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  1. #1
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    Default Skilled Sniper (Sneaky repeating crossbow trapsmith)

    So I've been reading how terribly gimped mechanics are, followed by how gimped deep wood snipers are. After looking at their mighty gimpyness I saw a possibility for a ranged character, focused on skills. When I realized how I'd have to spread the points around, I thought it'd be best to just stick with a repeating crossbow, and stay out of melee all together.

    You can all bash the mightyness of the gimped prestiges, but you can't deny his skills, and thankfully the repeating crossbow covers some of the weakest parts. He's not a master of combat, but would have a fair AC and could tumble like crazy to get away. His intimidate and diplomacy could control allot of things as well.

    It's just an idea, and at least at level 13 or so sounds kind of fun.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (4 Fighter \ 10 Rogue \ 6 Ranger) 
    Hit Points: 300
    Spell Points: 40 
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 18
    Will: 7
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 10                   10
    Dexterity            16                 17                   20
    Constitution         14                 15                   16
    Intelligence         15                 20                   20
    Wisdom               11                 12                   12
    Charisma             11                 12                   12
    
    Tomes Used
    +1 Tome of Dexterity 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 Intelligence used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  5                    5
    Bluff                 0                  1                    1
    Concentration         2                  3                    3
    Diplomacy             4                 24                   24
    Disable Device        6                 28                   32
    Haggle                0                  1                    1
    Heal                  0                  1                    1
    Hide                  7                 28                   31
    Intimidate            4                 24                   24
    Jump                  4                  7                    7
    Listen                0                  1                    1
    Move Silently         7                 28                   31
    Open Lock             7                 28                   32
    Perform               n/a               n/a                   n/a
    Repair                2                  5                    7
    Search                6                 28                   30
    Spot                  4                 17                   22
    Swim                  0                  0                    0
    Tumble                7                 27                   27
    Use Magic Device      4                 24                   24
    
    Level 1 (Rogue)
    Feat: (Human Bonus) Point Blank Shot
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    
    
    Level 3 (Ranger)
    Feat: (Selected) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    
    
    Level 4 (Ranger)
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Rapid Reload
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Ranged Weapons
    
    
    Level 9 (Rogue)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Rogue)
    
    
    Level 12 (Rogue)
    Feat: (Selected) Dodge
    
    
    Level 13 (Rogue)
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Skill Boost II
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Deepwood Sniper I
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Faster Sneaking II
    Enhancement: Rogue Mechanic I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Disable Device II
    Enhancement: Ranger Hide I
    Enhancement: Ranger Hide II
    Enhancement: Ranger Move Silently I
    Enhancement: Ranger Move Silently II
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Open Lock II
    Enhancement: Ranger Spot I
    Enhancement: Ranger Spot II
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Fighter Toughness I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Mobility
    
    
    Level 15 (Fighter)
    Feat: (Selected) Shot on the Run
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons
    
    
    Level 17 (Rogue)
    
    
    Level 18 (Rogue)
    Feat: (Selected) Combat Expertise
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Rogue)
    Feat: (Rogue Bonus) Cripling Strike
    Enhancement: Rogue Haste Boost III
    Enhancement: Rogue Haste Boost IV
    Enhancement: Human Greater Adaptability Dexterity I
    Enhancement: Human Improved Recovery III
    Enhancement: Racial Toughness III
    Enhancement: Rogue Faster Sneaking III
    Enhancement: Rogue Wrack Construct I
    Enhancement: Rogue Wrack Construct II
    Enhancement: Fighter Toughness II
    You'll notice that the enhancements are spent on 13 and 20.

    Combat expertise seems like a strange choice, but I think it might be possible for this build to pull of some nice AC, at the very least while tumbling. Not sure what to put there instead, but it almost seems as if it's going to have combat expertise, it might as well take a defensive roll at 20 (rogue level 10).

    I thought about going at least ranger 11 for improved precise shot, but that kind of takes away from the theme of the build: skills. I thought about adding in levels of wizard to take advantage of his high intelligence, but that messes with his survivability.

    Have to admit I don't like his terrible will save, but his HP is pretty high, especially for a ranged character.

    It's okay if I'm completely off on this build, just wanted to get an opinion if this covers some synergy from 2 unused prestige enhancements while being incredibly skilled. Your opinions are welcome. It's just an idea.

