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Thursday, 1st October, 2015, 05:09 AM #1
Han Shot First: A Scoundrel's Guide
Han Shot First: A Scoundrel's Guide
A misnomer. Han shot only.
This is a Rogue Handbook that is intended to be a successor to LDB's Dirty Deeds...Done Dirt Cheap Handbook for Rogues, but with a slightly greater tilt towards power-playing, intended to be of more use to advanced players and the char-op community. We're frankly at a stage in this class's lifecycle that where the discussion no longer revolves around how to build a successful rogue, but rather how to build a truly epic rogue that would fulfill and adhere to Charop's lofty standards for performance. Be warned that some of the evaluations made in this guide will often appear jaded and cynical, while other ideas might appear absolutely heretical by conventional Charop standards. I look forward to discussions regarding these subjects.
Formatting for this guide is mostly a cross between Litigation's Paladin Guide and LDB's previous rogue guide.
Why Play A Rogue?Strikers are the most prevalent role in the system. Therefore, every Striker has to have a particular niche in order to set itself apart form the rest. Here are a few things that I feel make the Rogue special and thus worthy of consideration:Rogues are versatile - Rogues have the distinct advantage of being able to switch combat styles essentially on a whim. Additionally, your powers cover a variety of offensive methods, from mobility to heavy damage to status effects. If you like bringing pain to your opponents in a plethora of different ways (sometimes all as part of the same action), this is your class.Rogues are tactically rewarding - Some degree of tactics is required to play a Rogue because of his focus on being a stealthy, mobile Striker. The better you are at that, the better your Rogue will be. If you enjoy the tactical aspect of the game, the Rogue will not disappoint you.Rogues are team players - Rogues are iconic in the fact that working with allies makes them a whole lot better, because it makes the conditions they require to thrive easy to achieve. In return, a Rogue in his element takes a lot of pressure off of the rest of the party. If you want to be a character who works in tandem with those around him to devastating effect, this is your stop.
This Handbook will use the following system for ratings:Red - Garbage, or completely overshadowed by another option.
Purple - Situationally useful, but overall pretty meh.
Black - OK. You could do worse than pick this.
Blue - Good stuff. You probably want this.
Sky Blue - You want this. Period.
Gold - Why haven't you taken this yet? A defining choice for a build, or even the whole class.
References/Related Literature:[To fill in with links later]
Thursday, 1st October, 2015, 05:09 AM #2
Power Source and Role:
Your power source is Martial, and your role is Striker. The Martial power source as a whole is more aggressively oriented than other power sources, and the tendency is further expanded upon by the Striker role, which is perhaps the most aggressive by nature. To that end, the Rogue is geared toward bringing things down, by any means necessary. You'll find that you have a lethal cocktail of effects to bring about that end, as is described here:
Burst/Nova/Spike Damage - You're no ranger, but you can work up a pretty respectable multi-attack sequence in a hurry. You're also in unique possession of another brand of nova combo: a Knockout + Coup De Grace sequence for a massive critical hit.
Damage Per Round (DPR) - The key methods to building a DPR machine is to use one of several mechanics: multi-attacking, charging, or critfishing. Though it perhaps takes more effort and lateral thinking than a ranger, the rogue has means to access and build around any of these qualities.
Debilitating Effects - And now we come to what you're really good at. You'll find that your power list endows you with the ability to use just about every status effect that carries a keyword, and then some. Among the Strikers, only the Warlock is a match for you here.
Survivability - And now we come to the Rogue's Achilles' heel: your average hit points along with your weaker armor proficiencies, combined with a middling set of defensive powers and abilities means that the Rogue's ability to survive is something that you have to bear in mind as you do your things and take your risks. This is not nearly as big of a problem for perma-hidden builds.
Targeting Capacity - A mixed bag. You've plentiful mobility options that allow you to open on anyone you want, anytime you want, and you're not constrained to position dependent striker features like Warlock's Curse or Prime Shot, but do have a dependency on CA. Until you have a way to generate CA on demand, your targetting has a large dependency on teamwork - the guy you can flank or have CA on may not always be the guy you wanted to kill the most.
Secondary Role EffectivenessSecondary Role Effectiveness
Game MechanicsGame Mechanics
Class FeaturesClass Features
Strength - As a Brutal Scoundrel, you want this to be as high as you can afford it to be, and for chargers, its basically a second primary. It also bears merit for an a Rogue who doesn't use Daggermaster, and thus needs Light Blade Mastery to get improved criticals. No one really wants to dump this all the way down, though: Athletics is an important skill.
Recommended Starting Score: 10-16, before racial adjustments.
Constitution - More HP and surges are nice for the rather squishy Rogue, and you can also use it to afford an armor upgrade, though your ability score needs likely call you elsewhere. Regardless of what you do with your Rogue, I wouldn't recommend bottoming this out: you have to stay upright somehow.
Recommended Starting Score: 11-14, before racial adjusmtents.
Dexterity - This is your main stat. A number of builds can even justify starting with a pre-racial 18. Boost it every chance you get.
Recommended Starting Score: 16-18, before racial adjustments.
Intelligence - Despite having a build whose powers have secondary effects keying off it (the Cunning Sneak), the fact of the matter is that Rogues have little to no use for this ability score, since the class feature itself doesn't require it. A rudimentary investment should be enough for Cunning Sneaks looking to use the secondary effects on their powers, and everyone else can just flat-out dump it.
Recommended Starting Score: 8-12, before racial adjustments.
Wisdom - A major contributor to skills, and basically your secondary if you're a cunning sneak headed for Darkstrider. You also want either this or Charisma at 15+ for Superior Will in Epic.
Recommended Starting Score: 10-14, before racial adjustments.
Charisma - Boosts quite a few social skills, and helps out Artful Dodgers' mobility to keep you safe as well while you manever about the battlefield, as well as some rider effects for their powers, so it's very necessary for them, but its not entirely critical to keep it on par with Dex. Brutal Scoundrels could also use it to round themselves out on the skill and defense fronts. Either this or Wisdom needs to be at 15+ for Superior Will in Epic.
Recommended Starting Score: 10-16, before racial adjustments.
16, 16, 13, 11, 10, 8: Dual-stat Brutal Scoundrels looking to charge or poach some big-gun multi-attacks (all of them are str-based) take this and never look back. The 13 goes to Wis in order to qualify for Superior Will in epic.
