Can anyone provide me with a STR-based staff-wielding rogue-acrobat for F2P? Maybe with a splash of Fighter/Barb or even Ranger? (If it is more DPS benefitial to splash?) Thanks in advance.
Can anyone provide me with a STR-based staff-wielding rogue-acrobat for F2P? Maybe with a splash of Fighter/Barb or even Ranger? (If it is more DPS benefitial to splash?) Thanks in advance.
Last edited by APDNinja; 02-21-2011 at 03:58 PM.
Here's a first draft build: dwarf rogue 13 / ftr 6 / barb 1. My idea was a tactics-oriented build using Stunning Blow. Since you said F2P, I presume you're stuck with base races & classes only. I went dwarf mostly for the extra CON & Tactics enhs. Fighter 6 is mostly for the feats & SB DC boosts, but also for extra HPs & DPS boost from Kensai I. Barb splash is mostly for +10% run speed; also adds PA enh for extra +2 dmg/-1 to-hit and a single use of Rage.
Haven't worked out skills yet, but I'm presuming max UMD & trap skills. Enhs wind up pretty tight due to the high pre-req costs for Kensai I & Acrobat II. I would've liked to squeeze in some more Toughness enhs and the final SA Training, but something had to give.
Code:Character Plan by DDO Character Planner Version 3.8.0 DDO Character Planner Home Page Level 20 True Neutral Dwarf Female (6 Fighter \ 1 Barbarian \ 13 Rogue) Hit Points: 354 Spell Points: 0 BAB: 16\16\21\26\26 Fortitude: 16 Reflex: 12 Will: 5 Starting Feat/Enhancement Abilities Base Stats Modified Stats (28 Point) (Level 1) (Level 20) Strength 16 23 Dexterity 12 15 Constitution 18 20 Intelligence 12 12 Wisdom 8 8 Charisma 6 6 Level 1 (Rogue) Feat: (Selected) Toughness Level 2 (Barbarian) Level 3 (Fighter) Feat: (Selected) Stunning Blow Feat: (Fighter Bonus) Two Handed Fighting Level 4 (Rogue) Ability Raise: STR Level 5 (Rogue) Level 6 (Rogue) Feat: (Selected) Power Attack Level 7 (Rogue) Level 8 (Rogue) Ability Raise: STR Level 9 (Rogue) Feat: (Selected) Improved Two Handed Fighting Level 10 (Fighter) Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons Level 11 (Fighter) Level 12 (Rogue) Ability Raise: STR Feat: (Selected) Weapon Focus: Bludgeoning Weapons Level 13 (Fighter) Feat: (Fighter Bonus) Greater Two Handed Fighting Level 14 (Rogue) Level 15 (Rogue) Feat: (Rogue Bonus) Opportunist Feat: (Selected) Weapon Specialization: Bludgeoning Weapons Level 16 (Fighter) Ability Raise: STR Level 17 (Fighter) Feat: (Fighter Bonus) Quick Draw Level 18 (Rogue) Feat: (Selected) Toughness Level 19 (Rogue) Level 20 (Rogue) Ability Raise: STR Feat: (Rogue Bonus) Improved Evasion Enhancement: Fighter Attack Boost I Enhancement: Fighter Attack Boost II Enhancement: Rogue Extra Action Boost I Enhancement: Rogue Haste Boost I Enhancement: Rogue Haste Boost II Enhancement: Rogue Haste Boost III Enhancement: Rogue Haste Boost IV Enhancement: Barbarian Power Attack I Enhancement: Dwarven Constitution I Enhancement: Dwarven Constitution II Enhancement: Dwarven Tactics I Enhancement: Dwarven Tactics II Enhancement: Kensei Quarterstaff Mastery I Enhancement: Fighter Critical Accuracy I Enhancement: Fighter Critical Accuracy II Enhancement: Fighter Kensei I Enhancement: Fighter Strategy (Stunning Blow) I Enhancement: Fighter Strategy (Stunning Blow) II Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Rogue Faster Sneaking I Enhancement: Rogue Thief-Acrobat I Enhancement: Rogue Thief-Acrobat II Enhancement: Rogue Sneak Attack Training I Enhancement: Rogue Sneak Attack Training II Enhancement: Rogue Sneak Attack Training III Enhancement: Improved Balance I Enhancement: Improved Balance II Enhancement: Improved Tumble I Enhancement: Improved Tumble II Enhancement: Rogue Dexterity I Enhancement: Rogue Dexterity II Enhancement: Rogue Dexterity III Enhancement: Fighter Strength I Enhancement: Fighter Strength II Enhancement: Fighter Toughness I Enhancement: Fighter Toughness II
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
Hey, thanks a lot man. My first char I made is actually following your 12 Fighter/6 Paladin/2 Rogue Self-Healing Halfling Dragonmark Warrior.
