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  1. #1
    Community Member wax_on_wax_off's Avatar
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    Default Rogue build challenge

    I'm trying to figure out what the best rogue build will be considering the following constraints:

    1. Must give a PL: Rogue
    2. Must be unarmed

    The goals of the build are:
    1. Give a PL: Rogue to my monk
    2. Be easy to level, easy to solo (probably means stunning fist/blow considering U9)

    Optionals:
    1. end game viability (I may like to leave this character at 20 for a while but I don't have to)
    2. stealth (I really like having a stealth option for quests, instagib is part of stealth considering alarm mechanics in some quests)
    3. traps (what rogue can't do traps?)
    4. social skills (wouldn't mind being able to try these out in U9 considering the changes to give hands on experience for future builds)

    Notes:
    This will be a 34 point build with a PL of monk and good monk leveling gear. I have all races, classes and adventure packs available (except 3BC).

    So, what's the best build? Please address all criteria in your responses, I have a few ideas in mind but there are so many options and combinations that I need some help to know what is best.

  2. #2
    Build Constructionist unbongwah's Avatar
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    Were it not for the forthcoming nerf (or bug fix depending on how you look at it) to healing ki, I'd say something like monk 7 / rogue 13 light monk would be your best bet. That would still work OK, but the self-healing is about to become a LOT more limited. Maybe dark monk for Shadow Fade and extra SA? Did you have any preferences as far as races go?
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  3. #3
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by unbongwah View Post
    Were it not for the forthcoming nerf (or bug fix depending on how you look at it) to healing ki, I'd say something like monk 7 / rogue 13 light monk would be your best bet. That would still work OK, but the self-healing is about to become a LOT more limited. Maybe dark monk for Shadow Fade and extra SA? Did you have any preferences as far as races go?
    Generally leaning towards half-elf as I have the race but haven't rolled anything up. Half-orc is another option for similar reasons. Dwarf or warforged are tempting for boosts with tactics.

    Stunning Fist is getting a massive buff in the next update for monk splashed characters which I think more than compensates for nerf to healing Ki. Either way, I'm a dark monk at the moment and with good AC and vampiric stonedust wraps I never lose HP anyway. Throw in UMD and twink gear and I'm not too worried (healing amp from half-elf again looks tempting).

    At the moment I'm trying to find out if there is a better option than a half-elf 18 rogue / 2 monk with fighter dilettante. Assassinate, vorpal fists, decent stunning fist/blow DCs (for leveling at least). Half-orc is another option (18 rogue / 1 fighter / 1 monk though). Ok, I'm trying to figure out if a deeper splash would be better.

  4. #4
    Community Member AylinIsAwesome's Avatar
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    What about 1 Monk/19 Rogue?

    Feats could be TWF, ITWF, GTWF, Power Attack, Toughness, Stunning Fist, Improved Critical: Bludgeon, and either Weapon Finesse or Monk PL (plus Improved Evasion, Opportunist, Crippling Strike and Skill Mastery).

    You could start with stats something like 14/16/14/8/15/12, and eat a +1 CHA tome at 3 so you can go see Fred to pick up the Paladin Dilettante for +5 saves down the road (I think it's the best one since Rogue isn't available to you here).

    It should give you a decent AC for leveling, a decent Stunning Fist DC, and AC that works up to cap. Probably wouldn't be able to hit mobs with Stunning Fist in Epics, but for leveling I think it would work quite well.

    Enhancements would probably be something like:

    3 Rogue Damage Boost 2
    6 Extra Action Boost 2
    10 Rogue Haste Boost 4
    2 Human DEX 1
    4 Human WIS 1
    6 Improved Paladin Dilettante 3
    1 Human Versatility 1
    6 Rogue Subtle Backstabbing 3
    3 Racial Toughness 2
    8 Rogue Assassin 3
    10 Rogue Sneak Attack Accuracy 4
    10 Rogue Sneak Attack Training 4
    2 Improved Hide 2
    2 Improved Move Silently 2
    6 Rogue DEX 2
    1 left over (maybe Improved Trap Sense 1?)

