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Thread: Holy Rogue

  1. #1
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    Default Holy Rogue

    I've been thinking about this build. the BAB wouldn't suffer to much. I've built it up to 16 but extending it out to 11/9 cleric/rogue gives me heal and raise dead plus good locks/traps/search/umd, reasonable soloablility etc.

    Character Plan by DDO Character Planner Version 3.00
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    Holy Thief
    Level 16 Lawful Good Drow Male
    (7 Rogue / 9 Cleric)
    Hit Points: 134
    Spell Points: 478

    BAB: 11/11/16/21
    Fortitude: 8
    Reflex: 15
    Will: 9

    Starting Feat/Enhancement
    Base Stats Modified Stats
    Abilities (Level 1) (Level 16)
    Strength 10 10
    Dexterity 18 24
    Constitution 10 10
    Intelligence 17 18
    Wisdom 12 12
    Charisma 10 10

    Starting Feat/Enhancement
    Base Skills Modified Skills
    Skills (Level 1) (Level 16)
    Balance 4 7
    Bluff 4 12
    Concentration 0 6
    Diplomacy 0 0
    Disable Device 7 25
    Haggle 0 0
    Heal 1 1
    Hide 8 25
    Intimidate 0 0
    Jump 4 4
    Listen 5 7
    Move Silently 8 25
    Open Lock 8 26
    Perform n/a n/a
    Repair 3 4
    Search 7 31
    Spot 5 7
    Swim 0 0
    Tumble 8 11
    Use Magic Device 4 18

    Level 1 (Rogue)
    Feat: (Selected) Two Weapon Fighting

    Level 2 (Cleric)

    Level 3 (Cleric)
    Feat: (Selected) Weapon Finesse

    Level 4 (Rogue)

    Level 5 (Cleric)

    Level 6 (Rogue)
    Feat: (Selected) Dodge

    Level 7 (Cleric)

    Level 8 (Rogue)

    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting

    Level 10 (Cleric)

    Level 11 (Rogue)

    Level 12 (Cleric)
    Feat: (Selected) Improved Turning

    Level 13 (Rogue)

    Level 14 (Cleric)

    Level 15 (Rogue)
    Feat: (Selected) Greater Two Weapon Fighting

    Level 16 (Cleric)
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Skill Boost II
    Enhancement: Rogue Skill Boost III
    Enhancement: Drow Melee Attack I
    Enhancement: Drow Melee Attack II
    Enhancement: Drow Melee Damage I
    Enhancement: Drow Melee Damage II
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Elven Perception I
    Enhancement: Elven Perception II
    Enhancement: Elven Perception III
    Enhancement: Elven Perception IV
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Disable Device II
    Enhancement: Rogue Search I
    Enhancement: Rogue Search II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life MMagic III
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Rogue Dexterity I
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Divine Healing II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III

  2. #2
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    Decent Solo Build I guess. But your not going to be well accepted in end game high end content.

    Dodge and Improved Turning are beyond useless. Might as well get Improved Crit at Level 12 (or swap that out if you do already have improved turning)
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  3. #3
    Community Member Dirac's Avatar
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    I had an extensive conversation with a guildie about a deep rogue/cleric multi-class. Since the toon was a primary melee, I suggested 13/7 rogue/cleric. Going 11 cleric is great for heal/bladebarrier, but if that is where your dps is going to come from and you want to be a healer, screw all the rogue levels in the first place. Impaqt has a good splash rogue/cleric build. 9 cleric gives you raise dead, but you can use scrolls for that. 13/7 gives you two special rogue feats and good cleric buffs; and enough for self healing. Edit: I should mention I am not convinced any deep rogue/cleric is remotely viable. It is just interesting.

    Aside from that, you need more str, a lot more con, a lot less int, and can give up some dex.

    You don't need dodge and you really don't want improved turning: you need toughness and IC: pierce.

    Either way, good luck and I'm interested in how you find the character plays. In particular, how does it play in the intermediate levels. Some builds look fine at 20, but being trying to level 6/5 or something can be miserable.

    Edit: I recommend clicking on My Character Build Index on the post right before mine and start there.
    Last edited by Dirac; 12-09-2009 at 02:28 PM.
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  4. #4
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    Quote Originally Posted by Impaqt View Post
    Decent Solo Build I guess. But your not going to be well accepted in end game high end content.

