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Calaquende
12-02-2013, 12:58 AM
I've done two Ranger lives but have decided he's gimp, so I'm going to TR into a Rogue for the third life. I read the Ranger to Rogue transition (https://www.ddo.com/forums/showthread.php/427102-Ranger-to-Rogue-Transition) thread, which is really good. I pretty sure I'm going to go pure halfling assassin with finesse. (I realize that a Drow would have another +2 for Int, but I've never played a halfling and I like the extra DPS.) I figure my Lightening II Longbow will now be useless, but I've got the Min II Rapier. Beyond that, I'm trying to figure out what other gear I should get. Please let me know if you think I'm missing anything from my list:



Radiance II Rapier - Got it
Triple Positive Light Mace - Will have it
Conc. Opp HP Cloak - I'm guessing Radiance Guard would be better, but this is the one I've got
Golden Guile - Got it
Finished Tinker's Set - Got it
Int +3 and Dex +3 tome - Bummer. Only have +2.
Ioun Stones for Int, Dex and Spell Absorb - Got them
Tharne's Goggles - Working on it, but already at 30+ VoD runs... Ugh.
Envenomed Blade - Got two
Tiefling Assassin Blade - Got one
Sky Pirate's Dagger - Got one


Any strong opinions on my choice of build are always interesting to hear, too. Thanks!

Ayseifn
12-02-2013, 01:12 AM
Do you have a decent Cannith Crafting level? I like going with master crafted +10 search/disable goggles as they're ML 5, and then at 11 add in some Shroud tier 3 int skills item for better trapping. That setup should take you to cap just fine if you have an int item and GH clickies/scrolls.

Haven't liked assassins in a very long time, the directions the devs went is not what I wanted at all. Acrobats are pretty awesome now though, I'd always do acro on a rogue TR these days.

Calaquende
12-02-2013, 02:27 AM
Do you have a decent Cannith Crafting level? I like going with master crafted +10 search/disable goggles as they're ML 5, and then at 11 add in some Shroud tier 3 int skills item for better trapping. That setup should take you to cap just fine if you have an int item and GH clickies/scrolls.
I've got 90+ in all 3 schools of crafting, so I should be good to go there. Got the Int ioun stone but will need to find a GH clicky.


Haven't liked assassins in a very long time, the directions the devs went is not what I wanted at all. Acrobats are pretty awesome now though, I'd always do acro on a rogue TR these days.
What's the problem with assassins? What's so great about Acrobats? I've got my rapiers so I doubt I'm going to switch to quarterstaffs, but I'm curious to know.

Calaquende
12-02-2013, 08:03 PM
And here is my build. I put all of the level-ups into Int. This is leaving me a few points shy of the 21 needed for Epic Sneak Attack, but perhaps I'll be lucky enough to get a +3 or +4 tome by then and then I can put a level-up or two into Dex.

The enhancements were not easy to figure out. I would have liked another couple points in faster sneak, but then I'd have to drop and 2nd point of Int from the Mechanic tree. I also wasn't able to fit in the 3rd 1d6 of halfling sneak, but I suppose that's not a huge deal.

Everything else beyond level 20 I'll try to figure out later.

Any feedback?...


Character Plan by DDO Character Planner Version 04.19.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Rogue TR
Level 20 Neutral Good Halfling Male
(20 Rogue)
Hit Points: 272
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 14
Reflex: 21
Will: 11

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(36 Point) (Level 1) (Level 20) (Level 20)
Strength 10 13 13
Dexterity 16 18 20
Constitution 15 18 18
Intelligence 18 25 31
Wisdom 10 12 12
Charisma 8 10 10

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+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
+3 Tome of Strength used at level 11
+3 Tome of Constitution used at level 11

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 7 28 28
Bluff 3 23 26
Concentration 2 4 4
Diplomacy -1 12 12
Disable Device 8 33 33
Haggle 3 23 23
Heal 0 1 1
Hide 7 28 32
Intimidate -1 0 0
Jump 4 24 26
Listen 0 1 6
Move Silently 7 28 30
Open Lock 7 28 28
Perform n/a n/a n/a
Repair 4 10 10
Search 8 33 36
Spellcraft 4 10 10
Spot 4 24 27
Swim n/a 24 24
Tumble 7 28 28
Use Magic Device 3 23 25

