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  1. #1

    Default Half Staff - DPS Accrobat (Built by Request)

    Build Name: Half Staff
    Author: Sigfried Trent
    Requester: AZGreenTea
    Last Updated: 08/06/2011

    Key Words [Half Orc, Acrobat, Pure, Quarterstaff]

    Objectives

    The request was for a Rogue Accrobat without using tomes in the build or at least explaining why they are required. He aslo wonders about why there is so much multi classing in acrobat builds.

    Design

    Acrobat is an interesting prestige enhancement. You can add your dex bonus to q-staff damage when sneak attacking and also get an attack speed bump with it. You also get a special use of haste boost that pumps movement skills, dex and run speed. Level 2 bumps the attack speed and you get a great immunity to knock down and base movement speed increase. You also get some skill bumps and extra uses of uncanny dodge.

    While the run speed is nice, and the no knockdown is really handy, the thing most builders focus on is the quarterstaff. Conventinal wisdom for rogues is lots of attacks and lots of sneak attack = massive damage. And while the Q staff is getting a speed bump, its not the +75% bump in attack rate you get from TWF and you miss the extra sneak attack from assassin.

    The quarterstaff however benefits more from strength and power attack so when not getting sneak attack it may well deal more damage. This leads a lot of builders into crafting more durable solo style rogues that can work well without sneak attack and this is what leads to multi class building. Extra feats and greater durability come from classes like fighter and monk and make for a tougher stick fighter.

    I’m going to go for pure rogue despite the limited durability. I’m thinking that half-orc makes a lot of sense here. Its a struggle on the skills end due to low Int but they have high built in strength, bonuses with two handed weapons, and very synergistic enhancements. Extra action boost plays well into the haste boost focus, two handed damage and weapon effect proc rate enhancements play well to quarterstaff, and of course there is the extra strength enhancements.

    On the Rogue side we go for dex bonuses, sneak attack and of course haste boost. At low level I would take a smattering of trap skill enhancements but once you are geared up and into mid level those can be dropped.

    Starting ability scores are 18Str and 16Dex with 14 Con and 12 int. You could get away with 10 Int but there weren’t really better places to spend the points. Strength is the core stat but you want to buff all your physical stats as much as you can as each offers nice benefits.

    Feats are limited. I decided to focus on base damage, accuracy and sneak attack and didn’t take improved critical which I am normally very fond of. We start with Toughness which I consider near essential on any character now, then Power Attack which is a huge damage boost, then quick draw as it minimizes the activation time of action boosts, weapon focus Blunt to help counteract the lower BAB and Power Attack, and we finish out with the three two handed fighting style feats.

    Skills wise this fellow has a nice range of skills, but his spot is weakish, and his overall trapping skills are only decent. At low level this can be a challenge but by mid/high level they should be fine for nearly any quest. Just keep in mind you need to boost those skills up with items and buffs. This build has great jump, tumble and balance which is always nice. UMD is there, but its a stretch to make much use of it due to the abysmal charisma. I wouldn’t call it a build feature but if you work at it you can use wands and some scrolls at mid or high levels.

    The real weakness of the build is it hits really hard but is pretty vulnerable. Hit-points are modest and will saves are pretty bad. With very high DPS controlling agro is a challenge. Any times you can get to reduce agro will go a long way to helping you not get killed. Ideally you can play with a good tank and not have to worry about it.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 True Neutral Half-Orc Male
    (20 Rogue) 
    Hit Points: 222
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 8
    Reflex: 16
    Will: 5
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    25
    Dexterity            16                    19
    Constitution         14                    14
    Intelligence         12                    14
    Wisdom                8                     8
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    20
    Bluff                -2                    -2
    Concentration         2                     2
    Diplomacy            -2                    -2
    Disable Device        5                    25
    Haggle               -2                    -2
    Heal                 -1                    -1
    Hide                  5                    22
    Intimidate           -2                    -2
    Jump                  8                    34
    Listen               -1                    -1
    Move Silently         5                    22
    Open Lock             7                    27
    Perform              n/a                   n/a
    Repair                1                     2
    Search                5                    25
    Spot                  3                    22
    Swim                  4                     7
    Tumble                7                    33
    Use Magic Device      2                    21
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Disable Device (+4)
    Skill: Hide (+2)
    Skill: Jump (+4)
    Skill: Move Silently (+2)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Orcish Melee Damage I
    
    
    Level 2 (Rogue)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Dexterity I
    
    
    Level 3 (Rogue)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Orcish Strength I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Rogue)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Subtle Backstabbing I
    Enhancement: Rogue Faster Sneaking I
    
    
    Level 5 (Rogue)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Improved Balance I
    Enhancement: Improved Balance II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    
    
    Level 6 (Rogue)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quick Draw
    Enhancement: Rogue Thief-Acrobat I
    
    
    Level 7 (Rogue)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Orcish Melee Damage II
    
    
    Level 8 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Subtle Backstabbing II
    Enhancement: Racial Toughness II
    
    
    Level 9 (Rogue)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    Enhancement: Rogue Dexterity II
    
    
    Level 10 (Rogue)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Opportunist
    Enhancement: Rogue Sneak Attack Training II
    
    
    Level 11 (Rogue)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Dexterity III
    
