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  1. #1
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    Default Which skills to put points into for a rogue?

    I decided to pretty much mimic KingOfCheese's 'Sockpuppet' build (http://forums.ddo.com/showthread.php?t=309669), and made a str rogue halfling, who will start out using rapiers and shortswords, and probably progress to khopeshes later (or will wait until 2nd life to do so).

    This is (by endgame at least) a max dps, non squishy, do-it-all rogue, and with the right equipment, can truly do so. As such, the skills that I have been putting points into so far (haven't even gotten off of the veteran starting ship yet) are:

    Hide and Sneak and search, max at every lvl.
    Jump and balance at every lvl so far.
    Disable device at every level so far.
    open locks, with skipping maybe once.
    A rank or two in UMD, just to get it started, and have a score of 0 or 1.


    (Side question - Can you take ranks off later and relocate them when leveling? Like if at level 8 I've got 10 ranks in open locks, can I take off two, and use those point on UMD?)

    Is there a reason I should put any points into tumble on a rogue? (Can just jump over enemies?) Should I have UMD built up early so that I can use heal wands early, let it sit mid levels, and add to it again later for res scroll use?

    What skills did you put into your rogue, in what general progression, and why? And based on the type of rogue I'm trying to run, which would you recommend when, and why?

  2. #2
    Community Member Xenostrata's Avatar
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    You cannot reallocate points you have already assigned without a lr/gr, which are very expensive.

    I would strongly suggest UMD over jump, since jump has a soft cap at 40 (ie you wont jump higher with a score of 60 than one of 40) and can be easily boosted there by items/spells, while umd is probably the single most useful skill in the game.
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  3. #3
    Community Member stille_nacht's Avatar
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    you dont really need anything in jump, 10 maximum (wizard jump will give you +30)

    UMD, trap skills and lockpicking i guess.
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  4. #4
    Community Member Ookami007's Avatar
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    These are the skills you MUST have if you don't want to be laughed at as a rogue:

    Search
    Spot
    Disable Device

    The following can be maxed, as you have points:

    UMD - single best skill in the game
    Bluff/Diplomacy - since U9, these are fairly useful if you plan to max you dps or solo (bluff)
    Balance - rogues who are on their backs do no dps

    Skills to put few points in:

    Jump - No more than 10
    Open Locks - No more than 10. With 10 + conservative DEX + item + tools you should be able to get 95% of locks in the game
    Tumble - Put at least 1 point in it

    Optional skills - if you have the extra points, go for it. Stealth is marginally useful in most situations and only REALLY useful in a handful of dungeons. Most parties will happily zerg thru your slow stealthiness:

    Hide - Stealth is marginally useful in most situations and only REALLY useful in a handful of dungeons. Most parties will happily zerg thru your slow stealthiness:
    Move Silently - see above
    Haggle - if you only have one toon AND you have extra points - go for it... you'll get more from every item you sell and save more on every item you buy

    Skills that are mostly a waste:

    Intimidate - why?
    Healing - again... why?
    Repair - fractionally useful if you are warforged to increase healing at shrines
    Listen - If you're spot is high enough, this is redundant

    Perform - ONLY if you are splashing bard
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  5. #5
    Community Member Emili's Avatar
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    UMD, DD, Search, Spot then Open locks... least one rank in tumble and some balance ... after that whatever floats your boat. Diplo and/or bluff are decent a few points in jump if you're not strong.
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