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  1. #1
    The Hatchery CThruTheEgo's Avatar
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    Default Hassan's Assassin

    Updated for U27
    For the human variant: See post #230 for a human variant of this build with slightly higher hp, self-healing, burst dps (human damage boost and past life sneak of shadows), and base damage at the cost of slightly lower damage avoidance, saves, skills, DC, and sneak attack damage.

    Hassan's Assassin
    Halfling rogue 20
    True neutral
    36 point build
    In-game name: Esoteris Discordia on Sarlona

    This is a halfling dex based assassin with an emphasis on defense with 80% damage avoidance and an 81% chance to take half damage when below 50% hp. It gives up harper completely to be able to go to tier 4 in acrobat for improved defensive roll and no mercy rank 2, as well as the second rank of halfling sneak attack. It lacks know the angles. Breakdowns on everything can be found below. I'd appreciate any feedback on this build. Thanks in advance.

    Build Features:
    Offense:
    ~Assassinate with a sustainable 76 DC
    ~Dex to damage with a 64 dex
    ~116% mainhand strike chance, 90% offhand strike chance
    ~112 melee power
    ~Sneak attack damage: 31d6+25 for 358 average per hit with 112 melee power
    ~100% fort bypass
    ~Burst dps: acrobat haste boost
    ~Balanced attacks with +100% damage vs helpless mobs through sense weakness and no mercy rank 2
    Defense:
    ~High hp: 820 base, 896 self buffed
    ~Improved evasion with a 79 reflex save, 97 against traps
    ~Slippery mind with a 54 will save
    ~Defensive roll at 50% health with a 79 reflex save
    ~Tumble through enemies
    ~Immunity to slippery surfaces and knockdown
    ~81.12% damage avoidance from 47% dodge, 50% displacement, 25% incorp, and 5% elusive target
    ~45.65% physical damage mitigation from 84 PRR
    ~41.18% magic damage mitigation from 70 MRR
    Self-healing:
    ~Heal scrolls with 165 heal amp (hits for 292)
    ~Rejuvenation cocoon with 262 positive spell power and 125 heal amp (hits for an average of 143 per tick)
    Utility:
    ~Full trap capabilities (no fail on any trap or lock in the game)

    Stats:
    str: 6
    dex: 20
    con: 16
    int: 12
    wis: 14
    cha: 8
    Note: The starting stats listed are what I currently have. If you are following the build exactly in its entirety, then the ideal starting stats to match with the final gear set would be starting both con and wis at 15. I need to LR to do this and may not get around to it.

    All level up points in dex.
    No tomes required.

    Feats:
    1 twf
    3 weapon finesse/weapon focus pierce
    6 precision
    9 imp twf
    12 imp crit pierce
    15 gr twf
    18 two weapon defense
    21 imp sneak attack
    24 overwhelming crit
    26 perfect two weapon fighting
    27 epic damage reduction
    28 elusive target
    Note: Weapon finesse is just for weapon versatility while leveling. Swap it out for weapon focus pierce eventually.

    Rogue Feats:
    10 improved evasion
    13 opportunist
    16 slippery mind
    19 defensive roll

    Skills: (with 12 int and +4 tome) max spot, search, disable, open lock, UMD, bluff, hide, move silently, heal, 1 tumble, 20 jump