    
    Level 12 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Two Handed Fighting
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Great Weapon Aptitude I
    Enhancement: Rogue Thief-Acrobat II
    
    
    Level 13 (Rogue)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Improved Evasion
    Enhancement: Orcish Extra Action Boost II
    Enhancement: Orcish Power Attack II
    
    
    Level 14 (Rogue)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Orcish Strength II
    
    
    Level 15 (Rogue)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Rogue Subtle Backstabbing III
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Defensive Roll
    Enhancement: Orcish Power Attack III
    Enhancement: Orcish Great Weapon Aptitude II
    
    
    Level 17 (Rogue)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Haste Boost III
    
    
    Level 18 (Rogue)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: Orcish Extra Action Boost III
    Enhancement: Rogue Sneak Attack Accuracy II
    
    
    Level 19 (Rogue)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Crippling Strike
    Enhancement: Rogue Haste Boost IV
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Extra Action Boost I
    Enhancement: Rogue Deadly Shadow
    Play

    I mentioned the agro control issues and durability which is a main concern. Mastring the use of your action boosts is key to maximizing damage output so get used to firing that off in any challenging fight. Fortunately you have lots of them so they should be there for you whenever needed. Keep in mind that while this is a beat down character, its still a rogue so don’t play like a barbarian charging it at the front of the group. Let someone else get in the first shot while you follow up with devastating attacks, hopefully dropping the foe before it realizes the threat you pose.

    Variations
    This build works fine as a 28pt character, just drop starting dex to 14 and you are good to go. You could also go with less of a combat focus and up int and charisma at the cost of some strength to get a more well rounded but still fairly hard hitting rogue. Multi classing a bit with fighter or monk can bring extra durability into the build as well as more feat options but you loose out on that 4d6 sneak attack from the rogue capstone so final damage output is likely to drop a fair bit.
    Former Host of DDOcast
    Member of The Madborn of Thelanis
    Streaming sometimes on twitch as SigTrent

  2. #2
    Community Member MeatSheild's Avatar
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    Just a note on the the multiclassing that I feel you missed.

    For me the main reason to multiclass a thief-acro would be the lack of the third tier of thier PrE.

    13lv of rouge gives a good boost to your sneak attack dmg and two of the rogue feats (imp evation and oppertuneist are my fav), so most ppl split here.

    Many classes can be good to pick up the missing PrE. I'll try to fill in some but I'm sure I'll miss alot...

    Barb: more dps and hp from pre but makes the feats even tighter (one lv of fighter might help here)
    Bard: buffs, skills, and warchanter is the most popular for this type of split
    Fighter: yummy feats and more dps via BAB and PrE lack of skill points here but if you watch you lv progresstion you can make it work (I have a 12/7/1 fighter/rogue/monk that does epic traps and can sneak epic claw)
    Monk: some great synergy here stances can be swapped to help you for situational needs and again more yummy feats (monks get some cool stuff even at lv 7)
    Pali: Check out the hurtlocker build for a full list here its a bit dated and wants lots of tomes but lots of that info can still pertain here

  3. #3
    Community Member mahiro37's Avatar
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    Another one would be the Ugly Stick (Rog13Acro2/Mnk6Ninja1/Ftr1).

    I know the OR questioned multi-classing, but for survivability, I would suggest that it can be necessary if there is need to be able to solo.

    Mine is at 8rog/6mnk/1ftr currently and I enjoy it.

  4. #4
    Community Member FuzzyDuck81's Avatar
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    Just listened to the podcast, thought i'd chip in my thoughts... my own orcrobat staff user is based around 12monk/rogue7/fighter1, using ninja spy 2 (to make up 3d6 of the missed sneak attack damage plus grant shadow fade for miss chance), earth stance 3 which boosts durability (more HP from +3 CON & 6/- DR at the cost of a little running speed & -2 DEX) & grants an extra +1 to critical multiplier, making it effectively a 1d6 maul with increased attack speed.. it still gets rogue haste 3 plus will have improved evasion & full save progression from the monk levels, as well as having a nice bit of healing amp - much as the horc PA is nice, only going for a couple of points in it will help to hit more often but thats a matter of taste really.

    When he gets high enough he'll be using rahls might for most mobs, which in earth3 will turn it into a 1d10 19-20x4 weapon with fast attack speed & will hit like a truck... sticking points in bluff & making sure to take water stance 2 for unbalancing strike will help to boost dps by letting you get your sneak attacks in too.

    Skills are standard trap stuff plus bluff & UMD.. no hide/move silently really, this guy isnt particularly good at subtle.
    Last edited by FuzzyDuck81; 08-11-2011 at 11:18 AM.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  5. #5
    Community Member Myznar's Avatar
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    i play one of this, without picking more than 1 extra boost i rarely spend it all. I really enjoy playing with this toon, only shroud is hard stay alive with mine, doing OK in shavarath and IQ

  6. #6
    Community Member Jaid314's Avatar
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    with the new damage boost line, i'd consider taking that to IV instead of haste, and burning your haste boosts to fuel showtime.

    also, on a side note... if you are worried about a bad will save, you can get +6 to enchantment saves using cannith crafting, and as far as i can tell it does in fact stack (it should stack, the bonus is typed as enhancement instead of resistance, and testing has found that i very very seldom fail a save with one on).

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