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  1. #1
    Community Member
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    Default Need help with build

    been playing a a month or so but i have decided to start a pure rogue to play with 2 friends. i found this build online https://www.ddo.com/forums/showthrea...ng-Backstabber that i really like, but it's outdated. if anyone can give me a build similar that is updated to current it'd would be awesome. i have 28 point build, VIP status, and am wanting to use halfling like the old build. Also, the old build is a str based build, but i really don't care if it's str or dex finesse based, whatever is better for dmg.
    Last edited by Hellenic04; 12-16-2013 at 09:23 PM.

  2. #2
    Build Constructionist unbongwah's Avatar
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    Basically the first thing you have to decide on any rogue is whether your primary stat is STR, INT, or DEX, for reasons I go over here. For a TWF rogue, you need at least base DEX 17 for ITWF & GTWF; ideally you also hit DEX 21 for Improved Sneak Atk. Also have a look at my Mechassin thread if a TWF+repeaters rogue interests you.

    The good news is U19 significantly improved both DEX-based DPS (Dagger in the Back) and dagger/kukri DPS (Knife Spec), so a DEX or DEX+INT-based rogue is much more effective than before.

    Here's one example of a U20 halfing DEX rogue:
    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    Level 28 True Neutral Halfling Female
    (20 Rogue \ 8 Epic) 
    Hit Points: 296
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 12
    Reflex: 25
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 28)
    Strength             11                    13
    Dexterity            19                    28
    Constitution         14                    14
    Intelligence         12                    14
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Strength used at level 17
    
    Level 1 (Rogue)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Rogue)
    
    
    Level 3 (Rogue)
    Feat: (Selected) Precision
    
    
    Level 4 (Rogue)
    Ability Raise: DEX
    
    
    Level 5 (Rogue)
    
    
    Level 6 (Rogue)
    Feat: (Selected) Least Dragonmark of Healing
    
    
    Level 7 (Rogue)
    
    
    Level 8 (Rogue)
    Ability Raise: DEX
    
    
    Level 9 (Rogue)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Rogue)
    Feat: (Rogue Bonus) Improved Evasion
    
    
    Level 11 (Rogue)
    
    
    Level 12 (Rogue)
    Ability Raise: DEX
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Halfling - Halfling Luck (Rank 1)
    Enhancement: Halfling - Jorasco Dragonmark Focus (Rank 1)
    Enhancement: Halfling - Jorasco Dragonmark Focus (Rank 2)
    Enhancement: Halfling - Jorasco Dragonmark Focus (Rank 3)
    Enhancement: Halfling - Cunning (Rank 1)
    Enhancement: Halfling - Lesser Dragonmark of Healing (Rank 1)
    Enhancement: Halfling - Break Out The Leeches (Rank 1)
    Enhancement: Halfling - Guile (Rank 1)
    Enhancement: Halfling - Greater Dragonmark of Healing (Rank 1)
    Enhancement: Halfling - Guile (Rank 1)
    Enhancement: Assassin (Rog) - Knife in the Darkness (Rank 1)
    Enhancement: Assassin (Rog) - Dagger in the Back (Rank 1)
    Enhancement: Assassin (Rog) - Assassin's Trick (Rank 1)
    Enhancement: Assassin (Rog) - Nimbleness (Rank 1)
    Enhancement: Assassin (Rog) - Shiv (Rank 1)
    Enhancement: Assassin (Rog) - Shiv (Rank 2)
    Enhancement: Assassin (Rog) - Shiv (Rank 3)
    Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
    Enhancement: Assassin (Rog) - Venomed Blades (Rank 1)
    Enhancement: Assassin (Rog) - Venomed Blades (Rank 2)
    Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
    Enhancement: Assassin (Rog) - Damage Boost (Rank 1)
    Enhancement: Assassin (Rog) - Damage Boost (Rank 2)
    Enhancement: Assassin (Rog) - Damage Boost (Rank 3)
    Enhancement: Assassin (Rog) - Critical Accuracy (Rank 1)
    Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
    Enhancement: Assassin (Rog) - Execute (Rank 1)
    Enhancement: Assassin (Rog) - Critical Damage (Rank 1)
    Enhancement: Assassin (Rog) - Killer (Rank 1)
    Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
    Enhancement: Assassin (Rog) - Assassinate (Rank 1)
    Enhancement: Assassin (Rog) - Knife Specialization (Rank 1)
    
    
    Level 13 (Rogue)
    Feat: (Rogue Bonus) Opportunist
    
    
    Level 14 (Rogue)
    