18, 14, 11, 10, 10, 8: Most conventional rogue builds can safely take this. Dex-Str for a brutal scoundrel, Dex-Wis for a Cunning Sneak, Dex-Cha for Artful Dodger, the latter two of which get Superior Will in paragon.
18, 13, 13, 10, 10, 8: Fairly specific to Artful Dodgers not going Daggermaster that would like to take the most painless route to a 17 Str in epic for Light Blade Mastery.
Thursday, 1st October, 2015, 05:11 AM #3
A quick note here: it is not absolutely vital to get a race to stat bump in both your primary and a secondary, as exception only a handful of specific builds (dual-stat Str/Dex Brutal Scoundrels) rogues tend to be a class that can be played without significant loss if your secondary stat isn't completely kept on par with your primary, so a number of 'primary-stat only' races ends up being top-tier picks regardless. Also, do note that I do not consider Int to be a real secondary stat for any kind of rogue. It is tertiary, at best.
Races - Primary and Secondary StatsRaces - Primary and Secondary Stats
Races - Primary Stats Only
Races - Secondary Stat Only
Races - Monster Manuals, Etc
Class SkillsClass Skills
Recommended Non-Class Skills
The Short List: Gritty Sergeant if you're a Rapier-user, Auspicious Birth/Born Under a Bad Sign for everyone else.
A Discourse on Rogue Weapons:
A conversation about rogue weapons shouldn't always begin and end with daggers. They are statistically the best weapon to use for a rogue, in general, but there are perfectly valid reasons to consider your other options, and frankly, I've a personal hatred for the puny little damn things. If you're here because you're looking for a valid reason to ditch that d4 forever, then by all means, read on.
Thursday, 1st October, 2015, 05:12 AM #4
The standard charop model for strikers is that unless you have a very good reason to do so, you should take as many nonstandard-action attacks as possible for your encounters and dailies, and optimize around repeatable at-will performance. You're probably going to spend at least 30-50% of the time using at-wills, so make sure your choices are tactically sound.
The short list: Piercing Strike is excellent, Acrobatic Strike, Clever Strike, and Deft Strike are all very solid general-purpose picks, Riposte Strike, Disheartening Strike, Sly Flourish are build-specific picks you probably would have wanted for their respective builds.
Acrobatic Strike (MP 2) - A staple mobility at-will, and one of the better ones in the business, giving you choice to shift before the attack (combine with a shift with your move action to manuver into a flank without any issue), or after the attack (withdraw, and take your movement action to disengage completely and hide behind your fighter. Escaping a grab is situational, but sure, we'll take the free pileup of benefits. Very good toolkit power for a variety of situations.
Clever Strike (PHH 2) - A long, long time ago, this might have actually been considered overpoweredly good. As a striker, your responsibility is to attack with CA to deliver sneak attack every turn, without fail, and this power removes any pretense of the excuses otherwise. If your group's teamwork isn't particularly strong, you somehow are attacking with reach, or just want a safety net for when all else fails (did you know you can't gain CA for flanking while dazed?), this power is a nice pick.
Duelist's Flurry (D 381) - A trap power. No weapon damage roll, no static mods, no deal. If you wanted a no-questions asked way to deal sneak attack damage, refer to Clever Strike instead. As an at-will slide power, this does address a specific weakness of the rogue in that you traditionally don't have much in the way of forced movement. But this still doesn't redeem this power in the least.
Piercing Strike (PHB) - Poster-child for why rogues are deadly-accurate. As a rogue, you deliver a massive wad of damage when you hit, so make sure you hit. This gets obsoleted in paragon if you take Deft Blade and have a good MBA, but should you partake of its feat support, you'll find excellent use out of it throughout your career.
Optimization-Friendly Augments: Criterion of Balic Practice, Raam's Maw Practice
Riposte Strike (PHB) - Rating assumes you've an attack-caliber Str stat (or some wierdo Daring Blade build). At minimum, this power offers a deterrence effect to attacking you, and is even worth a free guarenteed extra attack when used in conjunction with MC Fighter - Battle Awareness. Those willing to invest heavily into this to try and guarentee the riposte, which includes some combinations of race, theme, paragon path or even hybridization, can turn this into a DPR machine that outdamages a Twin Striker. Check out the Specialist Builds section for some ideas.
[spoiler=Side Note] Actually, even if you weren't a Str build, you can still attempt to take this for deterence, by mindgaming/bluffing your DM out of character. Describe the effect of the attack fairly vaguely, such as 'if he attacks me next turn, I get a riposte attack as an interrupt' without mentioning that riposte wouldn't hit the broadside of a barn, and see if that's good enough to scare him. If he calls you out on your bluff, you then take Nerathi Vanguard Style, and continue using his 'knowledge' against him.[/spoiler]
Optimization-Friendly Augments: Vigilante Justice Style, Impending Doom Style, Nerathi Vanguard Style, Red Cloak Student
[spoiler=Ranged]Preparatory Shot (MP 2) - Awful and unnecessary. No damage roll, no deal. And even if it did, it would still be awful.[/spoiler]
[spoiler=Melee or Ranged]
Deft Strike (PHB) - A strong mobility at-will. For melee builds, I slightly prefer Acrobatic Strike, but Deft Strike also offers ranged versatility, along with the option of some of the most ludicrously good feat support in the game. For ranged builds this is almost even a staple power, as it tends to be used in conjunction with a wall or any other position of full cover to gain stealth and attack from stealth with a move 2.
Optimization-Friendly Augments: Black Arrow Style, Harlequin Style, Hunting Wolf Style, Draji Palatial Practice, Daring Performer
Disheartening Strike (MP) - Bread and butter power for Ruthless Ruffians. But that's not why you're here (and hopefully you're not playing a RR). You're here because its a versatile melee or ranged power with a control effect, which only gets better with feat augments that either make it a slide 1 in melee or push 1 at ranged. Intimidatomancers can also take the feat support for this power and run with it, because its ridiculous.
Optimization-Friendly Augments: Bloodhound Style, Exotic Fighting Style, Untamed Berserker Style, Kulkor Battlearm Student, Mountain Thunder Student
Gloaming Cut (MP 2) - I'd argue that this is only good for you if you built your character wrong. Gets a black because of the utility factor of being the largest post-attack shift power in the game, but its so borderline purple, its not even funny.
Optimization-Friendly Augments: Gulg Hunter Practice, Midnight Blade Student, Silent Shot Student
Palming Strike (D389) - Because you're level 1 and needed the action economy to break out a healing potion. Or you have some weird build that uses alchemical/consumable items, those are really the only things that are elevating this from being red. For what its worth, this is the one of two powers on the rogue without a specific weapon requirement.