  5. #5
    Community Member Bodic's Avatar
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    make a monk 20 lvls get to the end spend some TP and +3/4/5 heart in the Rogue lvls if you jsut want to get the PL: feat.

    otherwise the 13/7 standard split should be fine Assassin/Dark Human build towards str twf. base 16/16/14/12/12/8

  6. #6
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Stunning Fist is getting a massive buff in the next update for monk splashed characters which I think more than compensates for nerf to healing Ki.
    I haven't been keeping up with all the U9 info; what's changing about Stunning Fist? Will they tweak the DC calc or something?
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  7. #7
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by unbongwah View Post
    I haven't been keeping up with all the U9 info; what's changing about Stunning Fist? Will they tweak the DC calc or something?
    It's now 10 + WIS Mod + 1/2 Character level, instead of +1/2 Monk level.

  8. #8
    Build Constructionist unbongwah's Avatar
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    Here's a first stab (HA!...sorry) at a HE rogue 13 / monk 7 build:

    Code:
    Character Plan by DDO Character Planner Version 3.8.2
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Female
    (7 Monk \ 13 Rogue) 
    Hit Points: 256
    Spell Points: 0 
    BAB: 14\14\19\24
    Fortitude: 12
    Reflex: 16
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             18                    27
    Dexterity            15                    17
    Constitution         14                    16
    Intelligence         12                    14
    Wisdom                8                    10
    Charisma              8                    10
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                     8
    Bluff                -1                     4
    Concentration         2                    28
    Diplomacy             3                    23
    Disable Device        5                    25
    Haggle               -1                     0
    Heal                 -1                     0
    Hide                  6                    34
    Intimidate           -1                     0
    Jump                  8                    14
    Listen               -1                     0
    Move Silently         6                    32
    Open Lock             6                    17
    Perform              n/a                    n/a
    Repair                1                     2
    Search                5                    25
    Spot                 -1                     0
    Swim                  4                     8
    Tumble                3                     6
    Use Magic Device      3                    23
    
    Level 1 (Rogue)
    Skill: Balance (+3)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Stunning Blow
    
    
    Level 2 (Monk)
    Skill: Concentration (+5)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Monk)
    Skill: Concentration (+1)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 4 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+3)
    Skill: Search (+3)
    Skill: Use Magic Device (+3)
    
    
    Level 5 (Monk)
    Skill: Concentration (+2)
    Skill: Hide (+2)
    Skill: Move Silently (+1)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 6 (Monk)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+2)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Rogue)
    Skill: Disable Device (+3)
    Skill: Search (+3)
    Skill: Use Magic Device (+3)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    
    
    Level 9 (Monk)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+3)
    Skill: Search (+3)
    Skill: Use Magic Device (+3)
    
    
    Level 11 (Monk)
    Skill: Concentration (+2)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    
    
    Level 12 (Rogue)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Opportunist
    
    
    Level 18 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 19 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Improved Evasion
    Enhancement: Rogue Damage Boost I
    Enhancement: Rogue Damage 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: Half-Elf Strategy (Stunning Blow) I
    Enhancement: Half-Elf Strategy (Stunning Blow) II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Rogue Subtle Backstabbing I
    Enhancement: Rogue Subtle Backstabbing II
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Assassin I
    Enhancement: Rogue Assassin II
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Accuracy II
    Enhancement: Rogue Sneak Attack Accuracy III
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Rogue Sneak Attack Training IV
    Enhancement: Improved Hide I
    Enhancement: Improved Hide II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Move Silently I
    Enhancement: Improved Move Silently II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Half-Elf Fighter Strength I
    Enhancement: Rogue Improved Trap Sense I
    EDIT: could drop STR for more WIS; higher DPS vs higher AC & Stunning Fist DC.
    Last edited by unbongwah; 04-06-2011 at 12:50 PM.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  9. #9
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    What about 1 Monk/19 Rogue?

    Feats could be TWF, ITWF, GTWF, Power Attack, Toughness, Stunning Fist, Improved Critical: Bludgeon, and either Weapon Finesse or Monk PL (plus Improved Evasion, Opportunist, Crippling Strike and Skill Mastery).

    You could start with stats something like 14/16/14/8/15/12, and eat a +1 CHA tome at 3 so you can go see Fred to pick up the Paladin Dilettante for +5 saves down the road (I think it's the best one since Rogue isn't available to you here).

    It should give you a decent AC for leveling, a decent Stunning Fist DC, and AC that works up to cap. Probably wouldn't be able to hit mobs with Stunning Fist in Epics, but for leveling I think it would work quite well.