Anyway, do you think this would be the max DPS capable for a F2P Staff Wielder? And will Sneak Attack play any roll in a char like this?
I went surprisingly similar to un's dwarf but I went human. You'll have 1 less dc on the stunning blow. That saves us on the AP's for the dwarven tactics - 2AP just to get even with Human and 4 more AP to pull ahead. I really like taking the Least Dragonmark of Passage at level 1. Right before you level to 13 (and can use a pair of 30% striders) you can swap that feat out for something else. That leaves that feat, the level 18 feat, and the level 19 (fighter 6) feat free in my build. You could go CE/Improved Trip at 18/19 and Quickdraw at 1. You could go Quickdraw at 19 and two Toughness at 1/18. You could go with some saves boosting feats. Whatever strikes your fancy. Heck, with a bit of moving around on feats (probably need an LR) you could even fit in the Dragonmark of Finding Feats...not sure why you'd want to do that but it's there nonetheless.
I looked at Un's after I did my initial build and I had a few differences on enhancements...honestly they're just minor things though and so to make comparison easier I followed his lead on those decisions. Less hp's by quite a bit (he took 18 starting con to my 14 and also spent 6AP's on extra hp's), but +2 str for +1/+1, +2 dex for +1 sneak damage, an extra feat, and starting at level 3 with a +1 int tome +1 skill points. Again, very similar builds...mine will do more dps and give you more feat flexibility, Un's will give you more durability. Basically, the difference between a human and a dwarf.
Code:Character Plan by DDO Character Planner Version 3.8.0 DDO Character Planner Home Page Pretzel F2P Level 20 Chaotic Good Human Male (6 Fighter \ 1 Barbarian \ 13 Rogue) Hit Points: 272 Spell Points: 0 BAB: 16\16\21\26\26 Fortitude: 13 Reflex: 13 Will: 5 Starting Ending Feat/Enhancement Abilities Base Stats Base Stats Modified Stats (28 Point) (Level 1) (Level 20) (Level 20) Strength 17 22 25 Dexterity 14 14 17 Constitution 14 14 14 Intelligence 11 12 12 Wisdom 8 8 8 Charisma 8 8 8 Tomes Used +1 Tome of Intelligence used at level 3 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 20) (Level 20) Balance 2 3 11 Bluff -1 -1 0 Concentration 2 2 3 Diplomacy -1 -1 0 Disable Device n/a n/a n/a Haggle -1 -1 -1 Heal -1 -1 -1 Hide 2 3 3 Intimidate -1 -1 0 Jump 3 7 11 Listen -1 -1 -1 Move Silently 2 3 3 Open Lock n/a n/a n/a Perform n/a n/a n/a Repair 0 1 1 Search 0 1 1 Spot -1 -1 -1 Swim 3 7 7 Tumble n/a n/a n/a Use Magic Device n/a n/a n/a Level 1 (Rogue) Feat: (Human Bonus) Least Dragonmark of Passage Feat: (Selected) Power Attack Feat: (Automatic) Attack Feat: (Automatic) Heroic Durability Feat: (Automatic) Light Armor Proficiency Feat: (Automatic) Martial Weapon Proficiency: Rapier Feat: (Automatic) Martial Weapon Proficiency: Shortsword Feat: (Automatic) Martial Weapon Proficiency: Shortbow Feat: (Automatic) Simple Weapon Proficiency Feat: (Automatic) Sneak Feat: (Automatic) Sneak Attack Feat: (Automatic) Trapfinding Level 2 (Barbarian) Feat: (Automatic) Defensive Fighting Feat: (Automatic) Dismiss Rage Feat: (Automatic) Fast Movement Feat: (Automatic) Martial Weapon Proficiency (ALL) Feat: (Automatic) Medium Armor Proficiency Feat: (Automatic) Rage Feat: (Automatic) Shield Proficiency (General) Feat: (Automatic) Sunder Feat: (Automatic) Trip Level 3 (Rogue) Feat: (Selected) Toughness Feat: (Automatic) Evasion Level 4 (Rogue) Ability Raise: STR Feat: (Automatic) Trap Sense Level 5 (Fighter) Feat: (Fighter Bonus) Stunning Blow Feat: (Automatic) Heavy Armor Proficiency Feat: (Automatic) Tower Shield Proficiency Level 6 (Rogue) Feat: (Selected) Two Handed Fighting Feat: (Automatic) Trapmaking Feat: (Automatic) Uncanny Dodge Level 7 (Rogue) Level 