Probing Strike (PHH 1) - Underwhelming effect. Simply not worth the power slot. For what its worth, this is the only two powers on the rogue without a specific weapon requirement.
Sly Flourish (PHB) - Bread and butter for Artful Dodgers. Take it if you are one, and no reason, not even augment feats, will justify taking this if you're not.
Optimization-Friendly Augments: Harrowing Swarm Student, Deft Hurler Style[/spoiler]
Combat Style Feats
These feats augment your at-will powers to give them additional effects, and some of them are frankly cornerstone for specific builds. This is a huge list though, with a handful of diamonds in a sea of turds, so I'll only be describing the ones that are really great. A more comprehensive list can be found in Dielzen's The At-Will to Power: A Guide to At-Will Enhancing.
Note also that you only can only apply one of them at a time, so pick carefully. Anything that looks mildly good could very easily have a better style feat that you'd rather use instead.
Black Arrow Style - One of the easier ways to get CA at range.
Daring Performer- Decent standalone benefit, cornerstone feat for an Arena Champion build.
Draji Palatial Practice - Key feat for a hit-debuff build. The untyped penalty stacks with everything else (everything else: Disheartening Ambush, Underhanded Tactics, Mindiron Crossbow/Psychic Lock)
Fluttering Leaf Style
Ghostwalker Style - Shift 1 after the attack instead. The fact that it's explicitly a separate free action, makes it absolutely key for a ranged permastealth build.
Harlequin Style - Immunity to OAs from the movement of this power, period.
Hunting Wolf Style - Move 2 after the attack instead. Its theoretically an ok benefit, but the move is attached to the power rather than a free action, which makes it useless for stealthing. Take Ghostwalker Style instead.
Leaf Runner Student
Nibenay's Glory Practice
Serpent Fang Style - Interesting potential for a poison user
Trickster's Blade Style[/spoiler]
Bloodhound Style - Slide 1 on a melee hit
Exotic Fighting Style - Push 1 on a hit with a Superior Weapon. Melee users don't care because Piercing Strike does it better. Worth a look for ranged users.
Kulkor Battlearm Student - +2 Damage on a Ruthless Ruffian.
Mountain Thunder Student - Ruthless Ruffians can hit vs Fortitude. Kind of need to compensate for their subpar accuracy.
Precision Ambush Style
Tyrian Victory Practice
Untamed Berserker Style - The generic black rating belies the fact that this an absolute goldmine for intimidatomancers (hint: go str/dex, and pack a Cincture of the Dragon Spirit). [/spoiler]
[spoiler=Gloaming Cut] Gulg Hunter Practice - Weird Leader-y benefit to allow your ally to shift 1
Midnight Blade Student - With a light blade, you target Reflex
Silent Shot Student [/spoiler]
Arkhosian High Style
Criterion of Balic Practice - Shift 1 after a hit. The fact that it is its own free action makes it great for a permastealth build, and if you're an elf, this is is utterly bonkers.
Raam's Maw Practice - Remember how rogues don't have much for forced movement? Push 1 on an accurate at-will is very nice. Gateway drug for further optimization. [/spoiler]
Corellon's Wrath Style
Cruel Cut Style
Eldaarich Guarded Practice
Impending Doom Style -A -2 attack debuff, solid attack prevention.
Nerathi Vanguard Style - Makes your Riposte Strike fully Str-independent, and still very useful. Did you also take Mark of Warding with this?
Red Cloak Student - Yeah! +1 AC/Ref as an effect, just for using this power. Mark of Warding makes this utterly sick.
Starlight Duelist Style
Urikite Staff Practice - Damage buff if you land your riposte. Boring, but fair.
Vigilante Justice Style - Probably the posterchild for this power. Turn your Riposte Strike into an off-defender power and make it a whole lot easier to trigger. This is a cornerstone augment for Riposte Strike catch-22 builds.
Warborn Fury Style - A -3 attack debuff, but has an off-stat requirement and only lasts for one attack. Impending Doom is more general-purpose and applicable.
Cat's Paw Style
Deft Hurler Style - You're here because you're a halfling and wanted a free extra attack.
Mocking Knave Style
True Arrow Style - Ignore long range penalties, which is actually a legitimate concern with short range thrown weapons.
Harrowing Swarm Student - Your bread and butter at-will now inflicts Rattling. Nice. You may now safely retrain out of Disheartening Strike.
Powers - Heroic Tier
Level 1 Encounter Powers
Level 1 Daily Powers
Level 3 Encounter Powers
Level 5 Daily Powers
Level 7 Encounter Powers
Level 9 Daily Powers
Last edited by RenZhe; Thursday, 1st October, 2015 at 05:22 AM.
Thursday, 1st October, 2015, 05:15 AM #5
Powers - Paragon Tier
Level 13 Encounter Powers
Level 15 Daily Powers
Level 17 Encounter Powers
Level 19 Daily Powers
Powers - Epic TierLevel 23 Encounter Powers
Level 25 Daily Power
Level 27 Encounter Powers
Level 29 Daily Powers
Warning: fat wall of text incoming...
Synopsis:Sneak in the Attack is like another minor-action attack, and will be favored as such. Tumble is your basic mobility utility, which is perfectly useful, and finds its way onto most classes for good reason.
Adaptable Flanker (MP) - You get a turn's worth of CA against someone you weren't supposed to get CA against. Not the flashiest benefit, but it's not useless, either.
Agile Footwork (D 381) - If he ends his turn next you, you move away. It won't help you dodge an attack, but out-of-turn repositioning is nice to have, though a bit unreliable.
Arm and Edge (MP 2) - Given that thrown weapons and slings have shorter range than say, bows and crossbows, this is actually a serviceable choice, though I'm not too sure how often it'll come up.
Cunning Step (MP 2) - This is an interesting power is that it's pretty lame for the average Rogue, yet can be quite good if you're willing to pump the otherwise dump stat that is Intelligence. I'm not a fan, though.
Deadly Knowledge (MP 2) - Adding an extra stat to damage is nice, but only during a crit or when you bloody someone (and only for 1 attack) makes it decidedly less appealing, especially when the stat added is a dump stat for most Rogues.
Double Take (MP) - This can make sure some Rogues nail that key Perception check, so it can see use.
Fleeting Ghost (PHB) - Taking the movement penalty off Stealth checks is nice, and being an At-Will is even nicer. To boot, it has a great deal of out-of-combat utility. A must for certain types of Rogues, and a strong choice for everybody else. Something of note is that it is redundant for Cunning Sneaks, so if you chose that feature, look around for something else that may be of actual use to you.