Level 1 (Rogue)
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Ranger
Feat: (Selected) Two Weapon Fighting
Enhancement: Halfling - Halfling Luck (Rank 1)
Enhancement: Assassin (Rog) - Knife in the Darkness (Rank 1)
Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)


Level 2 (Rogue)
Enhancement: Assassin (Rog) - Heartseeker Poison (Rank 1)
Enhancement: Mechanic (Rog) - Arbalester (Rank 1)
Enhancement: Mechanic (Rog) - Awareness (Rank 1)


Level 3 (Rogue)
Feat: (Selected) Weapon Finesse
Enhancement: Assassin (Rog) - Dagger in the Back (Rank 1)
Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
Enhancement: Mechanic (Rog) - Awareness (Rank 2)


Level 4 (Rogue)
Ability Raise: INT
Enhancement: Halfling - Dexterity (Rank 1)
Enhancement: Mechanic (Rog) - Crossbow Training (Rank 1)


Level 5 (Rogue)
Enhancement: Mechanic (Rog) - Tanglefoot (Rank 1)
Enhancement: Mechanic (Rog) - Awareness (Rank 3)
Enhancement: Mechanic (Rog) - Skill Boost (Rank 1)


Level 6 (Rogue)
Feat: (Selected) Toughness
Enhancement: Mechanic (Rog) - Targeting Sights (Rank 1)
Enhancement: Mechanic (Rog) - Skill Boost (Rank 2)
Enhancement: Thief-Acrobat (Rog) - Staff Control (Rank 1)


Level 7 (Rogue)
Enhancement: Assassin (Rog) - Assassin's Trick (Rank 1)
Enhancement: Assassin (Rog) - Damage Boost (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Faster Sneaking (Rank 1)


Level 8 (Rogue)
Ability Raise: INT
Enhancement: Assassin (Rog) - Intelligence (Rank 1)
Enhancement: Mechanic (Rog) - Intelligence (Rank 1)


Level 9 (Rogue)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Halfling - Halfling Luck (Rank 1)
Enhancement: Halfling - Cunning (Rank 1)
Enhancement: Halfling - Bold (Rank 1)
Enhancement: Halfling - Guile (Rank 1)


Level 10 (Rogue)
Feat: (Rogue Bonus) Improved Evasion
Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
Enhancement: Mechanic (Rog) - Skill Boost (Rank 3)


Level 11 (Rogue)
Enhancement: Assassin (Rog) - Damage Boost (Rank 2)
Enhancement: Assassin (Rog) - Critical Accuracy (Rank 1)
Enhancement: Assassin (Rog) - Critical Accuracy (Rank 2)


Level 12 (Rogue)
Ability Raise: INT
Feat: (Selected) Improved Critical: Piercing Weapons
Enhancement: Halfling - Cunning (Rank 2)
Enhancement: Halfling - Cunning (Rank 3)
Enhancement: Assassin (Rog) - Nimbleness (Rank 1)
Enhancement: Assassin (Rog) - Critical Accuracy (Rank 3)


Level 13 (Rogue)
Feat: (Rogue Bonus) Opportunist
Enhancement: Assassin (Rog) - Intelligence (Rank 1)
Enhancement: Mechanic (Rog) - Crossbow Training (Rank 1)


Level 14 (Rogue)
Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
Enhancement: Mechanic (Rog) - Use Magical Device (Rank 1)
Enhancement: Mechanic (Rog) - Use Magical Device (Rank 2)


Level 15 (Rogue)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Assassin (Rog) - Critical Damage (Rank 1)
Enhancement: Assassin (Rog) - Killer (Rank 1)
Enhancement: Mechanic (Rog) - Intelligence (Rank 1)


Level 16 (Rogue)
Ability Raise: INT
Feat: (Rogue Bonus) Defensive Roll
Enhancement: Halfling - Bold (Rank 2)
Enhancement: Halfling - Guile (Rank 1)
Enhancement: Assassin (Rog) - Critical Damage (Rank 2)
Enhancement: Assassin (Rog) - Killer (Rank 2)