8 (Rogue) Ability Raise: STR Level 9 (Rogue) Feat: (Selected) Improved Two Handed Fighting Level 10 (Fighter) Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons Level 11 (Rogue) Feat: (Automatic) Improved Uncanny Dodge Level 12 (Fighter) Ability Raise: STR Feat: (Selected) Weapon Focus: Bludgeoning Weapons Level 13 (Rogue) Level 14 (Rogue) Feat: (Rogue Bonus) Opportunist Level 15 (Rogue) Feat: (Selected) Greater Two Handed Fighting Level 16 (Fighter) Ability Raise: STR Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons Level 17 (Rogue) Level 18 (Fighter) Level 19 (Fighter) Level 20 (Rogue) Ability Raise: STR Feat: (Rogue Bonus) Improved Evasion Enhancement: Fighter Attack Boost I Enhancement: Fighter Attack Boost II Enhancement: Rogue Extra Action Boost I Enhancement: Rogue Haste Boost I Enhancement: Rogue Haste Boost II Enhancement: Rogue Haste Boost III Enhancement: Rogue Haste Boost IV Enhancement: Barbarian Sprint Boost I Enhancement: Barbarian Power Attack I Enhancement: Kensei Quarterstaff Mastery I Enhancement: Fighter Critical Accuracy I Enhancement: Fighter Critical Accuracy II Enhancement: Fighter Kensei I Enhancement: Fighter Strategy (Stunning Blow) I Enhancement: Fighter Strategy (Stunning Blow) II Enhancement: Human Adaptability Strength I Enhancement: Human Improved Recovery I Enhancement: Human Versatility I Enhancement: Rogue Subtle Backstabbing I Enhancement: Rogue Subtle Backstabbing II Enhancement: Rogue Subtle Backstabbing III Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Rogue Faster Sneaking I Enhancement: Rogue Thief-Acrobat I Enhancement: Rogue Thief-Acrobat II Enhancement: Rogue Sneak Attack Training I Enhancement: Rogue Sneak Attack Training II Enhancement: Rogue Sneak Attack Training III Enhancement: Improved Balance I Enhancement: Improved Balance II Enhancement: Improved Tumble I Enhancement: Improved Tumble II Enhancement: Rogue Dexterity I Enhancement: Rogue Dexterity II Enhancement: Rogue Dexterity III Enhancement: Fighter Strength I Enhancement: Fighter Strength II Enhancement: Fighter Toughness I Enhancement: Fighter Toughness II
Last edited by Darkrok; 02-21-2011 at 04:46 PM.
You have to make a few concessions to playability on any toon...max DPS is great and all but you need more than DPS to be successful. Out of the two of these that we posted mine will do more dps - his will have much more survivability thanks to dwarven save bonuses against spells and 80 extra hp's if I'm counting correctly and you only spend 1 feat on Toughness for the Human build.
Very much so.
You'll have 7d6+9 base sneak attack damage. You'll also get to add your dex bonus to sneak damage which would account for another +5 or so depending on gear and tomes (might end up with more). My build tosses in three tiers of subtle backstabbing to ensure you don't get agro...if you're not doing enough dps to need that you could dump those 6 points for +1con/+10hp's, better to-hit, +3 sneak damage, etc. Lots of options there. I have a half-elven version of this that I'm playing right now...I probably get 35-45% of my non-critical damage from sneak attacks, and it's only that low because I have some really nice weapons.
One thing I failed to mention about this build and Un's as well...
They're VERY fast. I believe their base speed is third only to a thief-acrobat/6+ monk or a 9+ monk. You're going to have 10% bonus to movement speed starting at level 2. You'll get another 10% at either 17 in my build or 19 in Un's. My build gives you 3 uses of Expeditious Retreat that last for your character level in minutes (ie 1 min / use at level 1, 2 min / use at 2, etc) starting at level 1 and lasting up until you're ready to use Striders that provide essentially the same speed boost starting at level 13.