Great Leap (PHB) - Making Athletics checks instead of moving may sound cool, but it really only pays off in combat when you can reliably clear a distance greater than your speed (the DC for 7 squares is 35, so it will take a while). The fact that it's an At-Will and that it will very likely see use outside of combat make up for that, though.
Hop Up (MP) - Standing up and shifting away after getting knocked on your arse is good to have, but some feats and powers let you do this At-Will as a minor action. The reason why this power is still worth talking about is because it doesn't consume actions on your turn to do it.
Lurker's Cloak (MP 2) - Given that cover and concealment already provides you with +2 to all defenses, this can certainly help you turtle up for a couple of turns. It's better if getting that cover or concealment didn't entail sacrificing the ability to attack.
Master of Deceit (PHB) - Rerolling a Bluff check can certainly save a social situation or skill challenge, as well as have some marginal combat utility (feints). Not a bad choice for most Rogues.
Quick Fingers (PHB) - Not sure when Thievery's action expenditure comes up outside of combat, and I'm even less sure of when making a Thievery check in combat will come up at all (barring your DM getting Tomb of Horrors-level trap-happy). Not sold on this one.
Reap the Rattled (MP) - It requires a rattled enemy, only grants CA for two turns, and it's a Daily? Garbage.
Sneak in the Attack (MP) - You could think of this as a +leader power, in which case its a heft chunk of damage. Or given how much damage a sneak attack actually is early in your career (particularly if you're a Brutal Scoundrel), you could, instead, put this on par with a minor action attack. That's a hell of a strong pick either way.
Sudden Leap (HotFL) - A minor action move equal to half your speed. Surprisingly handy for turns where you just need that little extra bit of move (or spent a move action to get up from prone).
Switcheroo (MP 2) - While this may not be useful all the time, you can use it all the time, and sometimes you or your ally may need it to get where you need to go. This does get a lot better if your allies take the Agile Opportunist Paragon feat, since switching places counts as a slide.
Tumble (PHB) - Shift your speed, no questions asked. A basic mobility power that has similar analogues in most other striker classes, and for good reason - because they're often powers strikers want and need the most.
Synopsis:If you liked Tumble, retrain it for Ignoble Escape and take another good U2. Or keep both. Swift Parry is a nice dodge for a Cha-build. The rest of your good stuff are gonna be from Skill Powers.
Blind Spot Advantage (MP 2) - Concealment against a single enemy sounds like an overly complicated way of getting CA for the average Rogue. However, it can be key for the Stealth lovers among you to get your act together even when the terrain is not conducive to your antics. Solid enough.
Chameleon (PHB) - This is a "think fast!" sort of Utility power: the most logical thing an enemy looking to kill a Rogue hiding behind something is to go look for him. This helps keep you hidden while you scramble around and look for another hiding place, and it can do so At-Will.
Ferret Out Frailty (MP) - You get CA against one enemy for one turn, or 2 turns if he's taking the Rattling penalty. Not flashy, but it does what you need it to do.
Fortuitous Dodge (MP) - A very thematic power, it can lead to some pretty funny sequences, though if the attack missed you, the odds of it tagging your opponent depend on the type of creature it is, since the attacker doesn't make another attack roll. A bit too unreliable to be a Daily IMHO.
Hidden Blade (PHH 1) - Sure it's conditional, and it only works for one attack, but CA without being target-specific leaves your options wide open, and that's got to be worth something.
Ignoble Escape (PHB) - Shift and shed a mark. It's barely a mild upgrade of Tumble back from level 2, but what's amazing at level 2 is still gonna be awesome here. Those that didn't find anything else spectacular on the U6 list and took Tumble at U2 might consider retraining into this and taking Sneak in the Attack for their U2 instead.
Mob Mentality (PHB) - A useful trick for skill challenges, especially if you're not the party face.
Nimble Climb (PHB) - So you can climb faster. In how many combats does this really come up? At least it's an At-Will, so you can use it outside of a fight (but even then, are you really measuring climb speed in an out-of-combat situation?).
Perfect Feint (MP 2) - 2 turns of CA against any adjacent enemy. This can come in very handy, as it gives you options as to who you're going to attack.
Sidestep Stance (MP) - +2 to AC against one enemy, and you can keep switching enemies. This can come in handy, though it is a bit limited.
Slip Aside (HotFL) - Given that AC is the most targeted defense, you're bound to get hit sometime, and at that point an ability to take half damage might save your skin.
Slippery Mind (PHB) - +2 to Will isn't all that and a bag of chips, but it's an Encounter power, so it's not all that bad (it IS one of the few defensive Utilities you have...).
Swift Parry (D 381) - Works against one attack, so it's no shield...but you take what you can get that ups your survivability. Those without a good charisma score should avoid.
Threatening Glare (MP) - Half damage on OA's and CA against those enemies is pretty good for Brutal Scoundrels, who are at a greater risk of getting tagged by those same enemies.
Ugly Finish (MP 2) - It may be a Daily, but a mass -2 to attacks and CA for dropping someone or landing a crit is a good power to have in my book.
Vault Position (MP) - ...Huh? +1 to Reflex on a Stance is rather marginal, and an Athletics check is nice, but not as a Daily...
Vexing Flanker (MP) - Insta-flanking for your ally. It can be useful if multiple allies are gathering to bash a single enemy (you can use this and your own turn to make sure at least 2 of them get CA).
Synopsis:Acrobat's Escape or Counter-Step are the go-to picks here. I prefer the former.
Acrobat's Escape (HotFL) - Whoa. This power gives you an instant bailout against a Melee opponent approaching you. An amazing power for any sort of Rogue.
Brisk Stride (MP) - +4 speed for one move and 2 turns of no difficult terrain as an Encounter power can come in handy.
Certain Freedom (PHB) - A daily for a guaranteed skill success? Not a wise investment in my book in most cases.
Close Quarters (PHB) - Always stay close to your victim, impose a big attack penalty against you, and at worst you trade your move action for his standard action (so action advantage for you). Conditional to being smaller than your opponent (and him being Large or bigger), which is not a good thing for a Daily, but at later levels almost anything qualifies anyway.
Combat Tumbleset (MP) - Another good mobility power, moving through enemy spaces while not risking OA's means you can pretty much go wherever you want, which is a good freedom to have.