Level 17 (Rogue)
Enhancement: Halfling - Dexterity (Rank 1)
Enhancement: Halfling - Halfling Luck (Rank 1)
Enhancement: Halfling - Bold (Rank 3)


Level 18 (Rogue)
Feat: (Selected) Precision
Enhancement: Assassin (Rog) - Lethality (Rank 1)
Enhancement: Assassin (Rog) - Critical Damage (Rank 3)
Enhancement: Assassin (Rog) - Assassinate (Rank 1)


Level 19 (Rogue)
Feat: (Rogue Bonus) Crippling Strike
Enhancement: Assassin (Rog) - Damage Boost (Rank 3)
Enhancement: Assassin (Rog) - Killer (Rank 3)
Enhancement: Assassin (Rog) - Measure the Foe (Rank 1)
Enhancement: Assassin (Rog) - Measure the Foe (Rank 2)


Level 20 (Rogue)
Ability Raise: INT
Enhancement: Assassin (Rog) - Deadly Shadow (Rank 1)
Enhancement: Assassin (Rog) - Shadow Dagger (Rank 1)
Enhancement: Assassin (Rog) - Shadow Dagger (Rank 2)
Enhancement: Assassin (Rog) - Shadow Dagger (Rank 3)

Satyriasys
12-03-2013, 12:05 AM
I've got 90+ in all 3 schools of crafting, so I should be good to go there. Got the Int ioun stone but will need to find a GH clicky.


What's the problem with assassins? What's so great about Acrobats? I've got my rapiers so I doubt I'm going to switch to quarterstaffs, but I'm curious to know.

Nothing, they are great

supott
12-03-2013, 01:27 AM
im not sure how well this will work out since ive never tried it with my rogue who i LR'd
if u plan to solo, Rock boots from teh challenges gives slippery surface immunity(lvl 12+), so u could use Sleet storm scrolls to blind opponents instantly.

Also if u have 2 ranger lives thats +4 ranged damage, as u prolly know.. so maybe investing the build to do some crossbow dps. (sucks that rogues can't conjure bolts though)

Munkenmo
12-03-2013, 01:49 AM
Radiance II Rapier - Got it
Triple Positive Light Mace - Will have it
Conc. Opp HP Cloak - I'm guessing Radiance Guard would be better, but this is the one I've got
Golden Guile - Got it
Finished Tinker's Set - Got it
Int +3 and Dex +3 tome - Bummer. Only have +2.
Ioun Stones for Int, Dex and Spell Absorb - Got them
Tharne's Goggles - Working on it, but already at 30+ VoD runs... Ugh.
Envenomed Blade - Got two
Tiefling Assassin Blade - Got one
Sky Pirate's Dagger - Got one


Re: Weapons, Might pay to make daggers over rapiers, given the assassin t5 ability


http://ddowiki.com/images/Icon_Feat_Knife_Specialization.png (http://ddowiki.com/page/File:Icon_Feat_Knife_Specialization.png)
Knife Specialization (http://ddowiki.com/page/...): You gain a +1 Competence bonus to Critical Damage Multiplier with daggers and kukris. Daggers also gain a +1 Competence bonus to Critical Threat Range.



AP Cost (http://ddowiki.com/page/Action_point): 2




For your triple positive, I'd just make a quarterstaff, it saves a few mats, you lose off hand strikes, but given the fortification of undead it's not that bad.

Backstabbers gloves are a nice place to pick up deception from level 12 onwards whilst you wait on your golden guile.

Calaquende
12-03-2013, 12:05 PM
im not sure how well this will work out since ive never tried it with my rogue who i LR'd
if u plan to solo, Rock boots from teh challenges gives slippery surface immunity(lvl 12+), so u could use Sleet storm scrolls to blind opponents instantly.
I heard about this strategy. It's interesting and I'd like to give it a go, so I'm going to see if I can grab a pair of those. Even if I'm in a group it could be a nice way to keep my party away from the kills. :)


Also if u have 2 ranger lives thats +4 ranged damage, as u prolly know.. so maybe investing the build to do some crossbow dps. (sucks that rogues can't conjure bolts though)
I'm going to invest as least 10 points in the Mechanic tree so that I can get light crossbow proficiency. It won't be like multi-shot with the Ranger, but it's nice to have some ranged attack.