    Edit: One question, if a similar build were to use weapon finesse, tempest instead of deepwood sniper, and assassin instead of mechanic could it skillfully wield the new filthy kukri?
    (Filthy Kukri
    Midnight Greetings - +1 Kukri (uses INT Mod for damage, Centered weapon for Monks): Deception, Assassin's Training
    Epic Midnight Greetings - +6 Kukri (uses INT Mod for damage, Centered weapon for Monks): Deception, Finesse, Disintegration, Assassin's Training, Red Augment Slot [ML:20] (Upgradeable Item: Midnight Greetings))
    Last edited by donotdirect1; 05-03-2010 at 09:00 PM.

  2. #2
    Build Constructionist unbongwah's Avatar
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    Bow STR & Manyshot don't work with crossbows. So, right off the bat, two of your free ranger feats go to waste.

    You have low STR and high DEX but no Finesse, so your melee will be subpar. And you don't have GTWF, so it'll be more subpar at high lvls.

    You appear to have put all your level-ups into INT. Uhh, why?

    You burned feats to get Shot on the Run but not Imp Precise Shot, which IMHO is the more important ranged feat.

    If you really want to use a heavy repeater, I would drop ranger and stick with fighter / rogue, maybe with a monk splash for AC & feat & boost to saves. Say, fighter 6 (kensai) / rogue 13 (mechanic) / monk 1. If you really want DWS, stick with bows instead of crossbows.

  3. #3
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    Manyshot doesn't work with it either? I knew bow strength wouldn't. But another good reason to choose the ranger is for his skills. Supports that whole skilled sniper aspect.

    Thanks for responding. Really just wanted to bounce this idea off of someone. I don't really have any intentions to make it.

    Am I wrong on the assumption that making a ranged rogue gives a good reason to actually make him a mechanic (no matter how gimped that prestige can be)? Like I said, thanks for letting me bounce the idea around. That is what forums are for.

  4. #4
    Build Constructionist unbongwah's Avatar
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    Nope, no Manyshot with xbows. I've used heavy repeaters before; they're fun at low levels, but their DPS is quickly outstripped by any serious longbow archer, especially once they get Manyshot. IMHO repeaters are only good on support builds and more for procing effects on crits than DPS. If and when Turbine adds the Zen Archery feat to DDO, I thought it would be funny to have a cleric with low DEX and max WIS using a paralyzing heavy repeater in between spellcasting.

  5. #5
    Community Member arcticsparro's Avatar
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    I have a mechanic/repeater specced fighter rogue at level 17 now (4 fighter, 13 rogue) and he's a blast to play.

    IF and ONLY IF you can get your sneak attack - you can do some sweet damage provided you have built him well. My character will top 400 hp by lvl 20 and is sitting at 373 right now. If you are only going to rogue 10 take either improved evasion or crippling strike (it works with repeaters on sneak attacks). DO NOT under ANY circumstances give up improved precise OR improved critical - the pairing of those 2 feats is awesome! Traps are a non-issue really as a rogue mechanic and with a high dex and imp evasion you can do amazing things. Soloing this build is a PITA tho as you will not have your sneak attack and lose 50-80% of your damage depending on critter and weapons. Paralyzers are your friends, as are any weapons that proc on a crit (ie banishers, smiters, etc). With imp crit you will crit 20% and with your rate of fire that's a lot! Even disruptors are really effective because of that rate of fire. Repeaters are usually fairly inexpensive but also tough to find exactly what you want as they are more uncommon. also remember that rogues are not a 1-1 BAB class so keep your to hit as high as possible to keep him/her effective.

  6. #6
    Community Member SickCat's Avatar
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    Default Repeater...FUN!

    Yea, I've got a 13rog/6ftr/1mnk build. Like it's been said, BLAST to play. 13 is an important level for a rogue (ranged or otherwise) for these reasons; second rogue feat (you'll want Imp Evasion and Crippling Strike) and another tier of sneak damage. The monk level is really because I get used to being a repeater/trap-monkey and want to go back to Thief/Acrobat for a while...where that single monk level becomes REALLY useful.

    I'll give you a couple of instances where this build shines. Parts 4 and 5 in the Shroud. I can sit at the edge of my sneak damage range (which is farther out than you might think), take no damage, and still do between 150 damage (if nothing crits and his fort stops my sneaks) to 400 damage (if I get 3 crits and 3 sneaks hit, which actually happens a lot) per 3 round burst. This is also assuming I don't get a lightning strike. Yes, I built a heavy repeating lightning II crossbow...and I just adore it . ToD is another great place for this build. I can easily kite the Jailor and take ZERO damage, while getting him down 10-20% (depending on how fast or slow our dps on big-ugly is). The end fight is great. While we kill Suulo, I shoot orthons that harass the healer who's assigned to the Horoth tank, while, again, taking no damage, no curses, and still doing max damage with sneaks. I still have boots for Horoth, though, since max sneak damage range isn't far enough to keep you from leaving the raid early to admire the new tent in the middle of the Market.