Counter-Step (HotFL) - A defensive and an offensive buff for getting approached? Don't mind if I do...
Dangerous Theft (PHB) - Your DM is likely gonna have to jump through a couple of story hoops to get this power to actually see play in your game. Not recommended.
Daring Gamble (MP 2) - Limited because you likely can't coerce people to attack you and it only lasts a turn, but free CA for the whole encounter is worth finding a way to make trigger while not getting yourself in too much trouble.
Deadly Sacrifice (MP 2) - I see few Rogues as sturdy enough to take a hit for another class (Controllers or badly injured characters for the most part), and while CA and more Sneak Attack damage for the whole encounter is nice, it is a Daily, so it has its limitations.
Executioner's Mien (MP) - Every attack getting Rattling for an entire encounter can be a pretty welcome thing for a Rogue who wants to mess with opponents and live to brag about it.
Gap in the Armor (MP) - A nice "Solo-killer" style of power, since no one likes to miss their money shots in combat, especially against the tough opponents.
Nimble Fingers (HotFL) - Snatching an item of the enemy's is fluff gold, but its use is more subjective to what the target actually has on it (and is not using to whack you upside the head with). Pretty corner-case overall.
Peripheral Concealment (MP) - I get that this allows hiding any time you have some distance between yourself and everybody else, but that's not worth being a Daily.
Shadow Stride (PHB) - A decent upgrade for Fleeting Ghost for out-of-combat situations (lets you get through lighting without getting seen), except if you're a Cunning Sneak. For them, this is as obsolete as its predecessor.
Sneaky Roll (D 375) - I'd like this more if you could use it BEFORE you got hit, but you can't. Still, movement outside your turn that doesn't provoke OA's and disregards enemies being there is not all bad.
Synopsis:This is seriously the best level for rogue utilities, which is also unfortunate in a way because there are so many things you want here. Anticipate Attack and Leaping Dodge are excellent attack-negation. Hide in Plain Sight is just sick for a ranged stealth build, and Slip From the Grasp does a lot to shake off conditions that would otherwise hose you.
Anticipate Attack (MP) - Requires Insight, but +4 to all defenses just because every encounter can mean getting hit one less time per encounter, and it works against crowds. A most excellent alternative to Leaping Dodge.
Clever Move (MP 2) - I'm of the opinion that this doesn't let you dodge the triggering attack, so it's sort of a consolation prize for getting hammered. Solid, but nothing special.
Defensive Roll (MP) - Requires you to get missed, and though out-of-turn repositioning is nice, it's a bit too unreliable for my taste.
Denying Stance (MP) - A Stance that makes your opponent more liable to miss every time it does so. The fact that it does nothing until you're actually missed makes me not like it.
Dishonorable Tactics (MP 2) - I see no reason to take this with Hide in Plain Sight being at the same level as this power.
Foil the Lock (PHB) - While thematically awesome, in almost every case it is absolutely unnecessary. It'd probably be better if it let you disable traps at that same speed.
Grasshopper Leap (MP) - How many times do you really need an auto-20 on a skill check as your only hope of success? If you do, the problem resides with the challenge, not the Utility choice.
Hide in Plain Sight (PHB) - Hiding, meet Easy Mode. A Crossbow user with Steady Shooter finds this especially appealing.
Leaping Dodge (PHB) - Whoa. Encounter avoidance of an attack (the enemy can't OA you because it's his turn)? This is awesome! It does have limitations, though: it will provoke OA's from any other adjacent enemy, and you must be trained in Athletics to use it. Otherwise, it's beautiful.
Magpie Filch (MP) - Again, a Daily for a free action auto-success doesn't come up enough for you to need a power for it.
Opportunistic Relocation (MP) - Strictly worse that Combat Tumbleset (L10) or Ignoble Escape (L6) if you have Acrobatics (you should, by the way), and still terrible otherwise. Why is this here and not at L2, where it'd actually be worth something?
Raise the Stakes (PHB) - Requires Bluff. Monster criticals are by and large nowhere near as dangerous as player criticals (so little risk for what could be the reward), and this is especially meant for any non-Daggermsters in the audience, even if it only lasts 2 turns (make 'em count: roll as many attacks as you possibly can during that span).
Shadow Master (MP 2) - You can ignore the need for superior cover/concealment for Stealth for 2 turns per encounter. A good way to get your hiding shenanigans (and thus guarantee said shenanigans) on in more barren terrain.
Slip from the Grasp (HotFL) - This honestly deserves higher if it weren't for such a strong showing all around for utilities at this level. For many of you, Immobilize will be the bane of your existance, and this is simply a get out of jail free card, along with a free save against anything that could be saved against. I actually use this, and often, as a soft counter to stun and dominate.
Trap Master (MP 2) - Traps sometimes show up in combat encounters, so an At-Will to not have to even spend your move action cracking one open is not all bad.
Vigilant Footwork (MP) - Only covers Melee attacks, and doesn't even boost all defenses. Blegh.
Synopsis:Eh. Chargers auto-pick Invisible Stalker. Rest of you can either take your pick of blue powers from this list, or just go back for a U16.
Clinging Shadows (MP 2) - You get an extra turn of concealment, which guarantees you get a free shot at hiding again, apart from the obvious defensive connotations. Workable, but items can replace this power to a much greater degree than they could its predecessors.
Cloud Jump (PHB) - DOUBLE JUMP. Just like in your favorite(?) games! However, I don't believe it to be all that effective because you aren't considered to have a running start (and without it, the only way you're blowing by your normal speed is if you roll a 45 on your Athletics check or something crazy like that). A novelty, but ultimately not much beyond it.
Dazzling Acrobatics (PHB) - A huge shift, with extra AC in case they can counter shifts with an attack. If you picked a lot of mobility powers earlier, you may not need this: if you didn't, it is a godsend.
Hide from the Light (PHB) - So after you blow your Encounter powers, you can pop this to plink away at your opponent with no chance of being seen, and the ability to happily move about invisibly and re-establish your hidden state. Powerful in the hands of any Ranged Rogue, and it can be awesome in Melee if your opponent doesn't get wise to what you're doing fast.
Indomitable Agility (MP 2) - It negates status effects, can be used to shift your speed outside your turn, AND it has no trigger to satisfy: you can pop this off whenever you need to, even as a counter to any move your opponent might have made. The thing is, its a daily, and it doesn't really save you against the big guns that would really wreck your day, so I expect better.