    Enhancements:
    Assassin: 43 total
    Core: 6 total
    Knife in the darkness 1 (kukri proficiency, dex to hit with dagger/kukri)
    Dagger in the back 1 (dex to damage with dagger/kukri)
    Assassin's trick 1 (reduce target fort and sneak attack immunity by 25% for 12 seconds)
    Nimbleness 1 (5 melee power, on hit up to once every second gain 1% dodge for 6 seconds, stacks 10 times)
    Lethality 1 (5 melee power, +1 crit multiplier)
    Deadly shadow 1 (10 melee power, 2 dex, 2 int, 2 assassinate DC, 4 reflex save, 4d6 sneak attack)
    Tier 1: 8 total
    Heartseeker poison 2 (on damage target gains assassin's mark, -1 fort save stacking up to 5 times, d6 con damage on crit, -5% hp on vorpal fort save DC 44 negates)
    Shiv 1 (1[W], bluff for 6 seconds, cooldown 12 seconds, -5% threat)
    Sneak attack training 2 (1 to hit and 1d6 sneak attack)
    Stealthy 3 (3 hide, 3 move silently, 75% sneak speed)
    Tier 2: 5 total
    Venomed blades 3 (d8 poison on hit)
    Sneak attack training 2 (1 to hit and 1d6 sneak attack)
    Tier 3: 4 total
    Sneak attack training 2 (1 to hit and 1d6 sneak attack)
    Dex 2
    Tier 4: 9 total
    Killer 3 (on kill gain 5% doublestrike for 15 seconds, stacks 4 times)
    Weakening strikes 2 (assassin's mark reduces target's melee and ranged power by 20 for 10 seconds)
    Sneak attack training 2 (1 to hit and 1d6 sneak attack)
    Dex 2
    Tier 5: 11 total
    Assassinate 1 (instakill DC 76, 10d6 additional sneak attack on failed attempt, cooldown 12 seconds)
    Measure the foe 3 (6 melee power, 2 dodge, 2 max dodge, 1 to hit and assassinate DC every second when stealthed, stacks 5 times, stacks last 10 seconds)
    Deadly strikes 2 (attacks against enemies with assassin's mark do +10 damage)
    Knife specialization 2 (1 critical threat range and multiplier with daggers, 1 threat multiplier with kukris)
    Light armor mastery 3 (3 max dodge, 6 max dex bonus of light armor, 6 PRR)

    Acrobat: 26 total
    Core: 4 total
    Staff control 1 (dex to hit with quarterstaff)
    Stick fighting 1 (dex to damage with quarterstaff)
    Tumbler 1 (pass through enemies when you tumble, +2 max dodge, +2 max dex bonus)
    Kip up 1 (immune to knockdown and slippery surfaces, +2 max dodge, +2 max dex bonus)
    Tier 1: 5 total
    Sly flourish 3 (melee attack, +3[W], +3 critical threat range, -1 balance, reflex, will save on sneak attack for 20 seconds, stacks 5 times, cooldown 8 seconds; passive 15% threat reduction)
    Fast movement 2 (1% movement speed per rogue level while in light or no armor)
    Tier 2: 4 total
    Subtlety 1 (-20% threat)
    Haste boost 3 (30% action boost for 20 seconds, cooldown 30 seconds)
    Tier 3: 8 total
    Shadow dodge 6 (3 dodge, 3 dex, 3 max dex bonus)
    Dex 2
    Tier 4: 5 total
    Improved defensive roll 3 (defensive roll triggers when below 50% health)
    No mercy 2 (+20% damage against helpless mobs)

    Halfling: 11 total
    Core: 1 total
    Halfling luck 1 (1 saves)
    Tier 1: 5 total
    Acrobatic 3 (3 balance/jump/tumble, 6 AC when tumbling)
    Cunning 2 (2 bluff, 2 to hit with sneak attacks)
    Tier 2: 4 total
    Nimble reactions 3 (3 max dex bonus, 3 max dodge)
    Guile 1 (1d6 sneak attack)
    Tier 3: 1 total
    Guile 1 (1d6 sneak attack)

    Epic Destiny:
    Shadowdancer
    Tier 1:
    Stealthy 3 (6 hide, move silently, and assassinate DC)
    Dex 2
    Tier 2:
    Lithe 3 (6 reflex, AC, light armor max dex bonus)
    Dex 2
    Tier 3:
    Meld into darkness 3 (+100% dodge for 15 seconds, cooldown 2 minutes)
    Shrouding strike 3 (3[W], mark target, gain shadow charge if target dies within 10 seconds)
    Tier 4:
    Improved invisibility 3 (invis 30 seconds, displacement for 90 seconds after, cooldown 4 minutes)
    Tier 5:
    Untouchable 1 (1% dodge for each shadow charge)
    Sealed soul 2 (immune to energy drain)
    Tier 6:
    Shadow form 2 (25% incorp, feather fall, +5 hide and move silently, str damage on hit, double damage from light attacks)