Re: Weapons, Might pay to make daggers over rapiers, given the assassin t5 ability


http://ddowiki.com/images/Icon_Feat_Knife_Specialization.png (http://ddowiki.com/page/File:Icon_Feat_Knife_Specialization.png)
Knife Specialization (http://ddowiki.com/page/...): You gain a +1 Competence bonus to Critical Damage Multiplier with daggers and kukris. Daggers also gain a +1 Competence bonus to Critical Threat Range.



AP Cost (http://ddowiki.com/page/Action_point): 2




Yes, I saw that. However, I've already got the Min II and Rad II rapiers and I'm not super-psyched to grind out the dagger versions. :mad: That being said, I suppose I'll keep my eye out for dagger, although in my plan I don't even bother taking that enhancement since I don't have daggers. :(


For your triple positive, I'd just make a quarterstaff, it saves a few mats, you lose off hand strikes, but given the fortification of undead it's not that bad.
Is the only advantage of the quarterstaff saving materials? The tiers 3 mats (large devil scales, etc.) are in short supply, but we're talking about the Vale ingredients then I've got plenty of those. I'll also probably want to hang on to the off-hand weapon.


Backstabbers gloves are a nice place to pick up deception from level 12 onwards whilst you wait on your golden guile.
Good idea! I'll go find a pair.

Bolo_Grubb
12-03-2013, 12:11 PM
I really enjoy my halfling assassin.
http://ddowiki.com/page/Item:Epic_Noxious_Fang the noxious fang is a nice little returning weapon to pick up. Or go just enough Mech enhancements to get light repeating crossbows for ranged.

CThruTheEgo
12-03-2013, 01:24 PM
You can dump wis, you don't need it. I would also take either 1 point from con or 2 points from str. That would free up 4 build points that you could invest in dex to start with 18. Then you'd only need a +3 tome to qualify for imp sneak attack while investing all level ups into int.

Feel free to check out the link in my sig for my take on an int based assassin.


For your triple positive, I'd just make a quarterstaff, it saves a few mats, you lose off hand strikes, but given the fortification of undead it's not that bad.

I've tried both the triple pos quarterstaff and dual triple pos light maces on my assassin. The difference is definitely noticeable and worth staying with dual wielding imo. Rogues suck against undead.

Bolo_Grubb
12-03-2013, 03:50 PM
I've tried both the triple pos quarterstaff and dual triple pos light maces on my assassin. The difference is definitely noticeable and worth staying with dual wielding imo. Rogues suck against undead.

Just for fun I made a pair of triple positive Kukri for Undead. Light maces might still be better for skellies, but the Kukri seem to do just fine.

CThruTheEgo
12-03-2013, 03:56 PM
Just for fun I made a pair of triple positive Kukri for Undead. Light maces might still be better for skellies, but the Kukri seem to do just fine.

I considered making a set of triple pos kukris for zombies, but I figured they are only trash and we currently have a skeleton raid boss. So I opted to go with blunt weapons.

Calaquende
12-03-2013, 04:00 PM
You can dump wis, you don't need it. I would also take either 1 point from con or 2 points from str. That would free up 4 build points that you could invest in dex to start with 18. Then you'd only need a +3 tome to qualify for imp sneak attack while investing all level ups into int.

Feel free to check out the link in my sig for my take on an int based assassin.

I've tried both the triple pos quarterstaff and dual triple pos light maces on my assassin. The difference is definitely noticeable and worth staying with dual wielding imo. Rogues suck against undead.

Thank you for the feedback, and that is an excellent build you have. +4 and +5 tomes across all stats certainly helps a bit, but I like your idea of moving some points to get Dex to 18. I'll hopefully be able to pick up a Dex +3 tome at some point, so I'll work on that. For the Str I notice you start at 8. I only have a +3 tome so I'm a little leery of starting with a number that low. That being said, I'll probably most always be carrying a Str stat item, so perhaps that would be fine. I also have a GS Wis +6 HP Cloak, so a lower Wis would probably be fine.