    
    Level 15 (Rogue)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Rogue)
    Ability Raise: DEX
    Feat: (Rogue Bonus) Crippling Strike
    
    
    Level 17 (Rogue)
    
    
    Level 18 (Rogue)
    Feat: (Selected) Power Attack
    
    
    Level 19 (Rogue)
    Feat: (Rogue Bonus) Defensive Roll
    
    
    Level 20 (Rogue)
    Ability Raise: DEX
    Enhancement: Halfling - Dexterity (Rank 1)
    Enhancement: Halfling - Halfling Luck (Rank 1)
    Enhancement: Halfling - Dexterity (Rank 1)
    Enhancement: Halfling - Halfling Luck (Rank 1)
    Enhancement: Halfling - Guile (Rank 1)
    Enhancement: Assassin (Rog) - Lethality (Rank 1)
    Enhancement: Assassin (Rog) - Deadly Shadow (Rank 1)
    Enhancement: Assassin (Rog) - Venomed Blades (Rank 3)
    Enhancement: Assassin (Rog) - Critical Accuracy (Rank 2)
    Enhancement: Assassin (Rog) - Critical Accuracy (Rank 3)
    Enhancement: Assassin (Rog) - Critical Damage (Rank 2)
    Enhancement: Assassin (Rog) - Critical Damage (Rank 3)
    Enhancement: Assassin (Rog) - Killer (Rank 2)
    Enhancement: Assassin (Rog) - Killer (Rank 3)
    Enhancement: Assassin (Rog) - Measure the Foe (Rank 1)
    Enhancement: Assassin (Rog) - Measure the Foe (Rank 2)
    Enhancement: Assassin (Rog) - Measure the Foe (Rank 3)
    Enhancement: Thief-Acrobat (Rog) - Staff Control (Rank 1)
    Enhancement: Thief-Acrobat (Rog) - Sly Flourish (Rank 1)
    Enhancement: Thief-Acrobat (Rog) - Sly Flourish (Rank 2)
    Enhancement: Thief-Acrobat (Rog) - Sly Flourish (Rank 3)
    Enhancement: Thief-Acrobat (Rog) - Faster Sneaking (Rank 1)
    Enhancement: Thief-Acrobat (Rog) - Faster Sneaking (Rank 2)
    Enhancement: Thief-Acrobat (Rog) - Subtlety (Rank 1)
    Enhancement: Thief-Acrobat (Rog) - Subtlety (Rank 2)
    Enhancement: Thief-Acrobat (Rog) - Haste Boost (Rank 1)
    Enhancement: Thief-Acrobat (Rog) - Haste Boost (Rank 2)
    Enhancement: Thief-Acrobat (Rog) - Haste Boost (Rank 3)
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Improved Sneak Attack
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: DEX
    Feat: (Selected) Improved Sunder
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: DEX
    Feat: (Epic Destiny) Epic Destiny: Elusive Target
    Some comments:
    • Even without any metamagics, the halfling DMs can add a lot of self-healing, which will really help out until your UMD is high enough. Don't forget to max out Heal skill and slot a Devotion item somewhere. You could splash bard or cleric to gain access to metamagics like Emp Heal, but that costs you the capstone (+2 INT +4d6 sneak atk), so it would be a decent hit to your DPS.
    • INT 12 is enough to max out 9 skills: the must-haves are UMD, Heal (boosts Pos Spellpower), Search, Disable, and Spot; I would also recommend Bluff and/or Diplomacy. The rest are up to you, although I would definitely invest some ranks into Open Lock, Hide, MS, and Balance; but as a DEX-based build, it's not necessary to max them out.
    • Dmg Boost & Haste Boost won't stack, but I took both so you get 10 action boosts per rest instead of only five. Once you hit epics, picking up Extra Action Boost from LD is also a good idea.
    • I like having both Precision & Power Atk on my rogues; sometimes you want the fortification bypass, sometimes you just want to hit things harder. But if you choose to only take Precision, you can lower STR and shift those pts elsewhere. I would suggest starting at least STR 8, though; getting Enfeebled into helplessness really sucks. Plus you wanna be able to haul away all your filthy lucre, don't you?
    • Imp Sunder is mostly for the Fortitude debuff, to give you a better chance of landing Assassinate, since DCs will be low-ish. But it can be swapped for something else if you prefer.
    • Built for TWF w/daggers, hence Imp Crit:Pierce. Once you have your Agonies, though, you may want to swap it for something else, since Agony is keen. One option is IC:Slash, if you decide to go Agony+eMidnight (Imp Paralyzing + 2 Assassinate DCs).
    • Blinding Speed and Elusive Target are my "I have no idea what else to put here" placeholder feats. Feel free to substitute them with something else.
    Major build threads: Axesinger / Dwarven Defender / Drow Ninja / Drow Paladin / Elven Ranger / Monkcher / Sacred Vanguard / Cleric Domains / Kundarak Brigade / Iconic Builds
    My Build Index: a Motley Menagerie of Original Rapscallions, Pugilists, and Gimps!