    Twists:
    1) sense weakness (fury tier 4, +30% damage vs helpless targets)
    2) balanced attacks (primal avatar tier 3, 6 attack, knockdown enemies for 2 seconds on vorpal, counts as helpless state)
    3) rejuvenation cocoon (primal avatar tier 1)
    Alternatives: symmetric strikes (primal avatar tier 4, +5% damage while twf), extra action boost (legendary dreadnaught tier 1), hail of blows (GMoF tier 2), impregnable mind (6 concentration, 6 will saves, no longer auto fail will saves on a roll of 1)

    Gear Set:
    Weapons: Thunder-Forged Dagger (1st degree burns/dragon's edge/mortal fear/orange slotted deconstructor/colorless slotted heal15)
    offhand: Epic Assassin's Kiss (greater incorporeal bane/greater dispelling/assassinate DC6/improved deception/purple slotted positive spell power138)
    ranged: Thunder-Forged Throwing Dagger (touch of flames/dragon's edge/mortal fear/orange slotted ruby of endless night/colorless slotted)
    Armor: Shadowscale light armor (shadow phase x3/deathblock/ghostly/fort130/2d6 sneak attack/profane reflex1/blue slotted armored agility2/green slotted golem's heart)
    Goggles: Epic Glimpse of the Soul (wis11/true seeing/diplo20/bluff20/intercession ward/illusion saves6/enchantment saves6/blue OR yellow slotted dex2/green slotted draconic soul gem)
    Helm: Sightless (true seeing/deathblock7/ranged power6/melee power6/PRR35/MRR35/con12/green slotted resistance8/blue slotted good luck2)
    Neck: Pendant of Quiet Movements (lesser displacement/dodge11/seeker12/insightful will save2/yellow slotted Globe of True Imperial Blood)
    Trinket: Epic Litany of the Dead (turn the page/profane abilities2/attack4/damage4/light of dawn/yellow slotted fear immunity/green slotted sonic resistance40)
    Cloak: Mysterious Cloak (heal amp45/MRR25/green slotted blindness immunity/colorless slotted int2)
    Belt: GS HP Smoke2 (Smoke2 only because I already have one, any other GS HP belt would work fine) (45HP/dex skills6/blur/displacement clicky x2)
    Ring swap: Seal of House Avithoul (wis2/sneak attack5/exc sneak3/improved deception)
    Gloves: Iron Mitts (str8/vitality40/heal amp60/resistance7/colorless slotted con2)
    Boots: Boots of the Blessed Traveler (dodge12/quality armor mastery2/speed15/FoM/insightful reflex3/green slotted spot15/yellow slotted cha2)
    Ring: Strange Tidings (dex12/deception/sneak attack to hit8/sneak attack damage16/UMD7/diversion20/green slotted move silently15/blue slotted hide15)
    Bracers: Epic Ethereal Bracers (dex11/ghostly/riposte9/insight AC5/insight saves4/deadly10/speed14/feather falling/blue slotted HP40/green slotted wizardry10)
    Quiver: Epic Quiver of Alacrity (concentration -50/ranged speed15/ranged and spell threat -15/insightful sneak4/doublestrike8)
    Note: Swap in search, disable, and open lock gear as needed and a triple positive GS weapon in the offhand with healing amp in at least tiers 1 and 2 (heal amp 60 is worn permanently) for scroll healing.