Invisible Stalker (HotFL) - Chargers take note. You now no longer have to work to clear any kind of charge distance, now and forever. Perma-stealth builds enjoy this a bit too, if they have other pieces together to combo with this (Phantom Chausseurs, perhaps?).
Killer's Instinct (MP 2) - Shift your speed outside your turn and gain CA vs. a Bloodied foe. This can be useful if you drop your opponent at the same time an ally bloodies one, but the trigger dampens my opinion of it.
Mountebank's Flight (MP) - This can allow you to do something your Defender likely can't, and that is respond effectively to enemy teleportation tactics. Bear in mind you're likely to take a shot to the face for stalking your opponent in this fashion, though. This is obviously better if the attacks that particular enemy is packing aren't all that fearsome, of course.
Scoundrel's Epiphany (MP) - It can be useful for story reasons, but if your DM is asking for a natural 25 on a d20 for you to be able to uncover some information, it's pretty likely you don't need it to complete the encounter in the first place, unless he's doing it just so you can use this power.
Seize the Moment (MP) - You go first without the shadow of a doubt, and you get a solid attack and speed buff for turn 1. It's a pretty cool power, but it faces some tough customers on the rest of the list.
Somersault Dodge (MP 2) - At-Will out-of-turn positioning is worth something, even though I'm not the biggest fan of the trigger, since it's after you get attacked.
Thief of Fortune (MP) - It won't help on death saves, but that's about the only thing it won't do. Not a top rating because I don't expect Rogues to miss all that much, but rerolling a crucial save (like one against a stun effect) and then slapping on a debuff can be useful.
Uncanny Aim (MP 2) - It can be awesome for Dagger wielders to extend their range for that opening salvo (think House of the Flying Daggers), but it is completely unnecessary for most Crossbow users, especially Superior Crossbow users (you likely can't even see as far as this powers extended range allows you to hit).
Unnerving Footwork (MP) - While attack debuffs are all fine and dandy, they need to end their turn adjacent to you, which makes this worthless against any opponent with Reach, which should be the norm at this level of play.
Wall Crawl (MP) - You can climb at your full speed (a bit less if you're in Hide and without Hide Specialization) without penalty. Not sure this comes up enough to merit taking this power.
Class Skill Powers:Acrobatics
Agile Recovery (PHB 3) - Forever changes standing up to a Minor Action. Pretty cool.
Dodge Step (PHB 3) - The trigger goes off too late to avoid a hit. Unimpressive.
Graceful Maneuver (PHB 3) - You already got this at L2, only twice as good: it's called Tumble.
Perfect Balance (PHB 3) - It provides a small speed advantage while traversing narrow or difficult terrain, and doesn't require checks. Decent.
Timely Dodge (DSH) - Dodge an attack every encounter. This is a very competitive pick compared to your class U6 list.
Tumbling Dodge (PHB 3) - An example of a power that gets better as time goes on. Right now, you're likely getting a +2 bonus to all defenses at best (which is still good), whereas later on you'd be looking at +4 or so. Nice.
Drop and Roll (PHB 3) - How often does this really come up? Not enough to occupy a Utility slot in my experience.
Familiar Footing (DSH) - Ignore difficult terrain for a full encounter. Situationally useful, I guess.
Rapid Escape (PHB 3) - The definitive answer to being grabbed; it allows you to escape as a Minor Action, grants you CA if you do escape, AND its an At-Will. It faces stiff competition and grabbing aint exactly the most common status effect under sun and moon, but this is awesome when it does come up.
Reflexive Dodge (PHB 3) - A solid DR ability, that comes with a shift attached.
Bounding Leap (PHB 3) - A power that subs your move action for a jump that carries a bonus. Unless you optimize your Athletics check or roll very well, this is only worth it later on in your career when you can reliably clear an Athletics check equal to your speed + 1 (DC 30 for speed 5, DC 35 for speed 6, and a whopping DC 40 for speed 7). At least its useful out of combat...
Scrambling Climb (PHB 3) - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns.
Crushing Escape (DSH) - Unless your campaign involves pro-wrestling, forget it. This is way too situational to be worth the power slot.
Mighty Sprint (PHB 3) - Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty decent pick.
Sudden Leap (PHB 3) - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. It can definitely see use on a Rogue.
Incredible Stride (PHB 3) - Whoa. +4 speed for the encounter is a big buff. A very nice choice.
Battle Feint (PHB 3) - Not the flashiest thing in the world, but CA does have its uses for you.
Serpent's Tongue (D 389) - Getting a bonus after you fail can be of some usage.
False Bravado (PHB 3) - Shedding off a mark just because you want to is a solid benefit to have.
Confusing Blather (PHB 3) - It can potentially allow you and your allies to maneuver and disengage unmolested by your enemies. Nice.
Dirty Tricks (PHB 3) - This just seems like a lesser version of Confusing Blather to me, so just take that instead.
Fast Talk (PHB 3) - Saving you from yourself. Could be useful for those times you roll a 3 or less on a Diplomacy check, assuming you bother to train it.
Improvisational Arcana (PHB 3) - If you were to choose to use rituals, this has the handy effect of making sure you don't suck at them. Solid enough.
Stall Tactics (PHB 3) - It might as well say, "Once per day, your party wins initiative, no questions asked." This can set up some devastating tactical advantages for you and your allies.
Deep Shadows (PHB 3) - Your Dungeoneering should never trump your Stealth. Ever.
Otherworldly Lore (PHB 3) - Though conditional (not only do you have to encounter an aberrant creature, you have to nail the check), it DOES hand out +4 to hit essentially for free...
Stay Back (DSH) - This power is pretty hilarious and useful for the earlier levels where you have a free hand and aren't minor-starved, as it gives you a legitimately useful thing to do with your minor action, particularly if you're a ranged build. Retrain later.
Eyes of the Deep Delver (PHB 3) - Blindsight for a turn, just because you can. Usually, one turn is all you need.
Dungeoneer's Guidance (DSH) - A Darkstrider with a good Wis score should be the only build that justifies this. Even then, this is still a waste of a slot.
Stonecunning (PHB 3) - There is no reason your Dungeoneering should beat your Perception by enough of a margin as to justify taking this power.
Level 10:Insane Logic (DSH) - Only works on Aberrants, so that's basically a 'look elsewhere'
Ripples in the Air (DSH) - Sustainable tremorsense 5. I'm not a real fan of stuff that eats up minors.
Trap Sense (PHB 3) - A sweet trap-redirection ability, its rather conditional, which is what holds it back against pretty stiff competition.