    Enhancements would probably be something like:

    3 Rogue Damage Boost 2
    6 Extra Action Boost 2
    10 Rogue Haste Boost 4
    2 Human DEX 1
    4 Human WIS 1
    6 Improved Paladin Dilettante 3
    1 Human Versatility 1
    6 Rogue Subtle Backstabbing 3
    3 Racial Toughness 2
    8 Rogue Assassin 3
    10 Rogue Sneak Attack Accuracy 4
    10 Rogue Sneak Attack Training 4
    2 Improved Hide 2
    2 Improved Move Silently 2
    6 Rogue DEX 2
    1 left over (maybe Improved Trap Sense 1?)
    Thanks for a mock up of enhancements, that's really distressing if enhancements are that tight, +1 for that.

    Quote Originally Posted by unbongwah View Post
    Here's a first stab (HA!...sorry) at a HE rogue 13 / monk 7 build:

    Code:
    Character Plan by DDO Character Planner Version 3.8.2
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Female
    (7 Monk \ 13 Rogue) 
    Hit Points: 256
    Spell Points: 0 
    BAB: 14\14\19\24
    Fortitude: 12
    Reflex: 16
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             18                    27
    Dexterity            15                    17
    Constitution         14                    16
    Intelligence         12                    14
    Wisdom                8                    10
    Charisma              8                    10
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                     8
    Bluff                -1                     4
    Concentration         2                    28
    Diplomacy             3                    23
    Disable Device        5                    25
    Haggle               -1                     0
    Heal                 -1                     0
    Hide                  6                    34
    Intimidate           -1                     0
    Jump                  8                    14
    Listen               -1                     0
    Move Silently         6                    32
    Open Lock             6                    17
    Perform              n/a                    n/a
    Repair                1                     2
    Search                5                    25
    Spot                 -1                     0
    Swim                  4                     8
    Tumble                3                     6
    Use Magic Device      3                    23
    
    Level 1 (Rogue)
    Skill: Balance (+3)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Stunning Blow
    
    
    Level 2 (Monk)
    Skill: Concentration (+5)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Monk)
    Skill: Concentration (+1)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Feat: (Selected) Past Life: Disciple of the Fist
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 4 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+3)
    Skill: Search (+3)
    Skill: Use Magic Device (+3)
    
    
    Level 5 (Monk)
    Skill: Concentration (+2)
    Skill: Hide (+2)
    Skill: Move Silently (+1)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 6 (Monk)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+2)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Rogue)
    Skill: Disable Device (+3)
    Skill: Search (+3)
    Skill: Use Magic Device (+3)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    
    
    Level 9 (Monk)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+3)
    Skill: Search (+3)
    Skill: Use Magic Device (+3)
    
    
    Level 11 (Monk)
    Skill: Concentration (+2)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    
    
    Level 12 (Rogue)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Opportunist
    
    
    Level 18 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 19 (Rogue)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Improved Evasion
    Enhancement: Rogue Damage Boost I
    Enhancement: Rogue Damage 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: Half-Elf Strategy (Stunning Blow) I
    Enhancement: Half-Elf Strategy (Stunning Blow) II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Rogue Subtle Backstabbing I
    Enhancement: Rogue Subtle Backstabbing II
    Enhancement: All-Consuming Flame
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Assassin I
    Enhancement: Rogue Assassin II
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Accuracy II
    Enhancement: Rogue Sneak Attack Accuracy III
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Rogue Sneak Attack Training IV
    Enhancement: Improved Hide I
    Enhancement: Improved Hide II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Move Silently I
    Enhancement: Improved Move Silently II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Half-Elf Fighter Strength I
    Enhancement: Rogue Improved Trap Sense I
    EDIT: could drop STR for more WIS; higher DPS vs higher AC & Stunning Fist DC.
    I've thought a bit about this option.

    Let's do the cost/benefit analysis with the 18 rogue / 2 monk half-elf:
    7 monk / 13 rogue gets:
    shadow fade
    one with the shadows
    20% monk healing amp
    2d6 unarmed damage
    tier 2 stances and strikes (+2.5% doublestrike, more easily prepped finishing moves)
    monk fast movement
    +2 AC (monk AC + dodge feat)
    +1 possible wisdom (though likely too expensive AP wise)
    10 HP more from levels
    tier 2 of animal path
    Path of Indomitable Dominion (or could go light path too)

    18 rogue / 2 monk:
    vorpal fists
    +2d6 sneak attack
    +5 assassinate DC
    more skill points (easier to cover stealth, traps and social skills (which a half-elf is better at)
    improved evasion, opportunist and crippling strike (all will be very useful)

    18 rogue / 2 monk vs 19 rogue / 1 monk is a tricky choice as with level 2 monk we get +1 feat (quickdraw) and +1 wisdom (monk wisdom I) which will give +1 stunning fist DC.

