Can anyone link me to a good build which uses rogue skills, has nice fighting skills and self dependant?
Can anyone link me to a good build which uses rogue skills, has nice fighting skills and self dependant?
I am wondering the same thing. I stray from even 0.5 in disarming however because what sense would it be to have something minimal end up blowing up in my face!
I like the hide and move silently, however my question on this is does it require to be in 'sneak' mode? It seems so but I want to ask in the event a very high hide makes me hard to see in many cases. (also a bit of open lock and UMD)
Is rouge 2 enough to have some ability to evade being hit with my little robes, boosts, and armored bracers?
-a bit of info I do know however is if I take rouge level 2 after a few Wiz levels then I will be able to add more skill points in instead of it being capped
sorry maybe I am not 100% clear but rouge going level 1 then 2 rouge will cap off skills VS if I go rouge 1, wiz 2, 3, 4, then rouge again I will have a raised cap.
Last edited by Celfious; 02-10-2010 at 05:07 PM.
I hope this doesnt sound rude, but have you browsed the wizard forums? Thats how I found the wiz/rogue build Im currently playing.
Scroll through the posts and click through a few pages, it doesnt take long. You may even find a different build you would prefer to look into, also.
half-ranks do not count for anything more than holding the value of skill points placed there. skill scores are truncated, not rounded. so +.5 in disarm traps helps you not at all.
your hide and move silently skills determine the difficulty of detecting you while you are "sneaking". they are opposed checks against a target's spot and listen, respectively. currently, sneaking is pretty useless in-game, due to AI behavior. if a mob doesn't know exactly where you are (a successful listen, but failed spot), it will simply chase you around while swinging at you -- which is pretty much exactly what it will do if it does know exactly where you are. i am not clear on the exact functioning of the invisibility spell. i've heard it said that the spell merely improves your hide skill by ~40. can anyone explain a little more about this?
by having two levels of rogue, you gain the evasion feat. evasion has nothing to do with AC. at all. the evasion feat will not prevent you from being hit by a melee attack. evasion only affects traps, spells and effects which allow a reflex save. it will not protect you from poison traps, as these require a fortitude save. unless your robes, boosts and armored bracers confer a bonus to your reflex save (and stack with any other bonuses you may have, such a "resistance" item), they simply do nothing for your ability to evade incoming effects. generally speaking, you will never have enough AC to matter past level 6, or so. as mobs' to-hit bonuses increase, your AC will have to be higher to match, and mobs eventually get very high to-hit indeed. in other words, if you have an AC 9 [verify?] points lower than their BAB, you will always be hit. that's before taking into account your attacker's weapon enhancements and buffs (if any).
because you can't reallocate spent ability points, it's extremely unwise to pump your DEX on a wiz18/rog2. put your points into INT first, enough into CON (typically to achieve a base con of 12 if you know what you're doing, or even as high as 16 if you don't. depends on your race), and then the remainder into CHA if you're gonna raise your UMD skill (you should at all costs, even if it's at the expense of your concentrate skill).
which brings us to your skills-related question. by taking a level of rogue, you uncap your rogue skills -- they can now be raised to the same cap as your class-skills. however, the point-cost of raising a skill is determined by the class you are leveling in at that moment. here's how the whole complicated skill thing works:
say you take rogue as level 1. all the class-skills for rogues are class-skills for you, and cost only 1 skill point to raise by 1 rank. this is a 1:1 point-buy. at first level, you can raise any class-skill to a maximum of 4 (your class-skill cap is character_Level+3, and your cross-class-skills are capped at half this amount, truncated). then, let's say you take a level of wizard next. wizards have a small selection of class-skills, of which, concentration is the only really useful one to a wiz/rog. raising your concentration can be bought with a 1:1 expenditure of skill points since you are taking a level of wizard right now. furthermore, since you are a wizard also, now, this skill is capped as a class-skill at cLevel+3 which is 5 right now because you are a level 2 character. your rogue skills are capped at 5 as well because you have a level of rogue, however, to raise your rogue skills right now will cost you 2 skill points per rank. cross-class-skills are bought at 2:1 price, and you are taking a level of wizard right now, so you spend skill points as a wizard. 18wiz/2rogs should have as much INT as absolutely possible, so you should have plenty of skill points to spend if you place them carefully.
remember that rogues get more skill points per level than wizards, and only tomes and level-up points in INT count toward the skill points you get on level up (a +2 INT tome means +1 skill points per level from that level onward. +2 tomes require you to be level 7 to use, and +1 tomes require level 3). in the first handful of levels, you may not have the skill points to keep UMD, disable, search and concentrate maxxed out. this is why you save your second level of rogue until ~level 8-9: when you take your next rogue level, you can pour all those skill points into UMD, disable and search at a 1:1 cost which will allow you to keep them at cap now you've got them caught up. this is because you are gaining tomes and level-up points and should be spending them only in INT, which will provide you with a few more skill points per level -- you will have more to allocate on later levels than the early ones. enough that you can cap those four important skills.
P.S. -- it's spelled "rogue". 'rouge' is a cosmetic.
Considering you can just run through/around most traps on normal, and you have knock, I'd do a pure WF wizard if you want self reliance and lots of hit points. Keep yourself GH'd and the world will turn. Use reconstruct to heal.
Adding 2 levels of rogue to the mix just gimps your wizard. Search google for battlestar impaqt wizard build and check out his build for guidance. Tailor it to suit your needs. I have a mostly same wizard up to level 19 and I solo slayers better than I can function in a group.
Reason I call gimp:
-2 BAB for melee (+0 for rogue 1, +0 for wizard 1). fine for first 12 levels or so but then you won't be hitting anything, much. Your strength won't be high enough.
-2 DC really hurts in end game against stuff with high saves
-200 sp or so.
-2 spell pen, again, hurts in end game.
If you adjust your abilities to compensate, you totally gimp either casting or melee.