Practiced Mental Defense (D 385) - Keeping allies from getting stunned or dominated is nice to have, though dazed isn't a massive improvement and this is a Daily (which means this power has its limitations).
Anticipate Maneuver (PHB 3) - Creating CA for yourself is something that's nice to have, at the very least.
Calculated Acumen (DSH) - CA at range for 2 turns and learn vulnerabilities. Decently useful to have.
Empathic Read (PHB 3) - Saving your allies from themselves is nice, but some of you will likely be the party face, which means that you'd much rather have someone use this to your benefit.
Insightful Counter (PHB 3) - A very nice way to negate disadvantages from running into a tight spot.
Prescient Maneuver (PHB 3) - This doesn't seem like your thing at first glance, but there are characters (like Riposters) that want to stay up close and personal, and can wring some use out of it.
Conceal Psyche (DSH) - It's a serviceable enough defense against dominate and buff to will, but this is a little too situation to pack as a regular power in your lineup. By the time this starts to matter, you'll have other stuff like Slip From the Grasp anyway.
Insightful Comment (PHB 3) - A very nice out-of-combat power, especially because it also affects you. Can effectively put a non-combat encounter on Easy Mode.
Prescient Defense (PHB 3) - A solid defensive bonus for you when you are attacked, which helps keep you around dangerous siuations.
Level 16:Despana's Strategem (DSH) - Are you joking me? Total trash. Did you miss Insightful Riposte?
Insightful Riposte (PHB 3) - Making an important power land can change the course of the encounter. A very strong ability, especially if your DM is more liberal with information as to how much you missed enemy AC's by or if you (or your party) have been able to land some Knowledge checks. If you missed out on this at level 16, and are considering taking Nimble Blade, you should use that feat to take Skill Power for this instead.
Ominous Threat (PHB 3) - Freeing an ally from a mark while slapping on one of your own is a bit too risky for my taste.
Demoralize Foe (PHB 3) - A free debuff when you hit is always nice for keeping your allies up on their feet.
Everybody Move (PHB 3) - A mass push 1, no rolls required. Rearrange the battlefield, set up for yourself or allies, etc. More useful than you'd imagine.
Scatter the Cowards (DSH) - If you wanted forced movement, try Everybody Move. If you wanted to move without OAs, try Tumble. This power does two things that other powers do better, and there's pretty much never a situation where you'd want or need to do both on the same power and action.
Try the Stick (PHB 3) - Subbing Intimidate for Diplomacy every now and again can have some use on certain flavors of Rogue.
Snap Out of It (PHB 3) - Absolute flavor gold, and it can help you support your Leader on the saving throw department, which can be very important, especially at higher levels.
Far Sight (PHB 3) - A nice way to pick your target without worry about what's around him.
Foil Ambush (DSH) - A pretty decent way to say screw you to those "make a perception check or be surprised" encounters that your DM may or may not like throwing at you first thing in the morning, and having this once/day is usually enough. This one is worth keeping in your pocket.
Guided Shot (PHB 3) - Given that Reflex is usually a whole lot worse than AC, this can turn a few misses into hits for your allies, which can help you provide some support.
Trapfinding (PHB 3) - Understandably, this can help you in certain situations.
Warning of Peril (PHB 3) - Your Passive Perception covers a huge area. Can work better for you if your Passive Perception is a strong suit.
Focused Sight (PHB 3) - Far Sight's big brother. A solid choice if obstacles consistently give you the blues.
Perfect Sight (PHB 3) - Should you need to see an elusive enemy for a turn, this will help you get him in your sights.
Spot Weakness (PHB 3) - Basically, treat this as a minor action attack that does 4 damage. Sounds like crap? Yep, sure is.
Uncanny Instincts (PHB 3) - While it sounds nice at first glance, your Perception shouldn't be beating your initiative.
Obscured Avoidance (PHB 3) - You get At-Will mark avoidance, sans the conditional requirement, later, so this has less luster for you than for most others.
Elude Senses (DSH) - Screw over enemies with Blindsight or Tremorsense, which are the bane of any permastealth build, so I can see some use there.
Concealed Shift (PHB 3) - Shift you when youre missed if you have cover/concealment. Meh.
Shrouding Gloom (PHB 3) - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check.
Crowd Cover (PHB 3) - A pretty cool way to mess with enemy Ranged combatants, but it has its limitations (only works against ranged attacks, cover only provides +2 to all defenses). That said, it can be pretty cool if it does work.
Immersed in Darkness (DSH) - Invisibility on a somewhat common condition. Not all that useful to permastealth builds who can do better, and I expect slightly better out of a U10.
Persistent Tail (PHB 3) - A decent power to keep yourself out of sight, and a consistently favorite toy for permastealth builds. Great out-of-combat utility for this one too.
Deepening Gloom (PHB 3) - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit.
City Rat (PHB 3) - Your Streetwise shouldn't be beating your Stealth.
Failed Diplomacy (DSH) - Minor initiative boost with CA, and its a power bonus, so it doesn't stack with your warlord. This is basically a waste.
Nose for Trouble (PHB 3) - Your initiative check will rarely lose to your Streetwise check.
City Dweller (PHB 3) - Once per day is too steep a limitation for this level of power.
Slow Pursuit (PHB 3) - Rather conditional, but creating difficult terrain can help defend allies you're not standing in front of.
Navigate Crowds (PHB 3) - Functionally, this is a clone of Combat Tumbleset, and thus will be rated identically.
Fast Hands (PHB 3) - A miniature Quick-Draw Trick for anyone wholl train in the skill. Could be useful.
Lock Tap (PHB 3) - Action economy on Thievery checks can be useful in certain situations, but I don't think those situations are all that common outside of combat, and you shouldn't be popping locks open in most fights anyway.
Quick Palm (PHB 3) - Again, action economy on a Thievery check, but for something you're more likely to need to do fast.
Hasty Retreat (PHB 3) - A decent emergency shift away, it could get you out of the range of a few traps' triggers, especially ones like poison needles in doorknobs and the like.
Quick Switch (PHB 3) - Though the effect doesn't cover all that much space, it could help you introduce your enemy to your Defender without an OA for either of you, which is nice.
Stolen Defense (PHB 3) - This is Anticipate Maneuver... Leader edition. You could just flank, you know.
Disruptive Stunt (PHB 3) - An attack debuff as part of an opportunity-free move action through an adjacent enemy's space. The movement likely won't be all that earthshaking, but a repositioning power with a free debuff can be decent.