I like that you have Insightful Reflexes, too. As a Human you've got an extra feat, so I'm not sure what I'd drop if I were to try to pick that up. Toughness?

CThruTheEgo
12-03-2013, 04:11 PM
Thank you for the feedback, and that is an excellent build you have. +4 and +5 tomes across all stats certainly helps a bit, but I like your idea of moving some points to get Dex to 18. I'll hopefully be able to pick up a Dex +3 tome at some point, so I'll work on that. For the Str I notice you start at 8. I only have a +3 tome so I'm a little leery of starting with a number that low. That being said, I'll probably most always be carrying a Str stat item, so perhaps that would be fine. I also have a GS Wis +6 HP Cloak, so a lower Wis would probably be fine.

I like that you have Insightful Reflexes, too. As a Human you've got an extra feat, so I'm not sure what I'd drop if I were to try to pick that up. Toughness?

As an assassin the only thing str will provide for you is carrying capacity and an item should cover that just fine. Same with wis. You're will save will never be high enough to matter so the only thing wis offers is better spot, which does have its value but I don't think it's worth investing build points.

If you're not going for epic toughness then you could drop regular toughness also. Or if you only use daggers/kukris then you don't need weapon finesse.

Calaquende
12-03-2013, 04:24 PM
As an assassin the only thing str will provide for you is carrying capacity and an item should cover that just fine. Same with wis. You're will save will never be high enough to matter so the only thing wis offers is better spot, which does have its value but I don't think it's worth investing build points.
Agreed. I'll dump both and pump DEX.


If you're not going for epic toughness then you could drop regular toughness also. Or if you only use daggers/kukris then you don't need weapon finesse.
I'd be tempted to drop weapon finesse (a lot of people seem to advocate that) but a) I've got the rapiers and frankly I'm not going to wait to grind out dagger versions (if I do grind it'll be for a GS HP Smoke II Robe) and b) there's a lot of cool named weapons (like the Tiefling Assassin Blade) like I'd like to use. So, I think I'm sticking with weapon finesse. I'm guessing that my DEX should also be high enough that perhaps the bump for Insightful Reflexes won't be worth dropping something else.

CThruTheEgo
12-03-2013, 04:38 PM
I'm guessing that my DEX should also be high enough that perhaps the bump for Insightful Reflexes won't be worth dropping something else.

Yeah it depends on your final stats, so you'd have to calculate them out to see what it would get you and if you think its worth it.

Calaquende
12-03-2013, 04:46 PM
Yeah it depends on your final stats, so you'd have to calculate them out to see what it would get you and if you think its worth it.
Not including gear, but including level-ups in INT and enhancements in DEX and INT, and pumping DEX as you suggested, the Reflex save differential would be +4 or +5 at 20th level. That might make all the difference in a tight squeeze, but I'm not sure it's worth sacrificing a feat. Perhaps I could take Insightful Reflexes at 21st should I start pumping ED points into INT. I haven't really thought too much about what happens after level 20.

By the way, I posted a question to your thread about the Hassan's Assassin build.

Todkaninchen
12-04-2013, 02:14 PM
Other gear for the wishlist:

Head of Good Fortune (http://ddowiki.com/page/Item:Head_of_Good_Fortune) ML13 with Good luck +2, Heavy Fort and Dodge 4% (unsuppressed). While Ioun stones are nice for the +1 to skills, this is +2 to all skills and saves at a level you can get +6 attribute items easily...

Cacophonic Verge (http://ddowiki.com/page/Cacophonic_Verge) This is a silly little wand. If you UMD, you can use it pretty low level. Blows mass breakables easily... Works through walls, floors, doors... Those Biggest Barrels of Explosives you've ever seen go safely when you pop them through the floor... Kill all the drow but the priestess (through the barrier) in Servant's of the Overlord optional drow chest... Kill things that spawn in the wall...

Eternal Wand of Cure Minor Wounds (http://ddowiki.com/page/Item:Eternal_Wand_of_Cure_Minor_Wounds) Save money on pots. Won't work well in a fight, but if you've got the time, can cure all damage for free...