  3. #3
    The Hatchery CThruTheEgo's Avatar
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    First off, welcome to the game and the forums.

    Halfling rogue assassin
    28 point build

    This build will do great dps from sneak attacks and have a viable assassinate DC for most heroic and epic hard content.

    Str 8
    Dex 18
    Con 14
    Int 16
    Wis 8
    Cha 8

    Invest level up points into int at levels 4 and 8, and into dex at levels 12, 16, and 20. If you have a dex tome, invest more in int instead. You just need 21 dex at level 21 to qualify for improved sneak attack and only base plus level ups plus tomes count toward this requirement (not gear or enhancements).

    Feats:
    1 two weapon fighting
    3 precision
    6 toughness
    9 improved two weapon fighting
    12 improved critical: pierce
    15 greater two weapon fighting
    18 ???
    21 improved sneak attack
    24 ???
    26 perfect two weapon fighting
    27 epic damage reduction
    28 elusive target

    Rogue bonus feats:
    10 improved evasion
    13 opportunist
    16 skill mastery
    19 skill mastery

    For level 18 and 24 feats, you have some options. Take imp crit slash if you're using kukris at all, another toughness for more hp, insightful reflexes to apply your int modifier to your reflex save instead of dex if int is higher, or weapon finesse if you want to use a weapon other than daggers/kukris (rogues can use dex to hit and damage with daggers and kukris, so if you only use those then you don't need weapon finesse).

    Skills: spot, search, disable, open locks, use magic device, jump, balance, hide, move silently, bluff, and one extra (diplomacy, tumble, concentration, it doesn't really matter).

    I won't list all the enhancements. Check out the assassin build in my sig for an idea of some of the enhancements you might want to consider. The main ones you will want are the tier 5s in the assassin tree: assassinate (instantly kill a mob, has a DC based on your int mod), measure the foe (add up to 5 to your assassinate DC while sneaking), and knife specialization (add +1 to the critical multiplier of daggers and +1 to the critical threat range of daggers and kukris).

    That should get you started.
    Last edited by CThruTheEgo; 12-17-2013 at 11:00 AM.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  4. #4
    The Hatchery CThruTheEgo's Avatar
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    Here are some tips and comments on trapping for a new rogue that I posted in another thread. This is copied directly from that thread.

    Something important for any new rogue to understand is how to do traps. To spot and search traps, you just need to have your skill up to a specific number based on the trap, there is no roll involved. You either have the skill high enough to spot/search it or you don't. To disable, your skill is combined with a d20 roll. If your skill plus roll is above the trap DC, then you disable it. If your skill plus roll is below the trap DC but not by more than 4, then you fail to disable it and you can try again. If your skill plus roll is 5 or more points below the trap DC then you get a critical failure and you blow the trap box (causing damage to you and anyone close enough) and cannot try to disable it again. So it is important to know how to maximize your skills when needed.

    Be sure to max ranks in spot, search, disable, and open locks. Then carry the max item at your level for each of those skills (eagle for spot, minute seeing for search, disabling for disable, and escaping for open locks). You will want to wear your spot item all the time so you always get the bonus, but you only need to swap in the others when you need to use them. Also carry a stack of int pots (called foxes cunning iirc) until you can get a +4 or higher int item, heroism pots, and +5 thieves tools. You can ask your guildies if they can help you acquire those or post here what server you are on and someone will likely be willing to help you out. There are other ways to boost your skills, such as good luck and greater heroism, but this is enough to get you started and will allow you to get the majority of traps in the game at level.

    Pro tip: Arrange your buffs, gear, and skills on a single hotbar in the order that you will use them so you can just click quickly down the line to do all your trapping.

    heroism pot -> int pot -> search item -> search skill -> disable item -> disable skill -> open lock item -> open lock skill

    Groups don't like to wait for traps to get disabled, so the faster you get them done the better. If a group can handle a fight without me, I'll even pull out of combat to get traps/open doors so they are done before the battle is over. And don't get upset if a group simply goes right through a trap and leaves you behind while your getting it. In a lot of groups, the only reason you will be getting traps is for the xp bonus, not for getting past them.

    I hope that makes sense and is helpful. Enjoy your rogue.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

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