    Final Stats:
    str26: 8base, 5tome, 8item, 1exc, 2profane, 2ship
    dex64: 20base, 6tome, 7levels, 2 capstone, 2assassin, 4acrobat, 12item, 2insight, 1exc, 2profane, 2shadowdancer, 2yugo, 2ship
    con41: 16base, 6tome, 12item, 2insight, 1exc, 2profane, 2ship
    int35: 12base, 6tome, 2capstone, 8item, 2insight, 1exc, 2profane, 2ship
    wis37: 14base, 5tome, 11item, 2insight, 1exc, 2profane, 2ship
    cha28: 8base, 5tome, 8item, 2insight, 1exc, 2profane, 2ship
    Note: The starting stats listed are what I currently have. If you are following the build exactly in its entirety, then the ideal starting stats to match with the final gear set would be starting both con and wis at 15. I need to LR to do this and may not get around to it. If starting both con and wis at 15, final con would be 40 and final wis would be 38, resulting in +1 spot, heal, and will saves.

    HP:
    120 base
    80 epic levels
    25 heroic durability
    20 improved heroic durability
    10 draconic vitality
    420 con41
    40 false life slotted
    40 vitality
    45 GS Smoke2
    20 hag's apothecary ship buff
    820 TOTAL
    28 rage
    48 yugo
    896 self buffed

    Fort/Reflex/Will Saves:
    6/12/6 base
    4/4/4 epic
    2/2/2 halfling
    2/2/2 brace epic divine past life
    8/8/8 slotted
    4/4/4 insight
    2/2/2 good luck
    1/1/1 alchemical
    4/4/4 greater heroism
    0/0/6 goggles
    0/1/0 profane
    0/6/0 lithe
    0/4/0 capstone
    3/0/0 game hunter ship buff
    0/2/0 chronoscope ship buff
    0/0/2 grandmaster's dojo ship buff
    15/0/0 con41
    0/27/0 dex64
    0/0/13 wis37
    51/79/54 TOTAL
    0/6/0 uncanny dodge
    51/85/54 with uncanny dodge
    0/6/0 vs traps (past life rogue x3)
    0/6/0 trap sense
    51/97/54 vs traps

    Assassinate DC:
    10 base
    20 rogue levels
    2 capstone
    6 stealthy (shadowdancer tier 1)
    6 Epic Assassin's Kiss
    27 dex64
    5 measure the foe
    76 TOTAL

    Dodge:
    6 uncanny dodge
    3 shadow dodge
    7 shadow charges
    11 item
    27% TOTAL
    10 measure the foe
    10 nimbleness
    47% SITUATIONAL

    Max Dodge:
    25 base
    3 light armor mastery
    3 nimble reactions
    4 acrobat cores
    2 fencing master ship buff
    10 measure the foe
    47 TOTAL

    Max Dex Bonus:
    19 Shadowscale light armor
    2 armored agility blue slotted
    2 quality armor mastery (boots)
    3 nimble reactions
    6 light armor mastery
    4 acrobat cores
    3 shadow dodge
    6 lithe
    2 fencing master ship buff
    47 TOTAL

    PRR:
    6 light armor mastery
    10 light armor
    12 light armor with BAB of 19
    35 Sightless
    6 divine epic past life
    5 two weapon defense
    10 epic damage reduction
    84 TOTAL (45.65% damage reduction

    MRR:
    10 light armor
    35 Sightless
    25 Mysterious Cloak
    70 TOTAL (41.18% magic damage reduction)

    Heal Amp:
    60 Iron Mitts
    45 Mysterious Cloak
    20 ship buff
    125 TOTAL
    40 heal amp GS dagger
    165 with GS heal amp dagger swapped in

    Melee Power:
    6 gtwf
    2 weapon focus pierce
    24 epic
    24 shadowdancer
    5 nimbleness
    5 lethality
    10 deadly shadow
    30 measure the foe
    6 Sightless
    112 TOTAL

    Sneak Attack:
    10d6 rogue 20
    2d6 halfling
    4d6 assassin sneak attack training
    4d6 deadly shadow capstone
    6d6 shadowdancer level 6
    3d6 improved sneak attack epic feat
    2d6 profane (Shadowscale light armor)
    6 exceptional sneak attack (Epic Quiver of Alacrity)
    16 sneak attack (Avithoul ring)
    3 past life rogue x3
    31d6+25 TOTAL or 133.5 average sneak attack damage
    Sneak attack damage is affected by 150% melee power. With 112 melee power this build will do 358 average sneak attack damage per hit.