Nightforge Armbands (http://ddowiki.com/page/Nightforge_Armbands) Until you get a GH clicky... Relatively simple to get.

Boots of the Mire (http://ddowiki.com/page/Item:Boots_of_the_Mire) Doesn't do much else for you but Underwater Action. But, considering most of your INT/WIS/trapping skills gear are goggles, trinkets, and hats, lets you avoid changing those out to go swimming... When you don't need to swim, flip to your running shoes or your jump boots...

Ring of Shadows (http://ddowiki.com/page/Item:Ring_of_Shadows_(Level_14)) Either Hard or Elite. 20% perma-blur and sneak skills...

Ring of Lies (http://ddowiki.com/page/Item:Ring_of_Lies) Most of the skill levels are a bit low, except--if you don't have another CHA item on--it's +5 to UMD (+3 for +6 CHA, +2 exceptional) and +18 Bluff (5 from deception, +3 CHA, +10 Competence).

Flameward (http://ddowiki.com/page/Flameward) Chest junk, but... make a weapon set with a scroll (any) in your main hand and this in your off hand. Then put the set and the individual scrolls on a hot bar. By itself--with no other CHA item--it's +6 UMD and will help out letting you scroll Raise Dead, Heal, and other scrolls... (With a Ring of Lies, the total should be +8).

Cloak of Shadows (http://ddowiki.com/page/Item:Cloak_of_Shadows) Not as good as the Ring, but lower level...

Drow Piwafwi (http://ddowiki.com/page/Drow_Piwafwi) Cloak of Shadows big brother.

If you are melee:

Charged Gauntlets (http://ddowiki.com/page/Charged_Gauntlets) Free damage is free damage...

If you are ranged:

Wind Howler Bracers (http://ddowiki.com/page/Item:Wind_Howler_Bracers) Free damage is free damage...
Quiver of Poison (http://ddowiki.com/page/Item:Quiver_of_Poison_(Level_14)) Free damage is free damage...

Also, under strategy, I like to craft my twink gear. What I mainly do is goggles with skills. So, 5 sets of goggles... Persuasion (+3 UMD), Spot, Search, Disable, and Open lock. Then just flip through as needed. Open lock only appears on goggles as crafted and--if you're crafting as you level--you can recycle all the same goggles.

For boots, I use a set of Featherfall boots--usually ML1 BTA boots--whatever the highest striding (now speed) boots I can find, and the Boots of the Mire at level 7, switching out as necessary because I usually won't be swimming, falling, and running at the same time.

This means I can use another slot--including trinket with an Ioun stone--for INT and another for DEX without forcing the skill levels for my skill items to drop accordingly.

Good luck, eh?

Todkaninchen
12-04-2013, 02:22 PM
Agreed. I'll dump both and pump DEX.


I'd be tempted to drop weapon finesse (a lot of people seem to advocate that) but a) I've got the rapiers and frankly I'm not going to wait to grind out dagger versions (if I do grind it'll be for a GS HP Smoke II Robe) and b) there's a lot of cool named weapons (like the Tiefling Assassin Blade) like I'd like to use. So, I think I'm sticking with weapon finesse. I'm guessing that my DEX should also be high enough that perhaps the bump for Insightful Reflexes won't be worth dropping something else.

Tiefling's doesn't require Weapon Finesse, it's DEX to hit and DEX to damage without it...

Other weapons that way in your general purview as an assassin: (http://ddowiki.com/page/List_of_weapons_with_unusual_attack_or_damage_mods )

Sky-Pirate's Dagger (low level, crit multiplier)
Flint (base damage and slashing damage with a dagger...)
Zephyr (base damage)
Treason (decreased melee threat, decreased enemy fort)
Envenomed Blade (paralyze, decreased enemy fort)
Rebellion (Treason's Epic big brother)
Midnight Greetings (low level, slashing, deception)

And some of the Epic Versions of these.

voodoogroves
12-04-2013, 03:44 PM
For the low teens, I like to pair Tharnes Goggles w/ Gloves of Gnoll Hide. If you don't have Tharnes, hit Tempest Spine for Goggles of Percpetion. This lays nicely into a Tinker's set later if that is an upgrade for you. I have slotted some utility stuff in the Gloves that I wouldn't ordinarily carry - I have GS heavy fort, not ConOp so I put WIS on them and something else (deathblock maybe?)

