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User:Vekx

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I am a beta player and pre-order member of Dungeons & Dragons Online. My primary experience with the game has been invested into the rogue class. My current and favorite rogue template is as follows.

Race: Human

Stats:

  • STR: 8
  • DEX: 16
  • CON: 14
  • WIS: 14
  • INT: 14
  • CHA: 8

Feats:

  • Dodge
  • Mobility
  • Weapon Finesse
  • Nimble Fingers
  • Alertness (Edit: thought this was spot and search... turns out its spot and listen - much less attractive.)

Stat Advancement:

  • Level 4: +1 DEX
  • Level 8: +1 DEX

Enhancements:

  • Human Versatility
  • Skill Ingenuity
  • Skill Perception
  • Skill Stealth

Skills Developed:

  • 13 from trains.
  • 4 or 11 from enhancments
  • 5 from gear - DD, Hide, MS, OL, Search, Spot, Tumble
  • 2 from feats - DD, OL, Listen, Spot
  • -1, 2, or 4 from ability modifiers
    • Balance (DEX): 21
    • Disable Device (INT): 33
    • Hide (DEX): 33
    • Jump (STR): 16
    • Listen (WIS): 21
    • Move Silently (DEX): 33
    • Open Lock (DEX): 35
    • Search (INT): 31
    • Spot (WIS): 33
    • Tumble (DEX): 26
    • Use Magic Device (INT): 19

Gear:

  • Piercing: short sword
  • Slashing: sickle
  • Crushing: light mace
  • Off-hand: buckler
  • Armor: studded leather

Current Considerations:

  • Swapping the enhancement Stealth for Rogue Action Boost.
  • Multi-classing one or two levels into fighter for free shield proficiency as well as an extra feat.

Elves and halfling are arguably better rogues, but lose 4-6 points from critical skills (like the above) because they lack Human Versatility (with 14 intelligence, I am developing 11 skills - Human Versatility grants a total of 44 extra skill points across the board here) and the extra feat. I suppose you could trade Rogue Action Boost for a +11 to Disarm Device five times between rests, but this won't be infallible as sometimes rest areas are few and far between heavily trap-infested areas. And to be fair, I'm considering swapping Stealth for Rogue Action Boost anyway, which could throw Disable Device up to 44.

I have only done up to level 8 quests, so I may be overemphasizing the need to spike these uniquely rogue skill sets.

Personally I would drop the 14 wis for a 10 12 switch with strength. Mostly for carrying capacity and not getting the -1 to damage. I know it doesnt make a big deal, but Personally I cant stand having a -1 to damage. -- koolkat 14:40, February 15, 2006 (PST)

Any other thoughts on strength? From what I can see, rogue DPS is primarily from sneak attack anyway, which isn't modified by strength. I also haven't had any problems with carrying capacity, though I do tend to get neutralized by stacking strength debuffs (a broken game mechanic anyway, AFAIK). OTOH, wisdom gives a bonus to Spot checks, and a bonus to Will saves. -- Vekx 15:00, February 15, 2006 (PST)
What I am suggesting is taking two points from wis and moving them onto str. This would only decrease you wis skills by one point yet it would add one point of damage to Every attack. I know it doesnt seem like much, but it is essentially turning a +2 weapon into a +3 weapon at the cost of a spot of 32 and a will save that is one less. koolkat 15:13, February 15, 2006 (PST)
On a non-rogue I would agree. However, with sneak attack and weapon finesse, the increase to attack is zero, and the bonus to damage is negligible (Assuming +4 d6-based weapon, level 10 rogue: 6d6+4 damage instead of 6d6+3 - avg. damage gain of about 4%). I think the strength argument that would be convincing would be based on carrying capacity and avoiding zero strength from stacking debuffs. Keep posting disagreements though! -- Vekx 15:25, February 15, 2006 (PST)
Yeah I figured for a rogue it would be much of a deal, more of a personal like. I figure I wont have many -1 stats in any of my chars. What happens at zero strength from debuffs do you die or can you just not move? -- koolkat 15:29, February 15, 2006 (PST)
Zero strength is terrible. All you can do is move and tumble. You cannot interact with the environment (i.e. use rest shrines, open doors, etc), attack, talk with NPC's, etc. It sucks. Bad. However once you have a level 3 cleric (lesser restoration) you should rarely run into this problem. -- Vekx 16:06, February 15, 2006 (PST)

Testing out Rogue Action Boost now. I'm liking it so far, and the loss of points out of stealth seems negligible so far (snuck by one of the CR 10's in Stormcleave last night). -- Vekx 08:45, February 16, 2006 (PST)

I just read that skills are currently capped to 40. With the Action Boost bonus of +11, this means that a skill of 29 should be sufficient, with the caveat that this is only useful 5 times per rest, which is not enough in some instances. Also, there is some confusion as to whether Human Versatiliy caps out at +5 or +4 to all skills. Anyone know the answer?