    Fortification Bypass:
    25 precision
    10 opportunist
    35 Thunder Forged Dagger with dragon's edge
    5 trapsmith's workshop ship buff
    25 assassin's trick (assassin core 3)
    100% TOTAL

    Mainhand Strike Chance:
    100 base
    3 opportunist
    5 perfect two weapon fighting
    8 item
    116% TOTAL

    Offhand Strike Chance:
    80 gtwf
    10 perfect two weapon fighting
    90% TOTAL

    Spot:
    23 base
    8 epic
    3 tome
    13 wis37
    15 slotted
    2 good luck
    1 elite spider cult mask
    3 danger room ship buff
    4 GH
    72 TOTAL

    Search:
    23 base
    8 epic
    3 skill tome
    12 int35
    20 item
    6 exc int skills item
    2 good luck
    1 elite spider cult mask
    3 danger room ship buff
    4 GH
    82 TOTAL
    2 skill tome +5
    1 find traps scroll
    1 good luck 3 (Epic Mushroom Cap)
    2 int 11 item (Epic Eye of the Beholder)
    5 enhanced (Wolfinson's Monocular Enhancer)
    93 TOTAL
    See post #268 for further ways to boost search.

    Disable Device:
    23 base
    8 epic
    3 tome
    12 int35
    20 item
    6 exc int skills item
    2 good luck
    1 elite spider cult mask
    3 danger room ship buff
    4 GH
    5 enhancement (Ventilated Armbands swap)
    7 tools
    94 TOTAL

    Open Lock:
    23 base
    8 epic
    3 tome
    27 dex64
    20 item
    6 exc dex skills item
    2 good luck
    1 elite spider cult mask
    3 danger room ship buff
    4 GH
    7 tools
    104 TOTAL

    UMD:
    23 base
    8 epic
    3 tome
    9 cha28
    7 Strange Tidings
    2 good luck
    1 elite spider cult mask
    3 forbidden library ship buff
    56 unbuffed with no swaps
    4 GH
    60 buffed
    3 persuasion item swap
    6 exc cha skills item swap
    69 buffed with swaps

    Bluff:
    23 base
    8 epic
    3 tome
    2 cunning
    9 cha28
    5 improved deception
    15 slotted
    2 good luck
    1 elite spider cult mask
    3 throne room ship buff
    4 GH
    75 TOTAL

    Hide:
    23 base
    8 epic
    3 tome
    4 halfling
    27 dex64
    3 stealthy (assassin tier 1)
    6 stealthy (shadowdancer tier 1)
    15 slotted
    6 GS Smoke2 exc dex skills
    2 good luck
    1 elite spider cult mask
    3 danger room ship buff
    4 GH
    5 shadow form
    110 TOTAL

    Move Silently:
    23 base
    8 epic
    3 tome
    2 halfling
    27 dex64
    3 stealthy (assassin tier 1)
    6 stealthy (shadowdancer tier 1)
    15 slotted
    6 GS Smoke2 exc dex skills
    2 good luck
    1 elite spider cult mask
    3 Otto's irresistable dance hall ship buff
    4 GH
    5 shadow form
    108 TOTAL

    Jump:
    20 base
    8 epic
    3 tome
    2 halfling
    3 acrobatic
    7 str24
    20 item
    2 good luck
    1 elite spider cult mask
    3 Otto's irresistable dance hall ship buff
    4 GH
    73 TOTAL

    Positive Spell Power:
    11 base
    8 epic
    3 tome
    13 wis37
    24 implement
    138 red augment
    15 slotted
    2 good luck
    1 elite spider cult mask
    3 forbidden library ship buff
    15 crusader's chapel
    4 GH
    25 superior ardor pot
    262 TOTAL