Don't discount that speed and mobility. If you sink the points into tumble you'll be able to fall without featherfalling items in most places. Putting points into jump allow you added mobility as well. Combining all of the speed and mobility features I've already mentioned with 5 sprint boosts / day mean you're going to easily escape from bad situations, be the first to the fight when you want to be, and finish easier quests faster than almost any other character. It might just be personal preference but I absolutely love toons that are built for speed.
Cool. So it wouldn't be worth it to go Pure Rogue? Why does the Fighter splash outweigh going pure Rogue?
In my opinion it only outweighs pure rogue if you're going to use Stunning Blow. Although the fighter splash certainly adds durability as well.
Pure rogue gives you 7d6 more sneak attack damage when you count in the capstone. Basically we're talking about doubling our sneak damage by staying pure. What we gain though is +3 to the stunning blow save, a ton of hp's (I think it's about 50'ish give or take), +2 str, extra action boosts, a barbarian rage, barbarian sprint boosts, extra base movement speed starting at level 2, and one more bab (rogue 20 = 15bab, rogue13/fighter6/barb1=16bab). While you don't really gain any free feats by going fighter6 you gain 3 feats that are set in stone - Stunning Blow, Weapon Focus: Bludgeoning, Weapon Specialization: Bludgeoning. Stunning Blow is great throughout the game and gets better as you go higher in levels. And the weapon focus/specialization add yet another +1/+2 extra for going fighter. Finally, Kensei I & Quarterstaff Mastery nets us another +1/+1 along with +2 to critical damage before multipliers.
Pure damage-wise I'd still think the pure rogue has the edge against 0% fortification. We're talking about +3/+4 when not raged from the fighter levels and +3/+6 on crits. Sneak damage-wise we would have 7-42 for an average of 24.5 extra damage. So even on 50% fortification enemies that 12.25 damage remaining outshines the +4 damage we have otherwise. But things won't always be stunned/held for you so that extra power on your stuns (total of about +4 to the DC just from fighter str, fighter tactics, and kensei I), as well as having the extra feats to fit in Stunning Blow, make the character do more real damage by ensuring you get your sneak damage as well as giving you consistent crits. And on trash that can't be stunned you probably couldn't have sneak-attacked them either. You'll be doing quite a bit more damage when your sneak attacks aren't available.
Small world! How did that one work out for you?
SA always plays a role on any mostly-rogue build like this. As for what's max DPS on a F2P staff build - it depends on how you look at it. If you did, say, rogue 7 / ftr 12 / barb 1, you'd have higher base dmg from Kensai II & a lot more HPs too; but you'd give up a lot of SA dmg & skill pts and lose Acrobat II (knockdown immunity, another +10% staff attack speed, +10% run speed). If you did pure rogue, you'd have max SA DPS; you'd also take some grief from those players who think all pure rogues should be TWF Assassins.Anyway, do you think this would be the max DPS capable for a F2P Staff Wielder? And will Sneak Attack play any roll in a char like this?
I debated whether to go max STR or not on my build. I suppose I could dump-stat INT and shave a pt off CON for enough to start STR 18. I'm still playing around with the build for now.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
Thanks for the info! I'll stick to the 12 Rogue/6 Fighter then!
And as for the Halfling build, I've only gotten it level 3 so far, so the healing is pretty useless.
I'm just concerned that it might not be that great of a grouping class, and I play with a lot of people.
Last edited by APDNinja; 02-21-2011 at 07:25 PM.
The thing is there isn't a 'right' answer here because we're not looking for a max-dps build. We're looking for a dps staff-acrobat build using only f2p options. That means no monk/fvs/horc/helf/wf'd and 28-point build. Beyond that the only requirement is using a staff and having 12 rogue levels. There's a lot of room for variation there depending on what you want to focus on most. I like both of the builds we posted though...they both do a good job at their primary functions. There's also more than one way to do this depending on your play style and goals beyond what the OP stated.