If the character doesn't have Tharnes/Gnoll, I have master-crafted rings I swap through (search, disable, open).

Ring of the Stalker (various heroic levels) are awesome.

Giantcrafted leather or Blackscale.

I personally like Boots of the Innocent on my rogue (and use it as a swap spot anyway); they free up to Cannith at 18 and I end up w/ resist somewhere else (forget). Resist is now silly easy to slot.

Calaquende
12-05-2013, 03:45 PM
Other gear for the wishlist:...

This is an excellent list. I've got some of this stuff already, but there are some great suggestions in here. Thanks!

Todkaninchen
12-05-2013, 07:43 PM
This is an excellent list. I've got some of this stuff already, but there are some great suggestions in here. Thanks!

No worries. I love my rogue mechs (and monks) and just thought of what I carry and farm a lot of.

bsquishwizzy
12-05-2013, 10:36 PM
How about Treads of Falling Shadow (elite)? I gave up my Cannith boots for those. Lvl 18 with +6 DEX, +2 exceptional DEX and Ghostly.

Silken Mail?

Snakeskin Vest - some of the best rouge-ish armor out there at level.

Then there are the CC Spyglasses. I have a lvl 16 and a lvl 20.

I'm at lvl 23 right now, and I'm having a bugger of a time giving up the Tinkers set and Treads of Falling Shadow for something better that is even remote readily available.

bsquishwizzy
12-05-2013, 10:38 PM
Oh and the Raven Eye set from Fens. Fairly easy to get without a huge amount of farming.

Calaquende
12-06-2013, 04:55 PM
How about Treads of Falling Shadow (elite)? I gave up my Cannith boots for those. Lvl 18 with +6 DEX, +2 exceptional DEX and Ghostly.

Silken Mail?

Snakeskin Vest - some of the best rouge-ish armor out there at level.

Then there are the CC Spyglasses. I have a lvl 16 and a lvl 20.

I'm at lvl 23 right now, and I'm having a bugger of a time giving up the Tinkers set and Treads of Falling Shadow for something better that is even remote readily available.

Some more good stuff. Thanks! So much gear. So little time. I think my strategy is to try to get the BtC stuff before the TR and then have another toon farm the BtA and BtCoE stuff while leveling.

Bolo_Grubb
12-06-2013, 05:19 PM
for Armor I wear the utility vest at level 5. Switch to the snake skin armor at level 8. Dragon scale at level 14.

Wipey
12-06-2013, 05:38 PM
Quorforged Docent (http://ddowiki.com/page/Quorforged_Docent_of_Battle) and Chaosblade (http://ddowiki.com/page/Chaos_Blade)
Not exactly rouge but pretty darn close I think.

How about Icys (http://ddowiki.com/page/Icy_Raiment) or Marichain (http://ddowiki.com/page/Marilith_Chain), those are fantastic melee armours.

Calaquende
01-08-2014, 01:42 AM
Other gear for the wishlist:

Head of Good Fortune (http://ddowiki.com/page/Item:Head_of_Good_Fortune) ML13 with Good luck +2, Heavy Fort and Dodge 4% (unsuppressed). While Ioun stones are nice for the +1 to skills, this is +2 to all skills and saves at a level you can get +6 attribute items easily...

Cacophonic Verge (http://ddowiki.com/page/Cacophonic_Verge) This is a silly little wand. If you UMD, you can use it pretty low level. Blows mass breakables easily... Works through walls, floors, doors... Those Biggest Barrels of Explosives you've ever seen go safely when you pop them through the floor... Kill all the drow but the priestess (through the barrier) in Servant's of the Overlord optional drow chest... Kill things that spawn in the wall...

Eternal Wand of Cure Minor Wounds (http://ddowiki.com/page/Item:Eternal_Wand_of_Cure_Minor_Wounds) Save money on pots. Won't work well in a fight, but if you've got the time, can cure all damage for free...