    I managed to get my hands on a paralyzing repeater of deception. This thing makes soloing CAKE. They'll sit with their hands in the air...then deception kicks in and they die very fast. If you've lined them up close enough, you'll get sneak damage on 2, maybe 3 guys, and the whole line drops.

    I use three ToD ring sets...Assassin (Whisper Ring) even though the sneak damage FOR SOME UNKNOWN REASON doesn't stack with Tharne's goggles (I'm quite put out by this), the 20% threat reduction is nice since the rogue threat reduction enhancement line doesn't apply to non-melee stuff, the +2 exceptional tohit is PIMP, and the +1 INT helps get you to a point where you can do another point of damage since the mechanic line now uses your INT bonus for repeater damage. Arcane Archer (Gilvaenor's Ring) for the 10% ranged increase in speed which actually works for repeaters, and the +1 exceptional DEX that'll get you closer to another +1 tohit. Mechanic (Ring of Deftness) is what I swap out to become a trap monkey. I've yet to come across a trap, chest, or door I couldn't disable or pick with a 58 (unbuffed) disable skill.

    Here are the feats I ended up going with:
    Imp Crit: Ranged
    Imp Precise Shot
    Nimble Fingers
    Point Blank Shot
    Precise Shot
    Rapid Reload
    Rapid Shot
    Skill Focus: Disable Device
    Skill Focus: UMD
    Toughness
    Weapon Focus: Ranged Weapons
    Weapon Specialization: Ranged Weapons

    From Rogue:
    Improved Evasion
    Crippling Strike (Get a weakening/puncturing repeater...trust me)

    That was the OTHER reason I went with Monk...they get a class feat at lvl 1.

    Here's the other great thing...you're one heart away from re-spec'ing Thief-Acrobat. This build is also a kick in the pants, and can tear down any trap. They can also do a tremendous amount of damage in a short period of time, while NOT pulling agro...but that's another post.

    That's all I have for now...hope some of this info helped out...

    TLDR: 13rog/6ftr/1mnk is a pwn build! Try it, you'll like it!
    Last edited by SickCat; 07-14-2010 at 03:58 PM.
    -Qetsil / Sickcat / Dorktastic / Belir / Peachfuzz / Fysh / Sometime / Segment / Skwash / Pyg / Swetn / Smurfingly, And 2 nameless others
    All Thelanis, all the time...FER SHIZZLE!

  7. #7
    Community Member BelVic's Avatar
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    Quote Originally Posted by SickCat View Post
    That's all I have for now...hope some of this info helped out...

    TLDR: 13rog/6ftr/1mnk is a pwn build! Try it, you'll like it!
    Haven't played my repeater rogue for about year since when cap was 16. Recently decided to lesser reincarnate him into very simular build. Only instead of monk I took level of barbarian for speed bonus if I need to kite mobs. I took pretty much same feats except skill focus ones. Still not decided about final decision but looking towards "power critical" ( to help confirm critical of radiance repeater if I will try to do epic later) and "power attack" ( if I can get my hands on qstaff from Abbot which uses DEX as to hit/damage modification) so I can get something against undead which immune to distruptor. There is also quiver which can be used for 10 % ranged alacrity.

    Need to finish crafting radiance II repeater. I will be looking for trinket from Amrath which can cripple on critical as well. I want to see how fast mobs moving when they are blinded and crippled ( think should be stackable). Cloak from abbot think can be usefull as well ( instead of googles and to reduce ranged aggro)

    Still need to test all this out.. At least I am happy to see that somebody have simular build and like it. I kind of stopped playing repeater build after they changed w/p and hope this new mechanic change would bring it back to life.
    Fairytales don't teach us that dragons exist, but rather that dragons can be beaten.

  8. #8
    Community Member SickCat's Avatar
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    Default Yea

    I like your idea of adding the Barb for the run speed increase. I'll end up with an extra feat from Monk, though. The power critical thing...you should be able to get all you need from the fighter enhancements...actually, if you go Kensai repeater, you have to take the fighter critical II enhancement anyway. I don't check my logs all that often (actually they're turned off to reduce lag), but I don't have a problem connecting with crits.