Yeah, it's all about tradeoffs. I went after pretty good DPS (for a F2P staff build) + fast movement + lots of HPs + good Stunning Blow DC + decent rogue skills. I think I found a pretty decent tradeoff (as did you); improving any one area means making one or more other areas weaker. I avoided adding tomes since I don't know what if any resources the OP has for twinking their build.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
If you're looking for a f2p acrobat, it's pretty hard to go wrong with a halfling pure rogue. See The_Phenx's thread (Big F'n Stick) for details.
Cheers,
Kernal
Big F'n Stick is a great build, but OP doesn't have monk or 32-pt builds; and a pure rogue staff build just feels...wrong to me. [I'm one of those aforementioned "pure rogues should be TWF Assassins!" bigots. ] So I went with something which gave up SAs & skill pts for the other stuff I mentioned earlier. EDIT: the main incentive for staying pure rogue IMHO is the hope that Acrobat III comes along at some point and is tres cool.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
Pure rogues just feel like the game is begging you to play an assassin. Conversely, Acrobat, with just the two tiers and 13 levels being a natural cut-off of sneak dies and rogue feats, seems to beg for a multiclass with Fighter, Barbarian, and Monk all being strong choices for some of those levels.
OK, I messed with the builder some more and decided to riff on Darkrok's build with a max STR human. I dump-stated INT, but with careful leveling this build still gets enough skill pts to max UMD, Diplomacy, Disable, and Search; I put leftover pts into Jump, Open Lock, and Spot. I actually thought about squeezing in the rest of the Passage DMs - I kinda like the idea of a zippy char who can beat a hasty retreat thru her own DDoor or Teleport - but decided that would delay her DPS feats too much. So I added Quick Draw and (just for fun) Brutal Throw instead. Enh pts wind up a lot tighter than I would like - I wish Acrobat II didn't require rogue DEX III! - but overall I thought it turned out pretty OK.
Code:Character Plan by DDO Character Planner Version 3.8.0 DDO Character Planner Home Page Level 20 True Neutral Human Female (6 Fighter \ 1 Barbarian \ 13 Rogue) Hit Points: 272 Spell Points: 0 BAB: 16\16\21\26\26 Fortitude: 13 Reflex: 13 Will: 5 Starting Feat/Enhancement Abilities Base Stats Modified Stats (28 Point) (Level 1) (Level 20) Strength 18 26 Dexterity 14 17 Constitution 14 14 Intelligence 8 8 Wisdom 8 8 Charisma 8 8 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 6 15 Bluff -1 0 Concentration 2 3 Diplomacy 3 23 Disable Device 3 22 Haggle -1 -1 Heal -1 -1 Hide 2 3 Intimidate -1 0 Jump 4 28 Listen -1 -1 Move Silently 2 3 Open Lock 6 17 Perform n/a n/a Repair -1 -1 Search 3 22 Spot 3 13 Swim 4 8 Tumble 6 13 Use Magic Device 3 22 Level 1 (Rogue) Skill: Balance (+4) Skill: Diplomacy (+4) Skill: Disable Device (+4) Skill: Open Lock (+4) Skill: Search (+4) Skill: Spot (+4) Skill: Tumble (+4) Skill: Use Magic Device (+4) Feat: (Human Bonus) Least Dragonmark of Passage Feat: (Selected) Two Handed Fighting Level 2 (Barbarian) Skill: Jump (+4) Level 3 (Fighter) Skill: Jump (+2) Feat: (Fighter Bonus) Stunning Blow Feat: (Selected) Toughness Level 4 (Rogue) Ability Raise: STR Skill: Disable Device (+3) Skill: Search (+3) Skill: Use Magic Device (+2) Level 5 (Rogue) Skill: Diplomacy (+4) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+2) Level 6 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Open Lock (+2) Skill: Search (+1) Skill: Spot (+2) Skill: Use Magic Device (+1) Feat: (Selected) Power Attack Level 7 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Open Lock (+2) Skill: Search (+1) Skill: Spot (+2) Skill: Use Magic Device (+1) Level 8 (Rogue) Ability Raise: STR Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Open Lock (+2) Skill: Search (+1) Skill: Spot (+2) Skill: Use Magic Device (+1) Level 9 (Rogue) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Open Lock (+2) Skill: Search (+1) Skill: Spot (+2) Skill: Use Magic Device (+1) Feat: (Selected) Improved Two Handed Fighting Level 10 (Fighter) Skill: Jump (+2) Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons Level 11 (Rogue) Skill: Diplomacy (+2) Skill: Disable Device (+2) Skill: Search (+2) Skill: