This is a repost of another thread that I can't simply edit as I keep getting:
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Apache Server at forums.ddo.com Port 80.
This is my current TR project that I'm having a lot of fun with.
I'd describe this as a perfect build for a player that is new to rogues. Spot and reflex saves are higher than a regular rogue making it ideal if you don't have trap locations memorised. I've comfortably kept a fail only on a 1 reflex save vs traps through my elite streak which leaves a lot of flexibility in lower difficulties or with more enhancements in trap sense if lacking gear. DPS is excellent with handwrap attack speed giving more sneak attacks and superior damage vs 100% fortification mobs (of which there are excessive amounts while leveling).
AC has been the secret for me for this build from levels 1 to 11. With basically just consumables I kept an untouchable AC through most of the lower levels doing every quest (except 3BC) once on elite. In the middle levels this started to peter out but I made significant investments into gear and maintained the AC until now at level 14 I can manage 68 to 71 self buffed sustained AC for over 4 minutes when I swap in acrobat II in the morning. Obviously this is very gear dependent but there is also significant versatility here as anything over 40 is going to be useful with 50 to 60 being enough for most content (which this build can get with moderate gear I'd expect).
Prior to level 12 I had cleric dilettante instead of fighter for super easy self healing with cure wands. At level 12 UMD is significant enough to self heal anyway and fighter dilettante becomes more valuable for the stunning blow enhancements (improved sunder and fighter strength I are good too). I'm at 33 stunning fist DC with stonedusts - 37 with +10 stunners - and enough stunning blow DC (being strength based) that improved sunder/stunning blow combo is just as effective.
Stunning Fist/Blow has a massive impact on individual and group DPS. The value of stunning fist vs radiance isn't one that has been answered for me yet but stunning fist is certainly more accessible and flexible.
My current and projected AC is enough to see me through elite amrath afaik which will give me a cushy ride to level 20 backed up with massive stun DPS (though DPS certainly doesn't rely on the stuns being strength based).
At end game the build will sacrifice 5d6 sneak attack from losing the capstone and level 19 but is compensated by 10% faster attack speed and enough feats to have effective tactics (DCs detailed below). In raid situations afaik this build may have superior DPS vs 50% fort mobs+ and will increase group DPS by contributing to Improved Sunder checks and may actually generate the proc on account of the equipped item (which may put the DC into the ballpark of a barbarian or fighter without an item).
Concept/Goals: Unarmed rogue build with a balance between CC and DPS.
Class: 18 rogue / 2 monk
Alignment: Lawful Neutral
Multiclass progression: 1: Rogue, 2: Monk, 3-7: Rogue, 8: Monk (for 11 ranks in concentration), 9-20 rogue.
Stats and Race (34pt build): Half-Elf
Str: 38 (16 base +1 fighter +1 greater adaptability +5 levels +2 tome +7 item +3 exceptional +2 rage +2 madstone -2 water stance +1 LotD)
Dex: 24 (15 base +2 tome +6 item +1 LotD)
Con: 30 (14 base +2 tome +6 item +2 rage +4 madstone +1 LotD +1 exceptional con)
Int: 24 (12 base +2 tome +6 item +3 exceptional +1 LotD)
Wis: 32 (14 base +2 tome +2 enhancements +6 item +3 exceptional +2 alchemical +2 water stance +1 LotD)
Cha: 17 (8 base +2 tome +6 item +1 LotD)
32/36 point build: Drop int to 10 for a 32 point build, raise int to 14 for a 36 point build
Alternative: Increase Wisdom to 16 at the cost of int. Probably more optimal at level 20.
Ability increase every 4 levels: All in strength.
Skills: Concentration, Balance, Bluff, Disable Device, Search, Open Lock, Move Silently, UMD, Spot, Tumble (1), left overs in Hide and Diplomacy
Feats (by level): Past Life: Monk (1), Two Weapon Fighting (1), Half-elf Dilettante: Fighter (1), Toughness (3), Power Attack (6), Improved Two Weapon Fighting (9), Stunning Blow (12), Improved Critical: Bludgeoning (15), Greater Two Weapon Fighting (18)
Feats (monk): Stunning Fist (2), Improved Sunder (8)
Feats (rogue bonus): Improved Evasion (12), Opportunist (15), Skill Mastery (18)
I took Opportunist at 12 but in retrospect Improved Evasion may have been a better choice as I died twice in The Twilight Forge quest to the cannons from rolling 1s. I'm not sure if Skill Mastery is a better choice than Crippling Strike (which doesn't seem effective at in epics) or Slipper Mind (which this build may find more useful with its buffed wisdom and iirc there are more relevant will saves in recent end game content).