    I was really on the fence when I built my GS repeater. I've had tremendous luck with a radiance quarterstaff when I was thief/acrobat and really wanted a radiance repeater...but with the amount of raiding I do, the damage was more important, considering you can't blind a boss. That said, I think I may make another GS radiance repeater for soloing and epic content! Blinding 5 mobs at once is just too cool to think about.
    -Qetsil / Sickcat / Dorktastic / Belir / Peachfuzz / Fysh / Sometime / Segment / Skwash / Pyg / Swetn / Smurfingly, And 2 nameless others
    All Thelanis, all the time...FER SHIZZLE!

  9. #9
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    Quote Originally Posted by unbongwah View Post
    Bow STR & Manyshot don't work with crossbows. So, right off the bat, two of your free ranger feats go to waste.

    You have low STR and high DEX but no Finesse, so your melee will be subpar. And you don't have GTWF, so it'll be more subpar at high lvls.

    You appear to have put all your level-ups into INT. Uhh, why?

    You burned feats to get Shot on the Run but not Imp Precise Shot, which IMHO is the more important ranged feat.

    If you really want to use a heavy repeater, I would drop ranger and stick with fighter / rogue, maybe with a monk splash for AC & feat & boost to saves. Say, fighter 6 (kensai) / rogue 13 (mechanic) / monk 1. If you really want DWS, stick with bows instead of crossbows.
    Actually, I would stick with ranger (bow str, rapid shot, manyshot, twf, itwf), go longbow, go elf and take the elven arcane archer path (weapon focus: ranged, point-blank-shot, mental toughness [don't laugh, you can use it for the arcane archer sp and for ram's might]). So along the above lines, you would have ranger 6 (EAA)/ rogue 13 (Mechanic)/ monk 1. Take GTWF definitely, and maybe you could even go unarmed while finessing for melee, so as not to lose on your attack bonus.
    Last edited by savingsoul; 07-16-2010 at 09:54 AM.

  10. #10
    Community Member SickCat's Avatar
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    Quote Originally Posted by savingsoul View Post
    Actually, I would stick with ranger (bow str, rapid shot, manyshot, twf, itwf), go longbow, go elf and take the elven arcane archer path (weapon focus: ranged, point-blank-shot, mental toughness [don't laugh, you can use it for the arcane archer sp and for ram's might]). So along the above lines, you would have ranger 6 (EAA)/ rogue 13 (Mechanic)/ monk 1. Take GTWF definitely, and maybe you could even go unarmed while finessing for melee, so as not to lose on your attack bonus.
    This is a completely different build. One of the benefits of a kensai mechanic, is that they're using their INT bonus for damage when using the repeaters. If you go ranger with long bows, now you have to add STR into the mix to get damage out of your ranged attacks. You're also looking at a different basket of feats, where the mechanic gets light and heavy repeaters for free. This is, imo, far outside the synergy that exists between the repeating xbow and the mechanic. High DEX and INT is all you need to worry about (and maybe a little STR if you're going to carry a large assortment of weaponry and ammo...a 12 should be all you need...14 if you want a large comfort zone) which will work perfectly with your rogue skills. I still agree with the other post. Ditch ranger and go rog/ftr/maybe mnk. Again, I strongly suggest going at LEAST 13 rogue for the 2nd rogue class feat, the extra die of sneak damage, and lvl 12 would have gotten you the 2nd tier of mechanic.
    Last edited by SickCat; 07-16-2010 at 11:20 AM.
    -Qetsil / Sickcat / Dorktastic / Belir / Peachfuzz / Fysh / Sometime / Segment / Skwash / Pyg / Swetn / Smurfingly, And 2 nameless others
    All Thelanis, all the time...FER SHIZZLE!

  11. #11
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    Quote Originally Posted by SickCat View Post
    This is a completely different build.
    I admit the build I proposed is entirely different from yours, but not as much from the OP's build.

    One of the benefits of a kensai mechanic, is that they're using their INT bonus for damage when using the repeaters.
    Yes, I like your way of thinking there.