    Comments:
    The tomes listed under the skill breakdowns are simply the ones I currently have. They are definitely not necessary.
    Last edited by CThruTheEgo; 08-07-2015 at 08:43 AM.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

  2. #2
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    Quote Originally Posted by CThruTheEgo View Post
    Only missing seeker, threat reduction, heal amp, open lock, and doublestrike. I'm not sure how to fit any of those in and I'm open to suggestions. I don't mind not having them since I think this gear set fits in quite a bit and is missing very little, but I'd like to hear what others think.
    Open lock just needs to be an item you swap in, open the lock, then swap out again. No reason to have it on all the time.

    Quote Originally Posted by CThruTheEgo View Post
    I have heard that lacerating shots is mislabeled and actually allows you to do an auto search for traps, basically the same thing watchful eye does. Is my understanding of this correct?
    I haven't tried it myself but I doubt it. During beta that is where the ability that let you search faster was, but it was removed because they could not get it working correctly. (So lacerating shot is the replacement)

  3. #3
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by Krelar View Post
    Open lock just needs to be an item you swap in, open the lock, then swap out again. No reason to have it on all the time.
    Yeah that's definitely one I don't mind not having on all the time. But some items, like Nether Grasps, have open lock and other goodies that are worth it.

    Quote Originally Posted by Krelar View Post
    I haven't tried it myself but I doubt it. During beta that is where the ability that let you search faster was, but it was removed because they could not get it working correctly. (So lacerating shot is the replacement)
    Thanks for the clarification.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

  4. #4
    Community Member Auran82's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    Yeah that's definitely one I don't mind not having on all the time. But some items, like Nether Grasps, have open lock and other goodies that are worth it.



    Thanks for the clarification.
    I feel as though you should have a Deadly of _______ lootgen item in there somewhere. A flat up to +10 damage is just too good to pass up.

    I have a necklace with Deadly (+9 damage) of Accuracy (+8 to attack) with a colourless slot that is pretty nice.

  5. #5
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by Auran82 View Post
    I feel as though you should have a Deadly of _______ lootgen item in there somewhere. A flat up to +10 damage is just too good to pass up.

    I have a necklace with Deadly (+9 damage) of Accuracy (+8 to attack) with a colourless slot that is pretty nice.
    I agree actually. I was just looking over the gear and realized the main thing Golden Guile is giving me is bluff 20. While it would be nice to have the extra UMD it offers, it can work as a swap in also. I may not even need the extra UMD, I need to calculate it. I know deadly can be found on necklaces, so I will probably look for a deadly 10 of something with a slot so I can add bluff 15. That would be ideal. Thanks for the feedback.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

  6. #6
    The Hatchery CThruTheEgo's Avatar
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    Still tweaking the gear.

    I realized I could get seeker10 on the skullduggery kit, so I moved around some slots a bit to include HP40. I lose 10HP but gain seeker10. With the crit profile of kukris and daggers from knife specialization that adds an average of 9 damage per hit. Since the ring comes with con8, I can get insightful dex3 on either the black helm or planar focus of prowess, effectively consolidating the insightful dex2 and exc dex1 on the boots and allowing me to fit in wis8. I'd rather have wis8 over cha8 to boost my spot a bit, which is always a struggle for a wis dumped rogue. And my UMD will be sufficient without it. I should only need to swap UMD items if I have death penalties.

    I am thinking with a standing 80 hide and move silently that I won't need to slot those anywhere. Anyone know if 80 is sufficient for new content? If I don't need those, then the ring of shadows is really only providing me with 5% concealment. I like the Skirmisher's Ring instead for the thunderstruck proc which adds an average of 4.75 damage per hit. Guardian's Ring is an option also, providing another 8 PRR, but that only comes out to be about 3-4% damage reduction though, so I'd rather have thunderstruck.