Enhancements (Rogue): Assassin III (8), Sneak Attack Accuracy IV (10), Sneak Attack Training IV (10), Damage Boost II (3), Move Silently II (2), Hide II (2), Subtle Backstabbing I (1), Haste Boost IV (10), Extra Action Boost II (6), Wand and Scroll Mastery II (3), Skill Boost I (1)
Enhancements (Monk): Wisdom I (2), Tortoise Philosophy (1)
Enhancements (Half-Elf): Versatility III (6), Adaptability: Wisdom (2), Fighter Strength I (2), Strategy: Stunning Blow II (3), Strategy: Sunder I (1), Greater Adaptability: Strength (4), Racial Toughness II (3)
Missing:
Versatility IV
Strategy: Sunder II
Damage Boost III/IV
Wand and Scroll Mastery III/IV
While leveling I prioritised AC over just about everything else. No assassin PrE until level 20 (for assassin III) as acrobat II is much more interesting (extra movement speed, immunity to knockdown and more AC). Prior to level 14 I didn't have any PrE at all (acrobat I is a good option that I should have explored, mechanic I is a good option if lacking gear for traps).
Epic/self sufficiency Equipment:
Head: Epic Big Top (colourless: +6 charisma)
Gloves: Epic Brawling Gloves (yellow: GFL)
Cloak: Epic Cape of the Roc (yellow: +1 exceptional con)
Boots: Epic Rock Boots
Trinket: Pale Lavender Ioun Stone, Litany of the Dead
Bracers: MinII GS HP Bracers (+45 HP, heavy fort, +5 protection, +6 constitution skills)
Belt: Epic Spare Hand (blue: toughness)
Necklace: Shintao Cord
Goggles: Epic Time Sensing Goggles (yellow, white: exceptional wisdom +1)
Armour: Epic Frozen Tunic (blue) / Resistance +5/Heal Amp 20%/Radiant Guard
Ring1: Epic Ring of the Stalker (yellow) / (upgraded) Ring of Lies
Ring2: Kyosho's Ring (holy burst)
Weapons: Silver/air/water/air/cold iron slotted Alchemical Handwraps, +5 True Chaos Adamantine Lined Handwraps of Greater Construct Bane, Tharaak Wraps
Raid/DPS Equipment:
Head: Undying Gaze
Gloves: Epic Brawling Gloves (yellow: GFL)
Cloak: Epic Cape of the Roc (yellow: +1 exceptional con)
Boots: (unsuppressed) Madstone Boots
Trinket: Pale Lavender Ioun Stone, Litany of the Dead
Bracers: MinII GS HP Bracers (+45 HP, heavy fort, +5 protection, +6 constitution skills)
Belt: Awanahu Belt (-20% threat) / Epic Spare Hand (toughness)
Necklace: Shintao's Necklace
Goggles: Tinker's Goggles (Treason)
Armour: Resistance/Healing Amp/? DT
Ring1: Epic Ring of the Stalker (yellow) / Whisper Ring (acid burst)
Ring2: Kyosho's Ring (holy burst)
Weapons: Silver/Air/Air/Air/+7 slotted Alchemical Handwraps, +5 True Chaos Adamantine Lined Handwraps of Greater Construct Bane, Cold Iron/Earth/Earth/Earth/+7 slotted Alchemical Handwraps
I've ended up developing 2 unique idea gearsets. The first is more or less what I started with except I've put a bit extra into having a standing UMD of 39 for easy self healing. This includes full skill boost items for traps, multiple extra crowd control options (OID, Guards: Radiance, Earth Grab, Greater Stone Prison), most tactics and close to max DPS. The second set includes Undying Gaze (for raid debuffing) - though this can be swapped if there is obviously a better IS'er, 56% Hate Generation (including subtle I, I think I worked it out right) and basically maximum DPS. Looks good.
Details:
Assassinate: 10+18+7 int+2 EMG+2 yugo/ship=39
Stunning Fist: 10+10+11+5+10+2+2 yugo/ship=50
Stunning Blow: 10+10+5+14+2+2 yugo/ship=43
Improved Sunder: 14+6+5+14+1+2 yugo/ship=42
HP: 20 base +108 rogue +16 monk +200 con +23 toughness +20 racial +5 monk +30 GFL +20 toughness +10 draconic +45 GS +20 ship =20+108+16+200+23+10+30+20+10+45+20=517
+40 double madstone +40 yugo +20 earth stance = 617 (should manage Horoth on normal ok with healing infusion and an AC gear set)
UMD: 23+4+1+3+3+4+1=39 standing
Any feedback welcome