    If you go ranger with long bows, now you have to add STR into the mix to get damage out of your ranged attacks. This is, imo, far outside the synergy that exists between the repeating xbow and the mechanic. High DEX and INT is all you need to worry about (and maybe a little STR if you're going to carry a large assortment of weaponry and ammo...a 12 should be all you need...14 if you want a large comfort zone) which will work perfectly with your rogue skills.
    The ranger build has quite a bit of synergy as well. Along the lines of dex, it is obvious; if you finesse, it means melee attack, rogue ability, and ranged attack. Less apparent is that you are compromising the benefits of high int by going fighter rather than ranger; ranger gives a lot more skill points across those 6 levels. If you are going twf and ranged, you simply cannot beat the number of feats you get from the first 6 levels of ranger (twf, itwf, bow str, rapid shot, manyshot). The prereqs of arcane archer obviously benefit ranged attack as well. The whole arcane archer arc adds up to much more than Kensei I. The stock arcane archer build found in the compedium only has a base str of 14, though I think it's a pretty weak build otherwise. The point is that an arcane archer doesn't require more str than that. Even more, I can speak from experience that the benefits from melee gained from finessing with a base str of at least 12 (with a +1 str tome for power attack) far outweigh the benefits to ranged damage from an extra 2-4 points for a base str of 16. Lastly, once you get slaying arrows . . . well, that's like the capstone you gave up by muticlassing.

    I still agree with the other post. Ditch ranger and go rog/ftr/maybe mnk. Again, I strongly suggest going at LEAST 13 rogue for the 2nd rogue class feat, the extra die of sneak damage, and lvl 12 would have gotten you the 2nd tier of mechanic.
    I like the synergies of the fighter build, but if they're going to compete mine is better hands down.

  12. #12
    Community Member GhoulsTouch's Avatar
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    You have no real use for rogue haste boost.

  13. #13
    Community Member GhoulsTouch's Avatar
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    Lets compare with a Drow version tweaked a bit...includes GTWF and Weapon Finesse along with some Feats for your Repeater. It does have less HP but can boost each save by charisma...and let's face it you aren't going to melee unless you are in a tight spot or against trash mobs.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Drow Male
    (2 Paladin \ 12 Rogue \ 6 Ranger) 
    Hit Points: 232
    Spell Points: 0 
    BAB: 17\17\22\27\27
    Fortitude: 15
    Reflex: 21
    Will: 7
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 16                   16
    Dexterity            14                 17                   22
    Constitution         12                 12                   12
    Intelligence         16                 18                   18
    Wisdom                8                  8                    8
    Charisma             12                 12                   12
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    12
    Bluff                 1                     1
    Concentration         1                     6
    Diplomacy             5                    24
    Disable Device        7                    35
    Haggle                1                     1
    Heal                 -1                     3
    Hide                  6                    27
    Intimidate            1                     1
    Jump                  7                    20
    Listen               -1                     1
    Move Silently         6                    27
    Open Lock             6                    37
    Perform               n/a                   n/a
    Repair                3                     8
    Search                7                    33
    Spot                  3                    31
    Swim                  4                     4
    Tumble                6                    15
    Use Magic Device      5                    24
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 3 (Ranger)
    Feat: (Selected) Point Blank Shot
    
    
    Level 4 (Rogue)
    
    
    Level 5 (Rogue)
    
    
    Level 6 (Rogue)
    Feat: (Selected) Rapid Reload
    
    
    Level 7 (Rogue)
    
    
    Level 8 (Rogue)
    
    
    Level 9 (Paladin)
    Feat: (Selected) Precise Shot
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Ranger)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Rogue)
    Feat: (Selected) Weapon Finesse
    
    
    Level 16 (Rogue)
    
    
    Level 17 (Rogue)
    
    
    Level 18 (Rogue)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Rogue Bonus) Improved Evasion
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Rogue)
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Skill Boost II
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Rogue Electric Trap Lore I
    Enhancement: Rogue Subtle Backstabbing I
    Enhancement: Rogue Subtle Backstabbing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Deepwood Sniper I
    Enhancement: Rogue Mechanic I
    Enhancement: Rogue Mechanic II
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Accuracy II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Disable Device II
    Enhancement: Rogue Disable Device III
    Enhancement: Rogue Disable Device IV
    Enhancement: Ranger Hide I
    Enhancement: Ranger Hide II
    Enhancement: Ranger Move Silently I
    Enhancement: Ranger Move Silently II
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Open Lock II
    Enhancement: Rogue Open Lock III
    Enhancement: Rogue Open Lock IV
    Enhancement: Ranger Spot I
    Enhancement: Ranger Spot II
    Enhancement: Rogue Dexterity I
    Enhancement: Rogue Dexterity II
    Enhancement: Rogue Dexterity III
    Enhancement: Paladin Toughness I
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Rogue Improved Trap Sense II
    Last edited by GhoulsTouch; 07-16-2010 at 12:39 PM.

  14. #14
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    Quote Originally Posted by GhoulsTouch View Post
    You have no real use for rogue haste boost.
    after a test with a crossbow, the haste boost work with it...so it's a good choice with a repeater

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