    Dodge and Improved Turning are beyond useless. Might as well get Improved Crit at Level 12 (or swap that out if you do already have improved turning)
    Out of curiosity, what are the requirements to function end game. as my highest level toon is currently a huge lv 5, I'm really unsure what is expected of me. My high points was heal, umd, and standard trap skills for a lv 19 rogue. I realize my bab and back attacks are less than stellar but It's been my experience with standard D&D that after lv 15, the occasion to fight monsters that aren't immune to sneak attack goes way down.

    I appreciate your comments.

  5. #5
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    Quote Originally Posted by rhaize View Post
    Out of curiosity, what are the requirements to function end game. as my highest level toon is currently a huge lv 5, I'm really unsure what is expected of me. My high points was heal, umd, and standard trap skills for a lv 19 rogue. I realize my bab and back attacks are less than stellar but It's been my experience with standard D&D that after lv 15, the occasion to fight monsters that aren't immune to sneak attack goes way down.

    I appreciate your comments.
    To Function as a Cleric you need Lots of Spell Points. This Build Will have a Dismal Amount.

    TO Function as a melee you need to be able todo some noticable DPS. FInesse with no STR doesnt cut it in most situations.

    TO survive, You need lots of Hit points. 10 CON is severely limiting your potential.

    Trap skills are not a concern for most end game players. very few situations call for a trap to be disabled to continue.

    Most groups will take a pure rogue for their DPS rather than their trap Skills.

    Not sure who your talking to, but they are wrong about sneak attack immune mobs. THere are very few.

    This is a typical case of trying to do too much with a build.
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    Thelanis

    Alandael ~ Allendale ~ iForged ~ Roba ~ Sylon ~ Pokah ~ Keyanu ~ Wreckoning
    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  6. #6
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    Thanks for the advice, I'll get back to work on it. In retrospect, I should have done a little more thinking about feat/enhancement selections.
    I haven't talked to anyone about late game DDO with reguards to the end game viability of sneak, more along the lines of playing D&D pen and paper, I've noticed that late game, there are alot of undead/planular/elemental/constructs that were always immune to sneak attacks. I presume I might have just had a run of bad GM's that hate rogues but I assumed that end game DDO would be likewise.

    I'm going to clean it up and see if I can make it viable. in terms of spell pool, hit points, etc, what is considered the "bare minimum" if you don't mind me asking.

  7. #7
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    Quote Originally Posted by rhaize View Post
    Thanks for the advice, I'll get back to work on it. In retrospect, I should have done a little more thinking about feat/enhancement selections.
    I haven't talked to anyone about late game DDO with reguards to the end game viability of sneak, more along the lines of playing D&D pen and paper, I've noticed that late game, there are alot of undead/planular/elemental/constructs that were always immune to sneak attacks. I presume I might have just had a run of bad GM's that hate rogues but I assumed that end game DDO would be likewise.

    I'm going to clean it up and see if I can make it viable. in terms of spell pool, hit points, etc, what is considered the "bare minimum" if you don't mind me asking.
    Depends on how good ya are at clericing I guess....

    There is no "Bare Minimum" imo. A Solid player can get away with a build many people find laughable. Someone not so adept needs all the help they can get.

    My advice is always play a pure build deep into the game before going for concept builds. You cant create a good concept without having a concept of what the game is like from your own perspective.
    °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸A R C H A N G E L S °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸
    Thelanis

    Alandael ~ Allendale ~ iForged ~ Roba ~ Sylon ~ Pokah ~ Keyanu ~ Wreckoning
    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  8. #8
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    Quote Originally Posted by Impaqt View Post
    My advice is always play a pure build deep into the game before going for concept builds. You cant create a good concept without having a concept of what the game is like from your own perspective.
    That's great advice. Maybe I should finish off my Paly before I start messing with this. I hate getting clobbered by traps on expert though. Your right on one thing, I am trying to do to many things. I guess I need to figure out what I really enjoy.

  9. #9
    Community Member Dragavon's Avatar
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    Quote Originally Posted by Impaqt View Post
    There is no "Bare Minimum" imo. A Solid player can get away with a build many people find laughable. Someone not so adept needs all the help they can get.

    My advice is always play a pure build deep into the game before going for concept builds. You cant create a good concept without having a concept of what the game is like from your own perspective.
    Good advice

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