Nightforge Armbands (http://ddowiki.com/page/Nightforge_Armbands) Until you get a GH clicky... Relatively simple to get.

Boots of the Mire (http://ddowiki.com/page/Item:Boots_of_the_Mire) Doesn't do much else for you but Underwater Action. But, considering most of your INT/WIS/trapping skills gear are goggles, trinkets, and hats, lets you avoid changing those out to go swimming... When you don't need to swim, flip to your running shoes or your jump boots...

Ring of Shadows (http://ddowiki.com/page/Item:Ring_of_Shadows_(Level_14)) Either Hard or Elite. 20% perma-blur and sneak skills...

Ring of Lies (http://ddowiki.com/page/Item:Ring_of_Lies) Most of the skill levels are a bit low, except--if you don't have another CHA item on--it's +5 to UMD (+3 for +6 CHA, +2 exceptional) and +18 Bluff (5 from deception, +3 CHA, +10 Competence).

Flameward (http://ddowiki.com/page/Flameward) Chest junk, but... make a weapon set with a scroll (any) in your main hand and this in your off hand. Then put the set and the individual scrolls on a hot bar. By itself--with no other CHA item--it's +6 UMD and will help out letting you scroll Raise Dead, Heal, and other scrolls... (With a Ring of Lies, the total should be +8).

Cloak of Shadows (http://ddowiki.com/page/Item:Cloak_of_Shadows) Not as good as the Ring, but lower level...

Drow Piwafwi (http://ddowiki.com/page/Drow_Piwafwi) Cloak of Shadows big brother.

If you are melee:

Charged Gauntlets (http://ddowiki.com/page/Charged_Gauntlets) Free damage is free damage...

If you are ranged:

Wind Howler Bracers (http://ddowiki.com/page/Item:Wind_Howler_Bracers) Free damage is free damage...
Quiver of Poison (http://ddowiki.com/page/Item:Quiver_of_Poison_(Level_14)) Free damage is free damage...

Also, under strategy, I like to craft my twink gear. What I mainly do is goggles with skills. So, 5 sets of goggles... Persuasion (+3 UMD), Spot, Search, Disable, and Open lock. Then just flip through as needed. Open lock only appears on goggles as crafted and--if you're crafting as you level--you can recycle all the same goggles.

For boots, I use a set of Featherfall boots--usually ML1 BTA boots--whatever the highest striding (now speed) boots I can find, and the Boots of the Mire at level 7, switching out as necessary because I usually won't be swimming, falling, and running at the same time.

This means I can use another slot--including trinket with an Ioun stone--for INT and another for DEX without forcing the skill levels for my skill items to drop accordingly.

Good luck, eh?

Just so you know, I worked this list and had some pretty good results. The only thing I really wish I had was the Ring of Lies. Improved Deception on a ML 13 item! That would have been nice. You can get it on the Golden Guile at ML18, but where else can you find a non-weapon item like that?

Munkenmo
01-08-2014, 03:41 AM
Backstabber gloves.

You even acknowledged them the last time I pointed them out in this thread

Todkaninchen
01-13-2014, 01:30 PM
Just so you know, I worked this list and had some pretty good results. The only thing I really wish I had was the Ring of Lies. Improved Deception on a ML 13 item! That would have been nice. You can get it on the Golden Guile at ML18, but where else can you find a non-weapon item like that?

For named items, you go to the wiki.

Specifically: http://ddowiki.com/page/Item_enchantments

Let's you sort by enchantment.

Specifically: http://ddowiki.com/page/Item_enchantments/d#Deception

For non-weapon, heroic items, you're only looking at upgraded Ring of Lies (13) and Golden Guile (17).

The funny thing is, my current "big rogue" is 17 and running both an upgraded Ring of Lies and a set of Backstabber's Gloves (with deception), and sometimes enemies just stand there and spin in place... It's hilarious.

Oh, one other heroic level item with Improved Deception is Treason (http://ddowiki.com/page/Treason_(weapon)) from Reaver's Fate as well. A very, very nice rogue blade...