    The 2d6 unarmed damage comes from PL: monk and garments of equilibrium, if we go to 12 rogue / 8 monk we get 2d8 which is more DPS against 50% fort bosses, but then why not go 11 rogue / 9 monk, lose another 1d6 sneak attack (and a useless assassinate) for improved evasion and ToD.

    Both stunning fist and stunning blow are necessary on the half-elf rogue/monk to qualify for stunning blow enhancements from fighter dilettante. With fighter dilettante stunning fist DC will hit 40 with basic gear (+2 tome, +6 item, +2 ship buff) and stunning blow will hit mid 30s with the possibility to boost it up temporarily. 40 stunning fist should be useful in all content while leveling and possibly against low fort mobs in epics, not sure though.

  10. #10
    Community Member wax_on_wax_off's Avatar
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    So, after your help in this thread and many other thoughts this is what I've come up with:

    (18 Rogue / 2 Monk)

    Goals: Better DPS than a monk vs 0 and 50% fortification mobs, Better DPS than a rogue vs 50 and 100% fortification. Excellent stunning fist DC for leveling purposes, solid stunning fist in epics.

    Multiclass progression: Level 1 as a rogue, 1 level of monk sometime soon after that, second level of monk much later, maybe 20th.
    Alignment: Lawful Neutral

    Stats and Race (34pt build):
    Half-elf
    Str: 40 (16 base + 5 levels +2 enhancements + 3 tome + 6 item +3 exceptional +2 rage +2 yugo +1 LotD)
    Dex: 24 (15 base + 2 tome + 6 item +1 LotD)
    Con: 24 (14 base + 3 tome + 6 item +1 LotD)
    Int: 20 (8 base + 2 tome used at level 7 +6 item + 3 exceptional +1 LotD)
    Wis: 34 (16 base + 2 enhancements +3 tome +7 item +3 exceptional +2 yugo +1 LotD)
    Cha: 17 (8 base + 2 tome + 6 item + 1 LotD)
    Ability increase every 4 levels: All in strength

    Skills: (1: 7*8=56, 2-7: 6*7=42, 8-20: 11*8= 88. Monk: 7. Total: 193). UMD: 23. Search: 23. Disable Device: 23. Concentration: 7. Tumble: 1. Move Silently: 23. 101 so far. Open Lock: 10. Spot: 15. Balance: 23. Hide: 10. 159 so far. 34 skill points left over for: Bluff, diplomacy, jump, listen (probably choose either diplomacy or bluff and put left over in jump).

    Feats (by level): Two Weapon Fighting (1), Past Life: Monk (1), Half-elf Dilettante: Fighter (1), Monk Bonus: Stunning Fist (2), Power Attack (3), Stunning Blow (6), Quickdraw (9), Crippling Strike (11), Improved Critical: Bludgeoning (12), Improved Evasion (14), Improved Two Weapon Fighting (15), Opportunist (17), Greater Two Weapon Fighting (18), Monk Bonus: Toughness (20)

    Enanchments:
    Code:
    Assassin III		8
    - SA Accuracy IV	10
    - SA Training IV		10
    - Damage Boost II	3
    - Improved Hide II	2
    - Improved MS II	2
    - Subtle Backstab I 	1
    Haste Boost IV		10
    Extra AB II			6
    Toughness II		3
    Versatility IV		10
    Fighter Strength I	2
    Adaptability: Strength	2
    Adaptability: Wisdom	4
    Monk Wisdom I		2
    Subtle Backstab II	2
    Half-elf strategy: SB	3
    ---------------------------
    Tot			80
    Equipment:
    Cloak: Epic Cape of the Roc
    Goggles: Epic Time Sensing Goggles
    Gloves: Epic Brawling Gloves
    Bracers: (Epic) Jidz Tet-ka
    Ring1: Nyoko's Band (holy burst)
    Ring2: Encrusted Ring (shocking burst)
    Boots: GS Boots (+45 HP, +6 con skills, +5 prot, heavy fort)
    Trinket: Litany of the Dead/Greater Cunning Trinket/Pale Lavender Ioun Stone (for ToD)
    Head: Pirate Hat (Seeker +6, Balance +15)/Epic Helm of the Mronan
    Necklace: Nyoko's Necklace
    Belt: Knost's Belt
    Body: Red Dragonscale Robe (slotted with toughness)