Use Magic Device (+2) Level 12 (Rogue) Ability Raise: STR Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Open Lock (+2) Skill: Search (+1) Skill: Spot (+2) Skill: Use Magic Device (+1) Feat: (Selected) Quick Draw Level 13 (Fighter) Skill: Jump (+2) Level 14 (Fighter) Skill: Jump (+2) Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons Level 15 (Rogue) Skill: Disable Device (+3) Skill: Search (+3) Skill: Use Magic Device (+2) Feat: (Selected) Greater Two Handed Fighting Feat: (Rogue Bonus) Opportunist Level 16 (Fighter) Ability Raise: STR Skill: Jump (+2) Level 17 (Fighter) Skill: Jump (+2) Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons Level 18 (Rogue) Skill: Disable Device (+1) Skill: Search (+3) Skill: Use Magic Device (+4) Feat: (Selected) Brutal Throw Level 19 (Rogue) Skill: Diplomacy (+3) Skill: Disable Device (+3) Skill: Search (+1) Skill: Use Magic Device (+1) Level 20 (Rogue) Ability Raise: STR Skill: Diplomacy (+5) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Feat: (Rogue Bonus) Improved Evasion Enhancement: Fighter Attack Boost I Enhancement: Fighter Attack Boost II Enhancement: Rogue Extra Action Boost I Enhancement: Rogue Haste Boost I Enhancement: Rogue Haste Boost II Enhancement: Rogue Haste Boost III Enhancement: Rogue Haste Boost IV Enhancement: Barbarian Sprint Boost I Enhancement: Kensei Quarterstaff Mastery I Enhancement: Fighter Critical Accuracy I Enhancement: Fighter Critical Accuracy II Enhancement: Fighter Kensei I Enhancement: Fighter Strategy (Stunning Blow) I Enhancement: Fighter Strategy (Stunning Blow) II Enhancement: Human Adaptability Strength I Enhancement: Human Improved Recovery I Enhancement: Human Improved Recovery II Enhancement: Human Versatility I Enhancement: Human Versatility II Enhancement: Rogue Subtle Backstabbing I Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Rogue Faster Sneaking I Enhancement: Rogue Thief-Acrobat I Enhancement: Rogue Thief-Acrobat II Enhancement: Rogue Sneak Attack Training I Enhancement: Rogue Sneak Attack Training II Enhancement: Rogue Sneak Attack Training III Enhancement: Improved Balance I Enhancement: Improved Balance II Enhancement: Improved Tumble I Enhancement: Improved Tumble II Enhancement: Rogue Dexterity I Enhancement: Rogue Dexterity II Enhancement: Rogue Dexterity III Enhancement: Fighter Strength I Enhancement: Fighter Strength II Enhancement: Fighter Toughness I Enhancement: Fighter Toughness II
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
I played a toon with the full complement of Passage DM's for a good 3-4 months and will say that the Teleport one is definitely not worth it for UMD toons. It's easy enough to UMD the scrolls and they don't cost that much. Furthermore I would never want to take the 3 DM's by level 9...taking the teleport DM is something you might do on a feat-laden toon at level 18. And I just can't stand toons that don't have at least some UMD...probably the only toon I could see taking it on is a human fighter where you're just lousy with feats.
DDoor I could see trying to fit in though. There are quite a few quests where a few ddoors would really speed completion times. And DDoor scrolls can't be bought off of vendors. I know that I absolutely loved the DDoor feat while leveling up - makes things like soloing WizKing on a monk less obnoxious when you can ddoor back to the entry way with impunity (can always shrine if you need more ddoors). I'd consider fitting that into your build you posted at level 12, moving quickdraw to 18, and dropping brutal throw. Not that I don't like brutal throw but I honestly find it useful to ddoor more often than I find it useful to dps things that are hard to hit with thrown weapons.
Overall though I love the build. I couldn't sell out for str like that...17's pretty much my limit on this build (as I need the 11int...I'm a skill junky) but I can definitely see the argument for dump-stat'ing str on a dps build like this.
Last edited by Darkrok; 02-24-2011 at 11:57 AM.
I love skill pts too; making builds with dump-stated INT feels...wrong. If I wanted to play a drooling moron, I'd make more half-orcs. But I wanted to see if I could still get the most critical rogue skills with INT 8 and was pleased it worked out fairly well.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.