    So now all I'm missing in the gear set is cha8, threat reduction, heal amp, open lock, and doublestrike. None of which I would consider absolutely essential, so I'm fine not having them.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

  7. #7
    Community Member Shadow_Jumper's Avatar
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    Yugo Pots give a +2 to the given stat, in your case Intelligence, that would equal a +1 assassinate DC, not a +2

  8. #8
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by Shadow_Jumper View Post
    Yugo Pots give a +2 to the given stat, in your case Intelligence, that would equal a +1 assassinate DC, not a +2
    You are correct but I think you misread it. The total int is calculated under the assassainate DC section to show the modifier that applies to assassinate. So 2yugo is being added to int, not directly to the assassinate DC.

    EDIT: I edited the OP to make this more clear.
    Last edited by CThruTheEgo; 09-11-2013 at 10:43 PM.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

  9. #9
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    Quote Originally Posted by CThruTheEgo View Post
    I agree actually. I was just looking over the gear and realized the main thing Golden Guile is giving me is bluff 20. While it would be nice to have the extra UMD it offers, it can work as a swap in also. I may not even need the extra UMD, I need to calculate it. I know deadly can be found on necklaces, so I will probably look for a deadly 10 of something with a slot so I can add bluff 15. That would be ideal. Thanks for the feedback.
    You can actually get a Deadly necklace of Bluffing, that should replace Golden Guile nicely. I bought a Deadly VIII necky of Bluffing +17 for my rogue the other day. In fact I'd swear I had a Deadly of Bluffing +19 as well but can't find that one now. Maybe I deconned it by mistake... Wouldn't be the first time I've done that.

    EDIT: Ah, found it. Not too bad.
    Last edited by Micron; 09-12-2013 at 09:42 AM.
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    Quote Originally Posted by Micron View Post
    You can actually get a Deadly necklace of Bluffing, that should replace Golden Guile nicely. I bought a Deadly VIII necky of Bluffing +17 for my rogue the other day. In fact I'd swear I had a Deadly of Bluffing +19 as well but can't find that one now. Maybe I deconned it by mistake... Wouldn't be the first time I've done that.

    EDIT: Ah, found it. Not too bad.
    Yeah I realized there are more combinations of prefixes and suffixes than I thought. I found a deadly10 of wizardry10 necklace just the other day, so I figure I'll use that and slot bluff on the master illusionist gloves, unless I find a deadly10 of bluff20 necklace.

    Thanks for the suggestion Micron.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

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    Community Member jakeelala's Avatar
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    how are your will and fort saves? I would advise taking slippery mind over a second skill mastery.

    Don't underestimate:
    -2 sacrificial daggers. On EE, this is higher DPS than any other weapon you can wield. Except for...
    -2 Cormyrian (lvl 24) level drain daggers with good random effects.

    On things that can be level drained of course.

    Otherwise you're probably good with EMG/Whatever is highest outright DPS (Agony, Balizarde, etc). For specific DR breaking, I would just craft what you need on some epic daggers/kukris.

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    Quote Originally Posted by jakeelala View Post
    how are your will and fort saves? I would advise taking slippery mind over a second skill mastery.
    I hadn't bothered to calculate those since they are usually so low on a rogue it doesn't matter. Roughly though, I should end up with around a?*38 fort and?*32 will. I don't think there's anything I can do, within reason, to boost those enough to be effective in EE content.

    The right buffs make these saves largely irrelevant anyway.?*I can self buff with a level 10 protection from evil wand and be immune to nearly anything with a will save.?*Deathward and deathblock will protect me from any instant death effects. Then the only fort save that will be a threat to me is disintegrate, and high hp is the best way to deal with that imo.

    Regarding slippery mind, I think it's a pointless feat. If your will save is so low that you're going to fail anyway, then slippery mind just means you'll fail twice. A splash build might be able to get a will save high enough for this feat to make a difference, but I don't see how a pure build is going to. And again, properly buffed, will save is largely irrelevant.

