them all. But you can be an effective rogue without maxing.
INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)
Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)
This all comes down to how tight your skill points are. If you need/want to only take partial levels, there are ways to compensate.
For example, you can craft Shroud skill point items that will add +6 to dex skills (open lock) or +6 to intel skills (search, disable) or +6 to wis skills (spot). If you are willing to make these items, you can skip 6 ranks that you would otherwise take. It is a little bit of a pain to swap gear around all of the time--but if you are tight on skill points, this is a viable option.
Last edited by KingOfCheese; 09-15-2009 at 12:19 PM.
INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)
How is this? I am worried about the concentration and should I really be? The purpose is to serve as the rogue and part time healer for an almost full Warforge Party.
Code:Character Plan by DDO Character Planner Version 3.10 DDO Character Planner Home Page Cyberdyne Model Three Level 20 Chaotic Good Warforged Male (2 Rogue \ 18 Wizard) Hit Points: 176 Spell Points: 1519 BAB: 10\10\15\20 Fortitude: 7 Reflex: 12 Will: 11 Starting Feat/Enhancement Base Stats Modified Stats Abilities (Level 1) (Level 20) Strength 10 10 Dexterity 14 16 Constitution 10 12 Intelligence 18 25 Wisdom 10 10 Charisma 6 6 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 6 6 Bluff -2 -2 Concentration 0 1 Diplomacy -2 -2 Disable Device 8 27 Haggle 2 2 Heal 0 0 Hide 6 6 Intimidate -2 -2 Jump 4 3 Listen 4 4 Move Silently 6 6 Open Lock 6 16 Perform n/a n/a Repair 4 7 Search 8 24 Spot 4 23 Swim 0 -2 Tumble 6 6 Use Magic Device 2 20.5 Level 1 (Rogue) Feat: (Selected) Mithral Body Enhancement: Rogue Skill Boost I Enhancement: Rogue Faster Sneaking I Enhancement: Rogue Improved Trap Sense I Enhancement: Warforged Construct Thinking I Level 2 (Wizard) Feat: (Wizard Bonus) Extend Spell Enhancement: Wizard Energy of the Scholar I Enhancement: Warforged Inscribed Armor I Level 3 (Wizard) Feat: (Selected) Exotic Weapon Proficiency: Repeating Heavy Crossbow Enhancement: Wizard Force Manipulation I Enhancement: Wizard Intelligence I Enhancement: Warforged Constitution I Level 4 (Wizard) Enhancement: Wizard Lineage of Elements I Enhancement: Wizard Lineage of Force I Enhancement: Wizard Elemental Manipulation I Enhancement: Wizard Wand Mastery I Enhancement: Wizard Wand Heightening I Level 5 (Wizard) Enhancement: Wizard Elemental Manipulation II Enhancement: Wizard Force Manipulation II Level 6 (Wizard) Feat: (Wizard Bonus) Maximize Spell Feat: (Selected) Mental Toughness Enhancement: Wizard Improved Maximizing I Enhancement: Wizard Energy of the Scholar II Level 7 (Wizard) Enhancement: Wizard Improved Maximizing II Level 8 (Wizard) Enhancement: Wizard Intelligence II Level 9 (Wizard) Feat: (Selected) Mithral Fluidity Enhancement: Wizard Spell Penetration I Enhancement: Warforged Inscribed Armor II Level 10 (Rogue) Enhancement: Wizard Lineage of Deadly Force I Enhancement: Warforged Inscribed Armor III Level 11 (Wizard) Enhancement: Rogue Dexterity I Level 12 (Wizard) Feat: (Wizard Bonus) Empower Spell Feat: (Selected) Improved Mental Toughness Enhancement: Wizard Intelligence III Level 13 (Wizard) Enhancement: Wizard Energy of the Scholar III Level 14 (Wizard) Enhancement: Wizard Improved Empowering I Enhancement: Wizard Elemental Manipulation III Level 15 (Wizard) Feat: (Selected) Toughness Enhancement: Wizard Energy of the Scholar IV Level 16 (Wizard) Enhancement: Warforged Constitution II Level 17 (Wizard) Feat: (Wizard Bonus) Enlarge Spell Enhancement: Wizard Improved Empowering II Level 18 (Wizard) Feat: (Selected) Spell Penetration Enhancement: Wizard Spell Penetration II Level 19 (Wizard) Enhancement: Wizard Improved Enlarge I Level 20 (Wizard) Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Racial Toughness III
18 wiz / 2 rogue, you will have more skills points then you know what to do with. In order of prirority, max:
UMD
Concentration
Search
Disable
Open Lock
Tumble (Put in only 1 rank)
Spot (Not Important, don't want points)
you might also consider: Jump, Balance, and Diplomacy if you have extra points.
In terms of your build: a few suggestions
Max INT, then Max CON, putting points in any other stat for that build is a waste.
Strength: useless... unless you feel like a melee
dex: AC? what ac?
WIS: you will save is going to be weak, use items/spells to increase it, not base stats
CON: super super important, if you have 10 base con you will find yourself dead ... a lot.
Also consider the feat Insightful Reflexes, which uses your INT mod for your reflex save, making your evasion for 2 rogue super useful!!!
Other then that, the 18 wiz/2 rogue is a pretty great build.
Last edited by Goldeneye; 09-15-2009 at 01:35 PM.
Check out my: My Index of Builds / My Capped Characters on Khyber: Krythan II / Velkro Sorcerer / Krythen 13/6/1 Rogue
Need Some XP? / AFK for a bit: School. / See WF Body Feat Appearances
INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)
Why isn't spot important? How do you know if there is a trap there without spot. Or does spotting traps go off your search skill?