    Slots:
    4 yellow (cove gloves, mronan helm, cape of the roc, time sensing)
    2 clear (red dragonscale, time sensing)
    1 blue (red dragonscale)

    +1/+2 exc str: cape of the roc
    +1 exc wisdom:
    +2 exc wisdom: epic time sensing goggles
    +6 str: berzerker
    +6 dex:
    +6 con: nyoko/berzerker
    +6 int
    +6/7 wis: nyoko, epic helm of the mronan
    +6 cha
    +1 exc dex: nyoko

    belt set options:
    Berzerker (con +6, GFL, +2 damage, str +6, exc str +1)

    necklace set options:
    Ninja-Spy (con +6, wis +6, exc dex +1, +2 AB, -20% threat)
    Kensai (con +6, +AB's, +2 AB, str +6, exc con +1, +3 confirm crits)
    Shintao (con +6, wis +6, concentration +15, exc str +1, +2 att/dam)
    Tempest (con +6, dex +6, balance +15, +1d4 dam, +1 exc wis)

    swap in set options:
    Mechanic (con +6, dex +6, +15 open lock/disable, +2 dex skills, +1 exc int
    Assassin (con +6, dex +6, exc int +1, -20% threat, level drain, sneak attack)

    Details:
    HP: 20 base + 18 rogue x6 + 2 monk x8 + 6 con x 20 + 30 GFL + 10 draconic + 22 toughness + 20 enhancements +45 GS HP +20 toughness = 20+108+16+120+30+10+22+20+45+20 = 411. Bracers of the Claw would raise that to 431 (bit light but I think I can deal with it).

    Stunning Fist DC: 10 base + 10 CL + 10 item + 12 wisdom + 2 enhancements = 44. +2 ship buff = 45. A +4 tome would free up 4 APs.

    UMD: 23 base + 3 (cha) + 4 GH = 30 standing if I can slot +6 charisma. +2 (ship buffs) = 32. +1 exc charisma slotted = 33 standing. +5 human versatility: skills boosts it up to 38 UMD which is no fail heal scroll (1+38 = 39?) without gear swaps. For gear swaps epic spyglass, golden cartouche and epic buccaneers ring will boost it up to 46 without any problems.

    Search (Goal: 60). +20 epic spyglass + 4 GH + 2 good luck +5 int + 23 ranks + 5 human versatility: skills boost = 59
    Disable Device (Goal: 60). +7 tools + 15 item + 4 GH + 2 good luck +3 ventilated bracers + 5 int +23 ranks +5 human versatility: skills boost = 64

    Comparisons:
    19 rogue, 1 monk. Lose quickdraw, a monk philosophy and +1 monk wisdom for +1d6 sneak attack, +1 assassinate DC and slippery mind (or something). Afaik, the DPS from quickdraw more than makes up for the loss of sneak attack. The stunning fist DC boost from the extra point of wisdom more than offsets the loss of assassinate DC.
    13 rogue, 7 monk. Lose 1d6 sneak attack, 6 points of assassinate DC, lots of skill points, crippling strike and vorpal fists for shadow fade, healing amp, tier 2 strikes, 2d6 fists with item and PL: monk (at the cost of quickdraw).
    10 rogue, 9 monk, 1 ranger. Lose 3d6 sneak attack, assassinate and others above for ToD, 2d8 fist damage (with item and PL: monk at the cost of quickdraw), FE: evil outsider.
    20 rogue: You can get ITWF and GTWF 3 levels earlier if my off the top of the head BAB calculations are correct which will balance out the DPS advantage for those affected levels that handwraps would otherwise have (until the pure rogue gets the capstone).

    Variants:
    Boost intelligence by 4 by dropping wisdom to 14. +2 Assassinate DC and more skill points at the cost of 1 AC and 1 stunning fist DC. I'm not sure which way is better but I think I have to build for stunning fist DC to be safe.

    Please criticise, compare, ridicule to your hearts content.

    Particularly, I would be interested to know the DPS comparisons against various levels of fortification of this build compared to:
    Black Lotus.
    A pure dark monk.
    A pure assassin rogue.

