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  1. #1
    Founder Lakeland's Avatar
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    Default Solo with adaquate rogue skills?

    I am returning to the game, I have a level 11 Cleric and a level 11 fighter that I have completely forgot how to play (think level 12 was the cap when I left?). I don't have access to 32 point builds now but have everything else. The thing I like about DDO (I only left because it was changing so much at that time I got frustrated) is so much to do. Well, I want to do it. I solo alot (day time player) and don't want traps/hidden doors/locks to completely stop me so I like dealing with that but I need to be strong enough (DPS/AC) to play solo and not get completely frustrated. I am open to class and race completely but please no builds that require me to have +stat books right off the bat because, well, I don't have them. I thought of just pure rogue, but without the DPS from back attacks it's not going to work for solo play. I have gone through pages of builds the past two days and honestly alot of them deal with 32 point builds or are very gear dependent. Any help would be great, I love the game and am really trying to get back into it.

    *Edit*
    After reading alot of builds I realize first question might be "melee or caster" and honestly I can play either. Whatever is going to fit what I am looking for best.
    Last edited by Lakeland; 09-15-2009 at 02:50 PM.

  2. #2
    Community Member
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    any multiclass/splash character is going to require boost items and spells to be effective. I dont think they will be too hard to get, but dont quote me on that as I am also back after a long absence. But it seems as well that every build expects them to be there at some point.

    I've seen some rogue/cleric and rogue/wizard builds that are not so "book" dependent but it takes some really smart leveling up and enhancement selection to make it work. My recommendation, which I'll try out one day, is a rogue/bard. The problem is that they are still quite squishy, so solo may still be hard sometimes.

    Basic rule of thumb: Find which class you love the most. Splash Rogue at 1st and 9th levels and always focus your skills on Detection and Seach, and sometimes Open locks. At the ninth level catch up on Open locks or any lagging skills. Finally have some good lockpicks and dex boosters or use the Nimble Fingers feat.

    Hope that helps.

  3. #3
    Founder Lakeland's Avatar
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    Default

    Sounds like solo friendly roguish character isn't all that easy.

  4. #4
    Founder Stanley_Nicholas's Avatar
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    Here's a potential build for you:

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (12 Fighter \ 6 Paladin \ 2 Rogue) 
    Hit Points: 334
    Spell Points: 30 
    BAB: 19\19\24\29\29
    Fortitude: 20
    Reflex: 18
    Will: 11
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            14                    16
    Constitution         14                    16
    Intelligence         12                    13
    Wisdom                8                     8
    Charisma             10                    12
    
    Tomes Used
    +1 Tome of Intelligence used at level 11
    +1 Tome of Strength used at level 20
    +1 Tome of Dexterity used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    14
    Bluff                 0                     3
    Concentration         2                     3
    Diplomacy             0                     1
    Disable Device        n/a                   n/a
    Haggle                4                     5
    Heal                 -1                    -1
    Hide                  6                     7
    Intimidate            0                     1
    Jump                  7                    27
    Listen               -1                    -1
    Move Silently         6                     7
    Open Lock             6                    13
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                  3                     3
    Swim                  3                     7
    Tumble                6                     7
    Use Magic Device      4                    24
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Haggle (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    Skill: Balance (+0.5)
    Skill: Open Lock (+1)
    
    
    Level 3 (Paladin)
    Skill: Balance (+0.5)
    Skill: Open Lock (+1)
    Feat: (Selected) Dodge
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Open Lock (+1)
    
    
    Level 5 (Paladin)
    Skill: Balance (+0.5)
    Skill: Open Lock (+1)
    
    
    Level 6 (Paladin)
    Skill: Balance (+0.5)
    Skill: Open Lock (+1)
    Feat: (Selected) Iron Will
    
    
    Level 7 (Paladin)
    Skill: Balance (+0.5)
    Skill: Open Lock (+1)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 9 (Fighter)
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Feat: (Selected) Power Attack
    
    
    Level 10 (Rogue)
    Skill: Use Magic Device (+9)
    
    
    Level 11 (Fighter)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Combat Expertise
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 13 (Fighter)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Fighter)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 15 (Fighter)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Luck of Heroes
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    
    
    Level 17 (Fighter)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Fighter)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Improved Trip
    Feat: (Selected) Lightning Reflexes
    
    
    Level 19 (Fighter)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Dwarven Tactics I
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Kensei Dwarven Waraxe Mastery I
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Tower Shield Mastery I
    Enhancement: Fighter Tower Shield Mastery II
    Enhancement: Fighter Dwarven Waraxe Specialization I
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Knight of the Chalice I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Paladin Energy of the Templar I
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Rogue Improved Trap Sense I
    With this build, you would have the option of going more offense/dps with Kensai II and Knight of the Chalice I, or defense/AC with Stalwart Defender II and Defender of Siberys I. The enhancements above show the offensive route, but you could simply redo the enhancements to go defensive instead.

    The rogue levels give you the open lock ability you wanted, and the 10 ranks will be plenty when combined with an item and buffs (heroism/greater heroism), and you can handle secret doors just by carrying a Detect Secret Doors clicky or two. You also get evasion which will make you a ton more survivable against casters and going by traps, and enough UMD to use raise dead scrolls (even if you're soloing, this could be useful if you have a hireling with you), greater heroism scrolls, teleport scrolls, etc. You'll even be able to use heal scrolls, though there may be some chance for failure.

    Aside from the occasional heal scrolls via UMD, you will get some moderate healing ability from your paladin levels. You'll have 2 uses of lay on hands, the ability to use cure serious wands, and a clicky of Unyielding Sovereignty which is really nice on a melee.

    You will have decent (though not stellar) DPS as a sword and board user using dwarven axes, with 5 one-minute boosts of +8 strength via power surge from Kensai II. And with a tower shield and mithral breastplate (need light armor to use evasion), you will be able to achieve an AC that matters at endgame on normal and probably hard modes.

    There are a few +1 tomes used later on in the build, but they are available for cheap on the auction house so that shouldn't be a problem. You don't need to have them right off the bat, and the only one you need to get before the end is the int tome to be able to get combat expertise and improved trip.

    Overall it's not the most uber of uber builds, and others may be able to suggest some improvements to it, but it is definitely a solid soloing build that will get you through most any content as long as you know what you're doing. The build does lack trap finding and disabling, though you didn't seem to indicate you were so interested in doing that. With evasion you can just bypass most traps anyway. If you do decide you want that you would need a higher starting intelligence, which would hurt your AC, saves, or melee ability, and frankly isn't really needed.
    Last edited by Stanley_Nicholas; 09-20-2009 at 03:18 PM.
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