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  1. #1
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    Nov 2009
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    8

    Default Little help tweaking the F'n Stick build

    nevermind ^^ sorry for the inconvenience
    Last edited by ZuuYhtna; 08-03-2012 at 12:23 PM.

  2. #2
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    Sep 2009
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    Play what you have fun playing. If your main concern is getting the traps then it's as simple as making sure to max out search and disable if you know where all the boxes are already, and spot as well if you don't. Then it's having the right gear (+search and disable items, highest int item you can get or just use foxes pots if you can't afford better) and buffs (get pots for heroism/clickies for greater heroism/etc). That takes care of almost everything you could need.

    If you're interested in quarterstaff I will say that I have a build I really like. Probably could use some tweaks with the new changes but it's basically 13 rogue/6 fighter/1 barb. It's a sturdy build and one that my kid has a lot of fun playing.

    Maybe now though a 13 rogue/6 barbarian/1 something else (fighter for the feat...honestly could be anything that works with alignment though) would be even better. Cleave is now a useful feat (as was Power Attack already), Barbarian Power Attack I and Damage Boost II are handy for times when your Rogue Haste Boosts run out, and Power Rage I is handy. I didn't like the rages because it interferes with UMD (and I like UMD a lot on a rogue) but if you're with a cleric a lot that doesn't matter quite as much to you. Barbarians get more skill points which helps in that regard as well. Your feats would be THF, iTHF, gTHF, Toughness, iCrit: Bludgeoning, Power Attack, and Cleave. Rogue feats would be Improved Evasion first...second I'm not up-to-date enough on the doublestrike changes in the last update to comment on.

    That's all the feats you get if you go non-human and take a non-fighter level for the 1 level splash. I'd either splash fighter and get Great Cleave or I'd go human for Great Cleave. If you go human fighter's still not bad - there are lots of great feats (Improved Sunder for instance) that could be useful. If you go human and don't want to go fighter I think Artificer and Ranger both bring some utility. Arti gives you a nice little +1 infusion you can self-cast before raging. Your scrolls will be easier to UMD and will come earlier. You'll have repeating crossbow proficiency as well as rapid shot. Ranger is very nice early on - you can use wands with no UMD check. You also get a favored enemy and bow strength (though you'd lack the feats to really make good use of a bow). Regardless of that last level and race though the 13 rog/6 brb/1 x build would be a fun rogue to play right now with Cleave and Great Cleave being so effective.
    Tajawuka 20 Bladeforged Paladin running divine ETR's (3 ranger/monk/fighter pl's, 3 martial epl's) - Toolbots working on Morninglord Cleric life #2 (3 wizard/sorc/druid pl) - Evisra 28 rogue

  3. #3
    Community Member
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    Nov 2009
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    Thank you very much for your reply. I removed my post cause I felt like I shouldn't be bothering people with it ><" you posted faster then I regretted posting ^^U it feels kinda silly, I probably should've just let it stay where it was e.e oh well. What's done is done.

    Getting back to the topic, from what I understand, making a STR based rogue with a 28 point build isn't a good idea, which rules out quarterstaffs. I sloothed around some opinions in my guild and here's what I came up with:

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Halfling Male
    (20 Rogue) 
    Hit Points: 202
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 20
    Will: 6
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             10                 12            
    Dexterity            20                 24            
    Constitution         14                 14            
    Intelligence         10                 10            
    Wisdom                8                  8            
    Charisma              8                  8            
    
    Tomes Used
    +2 Tome of Strength used at level 1
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               9                 30            
    Bluff                 3                 22            
    Concentration         2                  2            
    Diplomacy             3                 22            
    Disable Device        4                 23            
    Haggle               -1                 -1            
    Heal                 -1                 -1            
    Hide                  5                  7            
    Intimidate           -1                 -1            
    Jump                  1                  1            
    Listen               -1                 -1            
    Move Silently         5                  7            
    Open Lock             9                 30            
    Perform              n/a               n/a            
    Repair                0                  0            
    Search                4                 23            
    Spot                  3                 22            
    Swim                  1                  1            
    Tumble                n/a               n/a           
    Use Magic Device      3                 22            
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Rogue)
    
    
    Level 3 (Rogue)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Rogue)
    
    
    Level 5 (Rogue)
    
    
    Level 6 (Rogue)
    Feat: (Selected) Weapon Finesse
    
    
    Level 7 (Rogue)
    
    
    Level 8 (Rogue)
    
    
    Level 9 (Rogue)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Rogue)
    Feat: (Rogue Bonus) Improved Evasion
    
    
    Level 11 (Rogue)
    
    
    Level 12 (Rogue)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 13 (Rogue)
    Feat: (Rogue Bonus) Opportunist
    
    
    Level 14 (Rogue)
    
    
    Level 15 (Rogue)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Rogue)
    Feat: (Rogue Bonus) Skill Mastery
    
    
    Level 17 (Rogue)
    
    
    Level 18 (Rogue)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 19 (Rogue)
    Feat: (Rogue Bonus) Skill Mastery
    
    
    Level 20 (Rogue)
    Keep in mind that up to lvl 11, the order in which I obtain my feats doesn't matter. I'm going to lesser reincarnate and I'm already lvl 11, I'm doing this just to fix some mess ups I've done in the earliers lvls.

    I didn't choose any enhancements because those I can change at any time if they go haywire, it's the feats, the skill points and the base stats I'm worried about.

    I want to be able to do decent DPS, but I SPECIALLY want to be able to handle all the traps coming my way.

    From what I've read everywhere around this forum is that EVERYONE has their own opinion on what's best, so please, if you're going to post:

    "the build you have works, I would just change X to Y if it were me"

    please be more specific. Say something like:

    "the build you have works, I would just change X to Y if it were me because while X allows you to bla, Y allows you to blablabla, which means you can blabla more often, which in most cases you will"

    @Darkrok - Again, sorry for bailing on you :< to reply to your post I would say that I wish to remain a pure rogue during my first life. I do have a more specific question for you, is power attack really helpful to a rogue? Since the main damage output is sneak attacking, 5 damage per hit doesn't sound all that good. I've been told it is, but I'm still unsure either I'd prefer and extra +1 on all my skills, or -5bonus to hit for +5 damage.

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