    Quote Originally Posted by jakeelala View Post
    Don't underestimate:
    -2 sacrificial daggers. On EE, this is higher DPS than any other weapon you can wield. Except for...
    -2 Cormyrian (lvl 24) level drain daggers with good random effects.

    On things that can be level drained of course.

    Otherwise you're probably good with EMG/Whatever is highest outright DPS (Agony, Balizarde, etc). For specific DR breaking, I would just craft what you need on some epic daggers/kukris.
    Yeah I plan to have dual sacrificial daggers available and use crafted DR breakers as needed. I haven't updated the OP with those yet.

    Thanks for the reply jakeelala.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

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    Have you looked into rebalancing your AP around the human action surge boosts? +2 INT all the time is good, but maybe +1 all the time and +3 more when you're surging could be nice.
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    interesting build
    Kill'em all and let their favorite deity sort'em out
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    Quote Originally Posted by voodoogroves View Post
    Have you looked into rebalancing your AP around the human action surge boosts? +2 INT all the time is good, but maybe +1 all the time and +3 more when you're surging could be nice.
    That's an interesting possibility. I could drop human int and 1 rank of subtlety to pick up only action surge int. Or I could drop mechanic int and 2 ranks of wracking strike to pick up action surge and another human action boost for a total of 15 action boosts. I might play around with this and see how it works for me. Thanks for the suggestion voodoogroves.

    EDIT: This would make extra action boost from legendary dreadnaught a much more enticing twist. With 3 different action boosts I'd have 24 total boosts for a full 8 minutes of +3 int. I could even try to work in assassin damage boost and the third human action boost for 5 different boosts and a total of 13 minutes and 20 seconds of +3 int. Some interesting possibilities...
    Last edited by CThruTheEgo; 09-23-2013 at 03:09 PM.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

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    This is not the thread you're looking for...













    EDIT: Had too many tabs open and posted in the wrong thread.
    Last edited by CThruTheEgo; 09-23-2013 at 10:02 PM.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

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    Updated the gear setup. The new set includes just about everything I felt was missing from the old one with little lost.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

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    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    Updated the gear setup. The new set includes just about everything I felt was missing from the old one with little lost.
    I like the new list better than the old--fits in more of the important stuff, like threat reduction and main-slot Cha.

    Doubt I'll get around to replicating this loot list, but something to work toward.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

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    Quote Originally Posted by sephiroth1084 View Post
    I like the new list better than the old--fits in more of the important stuff, like threat reduction and main-slot Cha.

    Doubt I'll get around to replicating this loot list, but something to work toward.
    Thank you. Yeah it definitely feels more complete. I don't feel like I'm missing anything vital from this one. Threat reduction is pretty important on an assassin and was one of the things I wanted most. The doublestrike is a very nice dps boost. I was able to reach no fail heal scrolling without a cha item, but more is always useful for when things aren't going well.

    If you want moar dps you can drop the GS hp necklace, move the deadly item to the neck slot, and use the Skirmisher's Ring. Or go with the Guardian's Ring for another 8 PRR. Skirmisher's adds an average of 4.75 damage per hit and Guardian's adds another 3.27% damage reduction. But I think low hp is one of a rogue's greatest weaknesses so I think the GS hp item is the best option.
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

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    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    Thank you. Yeah it definitely feels more complete. I don't feel like I'm missing anything vital from this one. Threat reduction is pretty important on an assassin and was one of the things I wanted most. The doublestrike is a very nice dps boost. I was able to reach no fail heal scrolling without a cha item, but more is always useful for when things aren't going well.

    If you want moar dps you can drop the GS hp necklace, move the deadly item to the neck slot, and use the Skirmisher's Ring. Or go with the Guardian's Ring for another 8 PRR. Skirmisher's adds an average of 4.75 damage per hit and Guardian's adds another 3.27% damage reduction. But I think low hp is one of a rogue's greatest weaknesses so I think the GS hp item is the best option.
    I agree on the HP front. Would be nice to get some healing amp in there, but I don't think it's really doable, and the triple-pos weapon idea is a good one for that.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

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