    Any suggestions on more optimal gear setups are welcome. However, no abishai sets. No sets that don't involve Epic Brawling Gloves (they are close to optimal DPS and so easily accessible and once slotted with GFL can be useful to many characters).

    Edit: made a boo boo as Aylin pointed out, just a typo, enhancements etc reflect the actual choice.
    Edit: added in bonus rogue feats, any comments (with reasoning) on the choice or the order would be appreciated.
    Edit: noticed that I hadn't taken enhancements reflected in my calculations, hopefully in order now
    Last edited by wax_on_wax_off; 04-27-2011 at 11:30 PM.

  11. #11
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Half-elf Dilettante: Rogue (1)
    Um...no.

    Fighter, Barbarian, or even Monk would be better here.

  12. #12
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    Um...no.

    Fighter, Barbarian, or even Monk would be better here.
    Fixed the typo for you (fighter dilettante in actuality for the stunning fist DC).

  13. #13
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    Um...no.

    Fighter, Barbarian, or even Monk would be better here.
    Is this the best that anyone can offer on this build, a typo?

  14. #14
    Community Member wax_on_wax_off's Avatar
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    (111.3*1.855/60*155.8+147.5*1.855/60*140)/20*100/300=19.58 DPS from vorpal fists in a 5 minute red named boss fight.
    (111.3*1.855/60*460+147.5*1.855/60*140)/20*150/600=27.76 DPS from vorpal fists in a 10 minute period vs helpless trash over 1000 HP (can't quantify the affect on DPS of vorpal fists vs <1000 HP enemies without knowing average mob HP afaik).

    This looks very good for my build vs <18 rogue level rogue/monk variants.

    Edit: forgot 3% doublestrike from opportunist.
    Last edited by wax_on_wax_off; 04-25-2011 at 12:33 AM.

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    What a about a 13Rog/6Ftr/1Mnk? That'll let you take Kensai I which will add Ki on-hit, add tactics enhancements for SF DCs, and still get some sneak attack damage out of your Rogue levels. You can still stay in Wind stance for the melee alacrity, you'll get a bonus feat from Monk. You'll lose some sneak attack dice but you'll get more in-your-face damage. The extra Ki from Kensai will let you hit strikes more often, and if you stayed in Fire you could hit them pretty much at-will considering that would be a minimum of 3ki/hit.

  16. #16
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Is this the best that anyone can offer on this build, a typo?
    I guess I'd say take Opportunist sooner (I think opportunist, improved evasion, then crippling strike would be a better order).

  17. #17
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    I guess I'd say take Opportunist sooner (I think opportunist, improved evasion, then crippling strike would be a better order).
    Thanks for the feedback. I was generally thinking about what is going to be better for soloing and 3 points of strength damage/hit (against stunned mobs) is going to be a really simple way to make enemies helpless. Improved Evasion, again, possibly better for soloing so I can ignore traps a bit more. I generally assumed that opportunist would be more relevant in raid settings. What is your reasoning for taking opportunist sooner?

    Quote Originally Posted by XL_Jockey View Post
    What a about a 13Rog/6Ftr/1Mnk? That'll let you take Kensai I which will add Ki on-hit, add tactics enhancements for SF DCs, and still get some sneak attack damage out of your Rogue levels. You can still stay in Wind stance for the melee alacrity, you'll get a bonus feat from Monk. You'll lose some sneak attack dice but you'll get more in-your-face damage. The extra Ki from Kensai will let you hit strikes more often, and if you stayed in Fire you could hit them pretty much at-will considering that would be a minimum of 3ki/hit.
    DPS wise, I lose 2d6 sneak attack and vorpals (almost 20 DPS vs red names). I'm not sure that the extra damage from fighter will make up for that when considering end game viability. I don't imagine that Ki will be an issue as the only thing I'll use it for will be stunning, as long as I can generate 15 Ki every 6 seconds I should be fine (3.44 attacks/second, about 22 ki every 6 seconds). Any problems with that idea?

    Stunning Fist wise, I'll lose 1 DC from not being able to take monk wisdom I and half-elf no longer being an optimal choice. However, it would open the possibility to take dwarf or warforged (net +1 or 2 DC) or halforc (moar DPS but -1 DC and -2 AB). Dwarf would cost more DPS from having 2 points lower strength and no damage boost. Warforged might be on par DPS wise but lose out with -4 AB (lower strength and power attack enhancements). Both dwarf and warforged cost more to boost their DC than what half-elf does.