You'll have room for Spot--so I'd take it.
But it isn't required. Traps and trap boxes are non-random in this game. So once you know where a trap is--you'll know for the future. Spot, in that sense, only helps for the 1st time (or first several times, depending on how good your memory is). Another viable way to find traps without spot is to set them off. At low levels, this might mean death, but at high levels, rogues usually save (and/or take reduced damage, depending on feats). Of course, you'll want to be ahead of the group if you use this approach so as to not kill everyone else.
If you are short on skills, this is a good one to sacrifice--but you won't be short on skills--so you should be able to max out spot.
INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)
I lowered my Str to 8 (the lowest), Increased my Con to 16 (18 after enhancements), kept my Dex at 16 for thief skills and my hvy repeating crossbow or should I get rid of that (it is great to have back-up in PnP but this is DDO).
I traded Spell pen for Insightful reflexes since I have the spell pen enhancements.
The changes in Con puts me at 236 Hit Points.
Last edited by AnderlornLOTR; 09-15-2009 at 03:26 PM.
I played DDO in 2006 and do remember the old content where the traps are. Of course, any content after 2007 is new to me.
And oh yes, my will is now at 6. I know at first this is going to suck for will saves until enhancements and equipment.
16 Con is good. So long as your Int is maxed, dex is a good place to put your remaining points (mostly for higher reflex save).
I'd dump hvy repeating crossbow. While it will be useful at low levels, you'll find ranged combat not worth it at higher levels. A simple returning throwing axe is sufficient to give you ranged damage if needed--and won't suck up a feat.
At low levels, you won't need the spell pen enhancements. As you get level 14 and up, you'll want to swap feats to pick these up (you can drop one of the mithral feats at that point). To get your spells to hit well at high levels, you'll want to max out spell pen. But this can wait for high levels.
INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)
Round two - Comments?
Code:Character Plan by DDO Character Planner Version 3.10 DDO Character Planner Home Page Cyberdyne Model Three Level 20 Chaotic Good Warforged Male (2 Rogue \ 18 Wizard) Hit Points: 226 Spell Points: 1546 BAB: 10\10\15\20 Fortitude: 9 Reflex: 17 Will: 9 Starting Feat/Enhancement Base Stats Modified Stats Abilities (Level 1) (Level 20) Strength 8 8 Dexterity 15 16 Constitution 14 16 Intelligence 18 26 Wisdom 6 6 Charisma 6 6 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 6 5 Bluff -2 -2 Concentration 4 5 Diplomacy -2 -2 Disable Device 8 32 Haggle -2 -2 Heal -2 -2 Hide 6 5 Intimidate -2 -2 Jump 3 1 Listen 2 2 Move Silently 6 5 Open Lock 6 20 Perform n/a n/a Repair 8 12 Search 8 31 Spot 2 5 Swim -1 -5 Tumble n/a n/a Use Magic Device 2 21 Level 1 (Rogue) Feat: (Selected) Mithral Body Enhancement: Rogue Skill Boost I Enhancement: Rogue Faster Sneaking I Enhancement: Rogue Improved Trap Sense I Enhancement: Warforged Construct Thinking I Level 2 (Wizard) Feat: (Wizard Bonus) Extend Spell Enhancement: Wizard Energy of the Scholar I Enhancement: Warforged Inscribed Armor I Level 3 (Wizard) Feat: (Selected) Insightful Reflexes Enhancement: Wizard Intelligence I Enhancement: Warforged Constitution I Level 4 (Wizard) Level 5 (Rogue) Enhancement: Rogue Disable Device I Enhancement: Rogue Open Lock I Enhancement: Rogue Dexterity I Level 6 (Wizard) Feat: (Selected) Mental Toughness Enhancement: Wizard Subtle Spellcasting I Level 7 (Wizard) Feat: (Wizard Bonus) Enlarge Spell Enhancement: Wizard Spell Penetration I Enhancement: Wizard Energy of the Scholar II Enhancement: Warforged Construct Thinking II Enhancement: Warforged Inscribed Armor II Level 8 (Wizard) Enhancement: Wizard Intelligence II Level 9 (Wizard) Feat: (Selected) Toughness Enhancement: Warforged Constitution II Level 10 (Wizard) Level 11 (Wizard) Enhancement: Wizard Spell Penetration II Level 12 (Wizard) Feat: (Selected) Improved Mental Toughness Feat: (Wizard Bonus) Maximize Spell Enhancement: Wizard Energy of the Scholar III Enhancement: Wizard Subtle Spellcasting II Level 13 (Wizard) Enhancement: Warforged Inscribed Armor III Level 14 (Wizard) Enhancement: Wizard Improved Enlarge I Enhancement: Wizard Improved Maximizing I Level 15 (Wizard) Feat: (Selected) Spell Penetration Enhancement: Wizard Energy of the Scholar IV Level 16 (Wizard) Enhancement: Racial Toughness I Enhancement: Racial Toughness II Level 17 (Wizard) Feat: (Wizard Bonus) Empower Spell Enhancement: Wizard Intelligence III Level 18 (Wizard) Feat: (Selected) Greater Spell Penetration Enhancement: Racial Toughness III Level 19 (Wizard) Enhancement: Racial Toughness IV Level 20 (Wizard) Enhancement: Wizard Improved Maximizing II Enhancement: Wizard Spell Penetration III Enhancement: Warforged Construct Thinking III
That looks solid.
INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)