Recommended Non-Class Skill Powers:
Level 6:Peer Through the Void (DSH) - Blindsight til end of encounter as a stance. This matters because rogues can't gain CA while blinded, and as such this is an excellent power to keep in your toolbox as a counter.
Master Diplomat (D 389) - Rerolling Diplomacy checks ftw.
Soothing Words (PHB 3) - Essentially, you get a little extra bang for your buck on your healing surges while you rest. More on the Leader side than what you typically go for, and its benefits are not that great, anyway.
Haggle (PHB 3) - Redundant with Master Diplomat.
Stirring Speech (PHB 3) - Again, more on the Leader side of the spectrum than what you're typically comfortable with.
Befriend (PHB 3) - In skill challenges, this is a hefty boost to have. Otherwise, it's a bit marginal, but I like it as an aid for non-Charisma Rogues to be the party "face".
Cry for Mercy (PHB 3) - A very nice Leader-y power. +4 to all defenses and no OA's on movement for a Bloodied ally every encounter can be effective.
Noble Sacrifice (PHB 3) - While the spirit of helping others is nice tohave, you're not as capable of taking prolonged punishment as some members of your party are, so this is a gamble I'd rather not take.
Indomitable Ally (PHB 3) - Buying one more turn for your ally sounds all right to me.
Level 10:Enter the Crucible (DSH) - Resist 10 and immunity to weakened for an encounter. This is pretty damn strong at level 10, but retrain later.
Last edited by RenZhe; Wednesday, 6th January, 2016 at 01:16 AM.
Thursday, 1st October, 2015, 05:16 AM #6
Due to the enormous amounts of feats available for a character to take, we'll only be talking about those which I consider Black or better. I would recommend feats for Rogues be taken with the following priorities in mind:
1. Accuracy bonuses - You make your living on being accurate: reinforce that aspect of your character early and often, since you usually only get one roll per attack and it's best to make it count.
2. Damage bonuses - Once you're assured of a hit, it's time to focus on landing the hardest hit you possibly can. Abilities that grant extra attacks and other ways to get additional damage to bear on your opponent fall into this category as well.
3. Mobility enhancements - The best defense you can employ is not being there when the opponent decides to hit you, so anything that improves your ability to slip out of your opponent's grasp is very appreciated.
4. Defense bonuses - You won't be able to run from everyone forever, so you'd best be ready for when they catch you and try to whack you upside the head. Defensive bonuses are a good way to accomplish this, since you don't have quite the array of defensive utilities other Strikers have access to.
5. Miscellaneous - Once you've taken care of the priorities I've mentioned above, you pretty much have free rein as to what you should get. I do recommend at least one power-recovery feat to reuse those attacks you can set off outside your standard action.
Heroic Tier Feats:
Paragon Tier Feats:
Epic Tier Feats:
Racial FeatsRacial Feats
Dragonmark Feats (EPG)
Exotic Weapon Feats
Combat Style Feats
Honestly at this point, to be fully optimized by CharOp standards, every rogue needs to do this, even if only just because the MC feats themselves are a very good package. Below are a recommended selection of multiclasses you could be taking, and what added values they provide and unlock.
Thursday, 1st October, 2015, 05:17 AM #7
Really, these are just heroic-tier analogues to Paragon Paths, and will be seen as such. An in-depth review of themes can be found by consulting the appropriate theme guide. Or if you're having trouble finding the appropriate handbook for themes, you may instead, wish to consult the guide to theme guides. Below are a small subset of themes that I find particularly valuable to a Rogue, divided by category.
Recommended ThemesRecommended Themes
I'm going to take the harsh approach to this again. Rogues only get two real sky-blue PPs within class. Cloaked Sniper is great for ranged crossbow users, and Daggermaster for everyone else. You might argue for Arena Champion, but that's conditional on a fairly specialized build combination. Well, that leaves everyone...who, instead, usually ends up multiclassing for something interesting. I've elected to include a handful of Non-Rogue PPs that, if not completely optimal, are at least interesting and relevant to big-leagues rogue optimization.
Rogue Paragon Paths
Non-Class Paragon PathsNon-Class Paragon Paths
Racial Paragon PathsRacial Paragon Paths
Special Membership Paragon Paths
Let's be real here. Demigod and its ilk are sky blue choices, but only because the rest of the charop playerbase would probably strangle me if I hinted otherwise. Let me just make my opinions clear here: a +1 to everything and then some makes for rock solid mechanical optimization, but my god, is it boring. Your ED shouldn't necessarily just be about the stats (though if they do fit well, they get a higher rating accordingly) - it should provide a benefit truly unique and synergistic with the character build and concept you were trying to achieve. And you've been around the block for 21 levels by now, you should know what you want to do with your character at this point to make it all work.
Rogue Epic Destinies
Non-Class Epic Destinies
Thursday, 1st October, 2015, 05:18 AM #8
As is the norm for sections in this Handbook, if the piece of magic equipment isn't Interesting to talk about or highly rated, I won't be talking about it (especially important because this game has a colossal amount of equipment available). People interested in a more in-depth analysis of items should take a look at this amazing item guide by Armisael.
Thursday, 1st October, 2015, 05:19 AM #9
Advanced Optimization Guide
Every rogue player should know these basic tricks of the trade.
Deadly StormDeadly Storm
Archetype Optimized Build Concepts
The three tried-and-true ways to be a good striker are a) critfishing, b) charging, and c) multi-attacking. It just so happens that the rogue has signature ways to access all three, which we discuss here.
Crit FishingCrit Fishing
Riposte Catch-22Riposte Catch-22
Perhaps you're looking for something beyond the standard archetypes? For some off-the-wall build ideas here's a few notable build combos and build stubs to get you off the ground.
Arena ChampionArena Champion
Push and Slow
I wouldn't call these representative, per se, but these selected builds below are some of the more colorful applications of a standard rogue archetype that set a comfortable baseline for a solid, no-nonsense rogue play. Note: the item selections associated with these builds are also very minimalist - they're well within the projected wealth for their level, but I'm very lazy when it comes to calculating item budgets, an took the minimum items necessary to get the build up and running.
The EvisceratorThe Eviscerator
The ChargerThe Charger
The RiposterThe Riposter
Tuesday, 5th January, 2016, 11:06 PM #10
Cutpurse (Lvl 5)
Hey, Ren! This is one of my favorite guides, so I think it important to point out that, in the shuffle over from WotC, the Utility Powers section got left behind. (Maybe this provides an opportunity to rate skill powers and racial skill powers, too? Ever hopeful!)
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