Shadow Walk on a Rouge? Other ways of Constant CA?

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Besides Hybriding can I get Shadow Walk on a Rouge?

I was making a Shadar-Kai rouge/warlock that would use spike chain training  to make a spike

chain a light blade so that i could have spiked chain pact weapon and have the most

damaging light blade in the game and benefit from some two weapon/Light blade feats.

Stats

Lv1  STR 10  CON 10  DEX 18  INT 14  WIS 10  CHA 16

I was wanting warlock strike for the character. Will Warlock strike target reflex if i get the deft blade feat?

Will hybriding just ruin the rouge since i do not have that much int to really benefit from my pact?

Since i will not be using Warlock powers that often and mostly rouge powers should i just go

Straight rouge?

Are there other ways for rouge to get constant CA? (with out frost cheese I am so tired of Frost

weapons)

Feats im thinking of

(Two weapon fighting)  Two weapon Defense, Deft blade?, supior iniative back, stabber, Nimble Blade.

Thoughts? opinions? Tweeking?

I forgot to mention im getting shadow warlock armor.  AND shadar Kai have racial feats for spiked chain like.
I really gotta ask.

What does a Hybrid Rouge do?

Infernis
What does a Hybrid Rouge do?



Ah, the most common pet peeve in RPGs.  (One that I share, to be quite frank.)

Rogue is the class.  Rouge is a color.
Now, if your rouge has shadowalk, you've really messed up your build. You want your rouge to be a nice sunny red to accent the cheekbones. If it's dark or shadowy or bringing any sort of umbrage, then it's just not a believable paint, and you'll get the oddest looks.

Rogues with shadowalk are only mildly more optimised. If you want true permanent concealment, then all you need are two feats and an item. Multiclass Assassin, then take Drawn Shadows. Pick up an Enshrouding Candle, and BOOM! Permanent concealment with no movement requirement. Or, if you're a bit higher level, then take Armor of Dark Deeds, and you'll have be concealed for a percentage of the time equal to your hit chance.
Now, if your rouge has shadowalk, you've really messed up your build. You want your rouge to be a nice sunny red to accent the cheekbones. If it's dark or shadowy or bringing any sort of umbrage, then it's just not a believable paint, and you'll get the oddest looks.

Rogues with shadowalk are only mildly more optimised. If you want true permanent concealment, then all you need are two feats and an item. Multiclass Assassin, then take Drawn Shadows. Pick up an Enshrouding Candle, and BOOM! Permanent concealment with no movement requirement. Or, if you're a bit higher level, then take Armor of Dark Deeds, and you'll have be concealed for a percentage of the time equal to your hit chance.



The problem with enshrouding candle is that it pinpoints your location for smart enemies. They can't see you, but they can see that big circle of shadow that's following you around. They might just choose to attack the center of it. That said, this is only a problem if you were wanting to force enemies to guess your location. If you just wanted hidden for the total concealment, then no problemo.

The problem with enshrouding candle is that it pinpoints your location for smart enemies. They can't see you, but they can see that big circle of shadow that's following you around. They might just choose to attack the center of it. That said, this is only a problem if you were wanting to force enemies to guess your location. If you just wanted hidden for the total concealment, then no problemo.


That's true. Now, that said, if your party has low-light vision, then the new common, level one consumable from HotFeywild (Shadow Flask or somesuch?) creates a 10x10 area of dim light. Especially by the time you qualify for Drawn Shadows, 100gp for every serious encounter is a drop in the bucket.

That said, if all you want is CA, then just pop over to Human and become a Pack Outcast or pick up the Fey Beast Tamer theme and wait till level 5.
Phantom Chaussures, level 18 boots.
D&D Next = D&D: Quantum Edition
By pure RAW, killer in the crowd (assassin 11) gives cover. No candle neccicary. Though it's clearly not RAI.

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my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

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Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Concealment?  Pfft.  Here's two easy ways to get CA without it:

Order Adept theme + take Mystical Debris as your level 2 utility + Terrain Advantage.  Minor action to conjure a square of difficult terrain in your target's space, and with Terrain Advantage, you have CA against anyone standing in difficult terrain.  Only catch is, Mystical Debris is a ranged 5 power, so your target has to be within 5 and you need to not be threatened.

MC Warlock + Acolyte Power for Ethereal Sidestep + Shadow Dancer PP = you have CA on your next attack whenever you teleport, which you can do every round.
Bump up your AC vs. Opp. attacks as much as possible.  Take the Level 10 Rogue utility power: Daring Gamble.  Get into a position where you can reasonably provoke OAs from all enemies (or ensure that they will attack you before the start of your next turn) and use Daring Gamble.

Until the start of your next turn, any enemy that attacks you grants you combat advantage until the end of the encounter.

And it's an encounter power, so you can use it every encounter to guarantee CA.  Of course, it's better to use this before the party defender gets going because I know some DMs will not bother with triggering the defender's punishment just to try to swing at a pasing Rogue.     
One thing I hate about the shadow dancer PP is that to the degree that your character hides a lot, the level 11 feature is worthless. But to the degree that your character doesn't hide much, the level 16 feature is worthless.