    DPS wise, human versatility: damage boost adds 10.64 DPS in a 5 minute fight (halve it for a 10 minute fight).

    147.5*1.855/60*140*5/300=10.64 DPS over 5 minutes

    Full WF power attack enhancements give a net benefit of +2 damage (after +2 strength is taken away) for 8.22 DPS.

    (111.3*1.855/60*155.8+147.5*1.855/60*140)/20*21*2/300=8.22 DPS

    Half-orc (with +2 net strength, +3 damage from power attack and 3 extra action boosts) over 10 minutes:

    (111.3*1.855/60*394+147.5*1.855/60*200)/20*21*4/600=15.87 DPS

    Halfling is at -4 strength but +8 sneak attack damage (and -1 stunning fist DC):

    (111.3*1.855/60*155.8+147.5*1.855/60*140)/20*21*(8*.6-2)/300=11.51 DPS

    Dwarf would just be lower overall (-5 DPS). These are comparative calculations and I'm not totally sure on them all but they are assuming .6 seconds lost to activate boosts and that it is possible to activate both action boosts in the same pause for half-elves (I've been trying this recently and it seems to work ok). Where appropriate, calculations are done assuming 50% fortification - 10% for opportunist.

    The length of battles is an important consideration. I often consider battles in terms of 5 minutes boss battles and 10 minutes between shrines contexts, feel free to disagree.

    DPS wise, pecking order is something like half-orc > halfling > half-elf > warforged > dwarf (as I value burst DPS more for the helf vs wf assessment).
    Stunning Fist DC for 18 rogue builds is dwarf > warforged = half-elf > halfling = half orc.
    Stunning Fist DC for <18 rogue builds is dwarf > warforged > half-elf > halfling = half orc.

    I think for end game purposes when considering unarmed sneak attack builds 18 rogue > not 18 rogue as vorpal is just that good. 18 rogue / 1 fighter / 1 monk warforged is a very strong contender with my above build, I'm not sure what is better, they both have strong racial perks. Overall, I think that there might be more leniency with enhancements and affording the AP to equal the DC and DPS of the helf might be impossible, anyone care to write an example enhancement list for that? Additionally, being -4 AB just to equal DPS will be prohibitive against some enemies and may require that power attack be deactivated (in which case DPS takes a nose dive).

    Anyone care to comment on vorpal vs no vorpal in the context of the general build theme? Anyone care to guess at how much DPS vorpal will add vs trash?

  18. #18
    Community Member wax_on_wax_off's Avatar
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    Adjusting gear, comments welcome.

    Important question (which more or less summons the big rant just above); vorpal vs no vorpal on an unarmed rogue, what is better?

  19. #19
    Community Member wax_on_wax_off's Avatar
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    Any ideas on ideal ToD sets? As I'll have 2 rings equipped and at the moment my belt and necklace slot are free.

    I was thinking Shintao Set and Berzerker set for maximise damage/attack.

    Other options?

    I also considered Kensai Set (extra Action Boost and +2 attack) and sets that give minus threat.

    Ideally I'd like +1 exceptional constitution and +1 exceptional wisdom from rings and appropriate +stats as needed. Not sure where I am with getting +6 to every stat ...

  20. #20
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    Quote Originally Posted by wax_on_wax_off View Post
    DPS wise, I lose 2d6 sneak attack and vorpals (almost 20 DPS vs red names). I'm not sure that the extra damage from fighter will make up for that when considering end game viability. I don't imagine that Ki will be an issue as the only thing I'll use it for will be stunning, as long as I can generate 15 Ki every 6 seconds I should be fine (3.44 attacks/second, about 22 ki every 6 seconds). Any problems with that idea?
    If you don't want to add other Monk attacks, then yes, it'll be hard to make up for the 2d6 sneak attack damage. If you use them though (even just one or two) then you're increasing your dps plus you're able to use finishers for an extra crit multiplier, slowing their attacks, etc. Kensai I would let you hit those strikes more often. If that's not your thing though (I have a hard time keeping them up) then I definitely agree with you. I'm having the same struggle with my Horc Acrobat, whether to go 19/1 Rog/Mnk or 13/6/1 Rog/Ftr/Mnk. I think I'm settled on 19/1, but I'm really glad I went Horc. Sneak attack damage is great but I still solo too many quests to make it useful.

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