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1 year ago ::
Apr 05, 2012 - 9:24PM
#301
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Date Joined:
Nov 21, 2008
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Frost Dagger in one hand, Spiked Shield in the other, Light Shield on the arms.
The CB won't let me put the Light Shield on the arms. Plus, the Iron Armbands of Power go on the arms.
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1 year ago ::
Apr 05, 2012 - 10:19PM
#302
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Date Joined:
Mar 21, 2006
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Frost Dagger in one hand, Spiked Shield in the other, Light Shield on the arms.
The CB won't let me put the Light Shield on the arms. Plus, the Iron Armbands of Power go on the arms.
Try switching the shields around, I may have gotten the order wrong.
I swear yuo're able to put mundane shields on the offhand, though they might have changed that...
[EDIT] And no, you're never going to be able to put Iron Armbands of Power on a character that has both a Spiked and mundane Shield going. Something's gonna have to occupy the arms slot...
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1 year ago ::
Apr 06, 2012 - 12:04PM
#303
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Date Joined:
Nov 21, 2008
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Neither shield is showing as a choice for the Arms slot. Could it be that at one time, the Spiked Shield was considered a "shield" and not a "light blade"?
But now I'm even more confused...I thought the Items listed at the end of each of Philip's builds were the total items equipped/carried/used. Why then would the Iron Armbands of Power be listed?
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1 year ago ::
Apr 06, 2012 - 12:19PM
#304
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Date Joined:
Feb 19, 2006
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I don't think he is trying to use both shields, I assumed the plan shield was just a leftover piece of mundane gear. He is main handing a frost dagger and off handing the spiked shield which, enchanted as a weapon, doesn't occupy the arm slot. That leaves him free to use the IAOP. There really wouldn't be any point in using both the spiked shield and a light shield at the same time anyway.
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1 year ago ::
Apr 07, 2012 - 1:50PM
#305
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Date Joined:
Nov 21, 2008
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Alright then, regardless of what was intended as optional or not, here's what I've got for my Level 9 Halfling Rogue (shooting for Shadow Assassin once I hit Paragon). The general idea of Philip's builds is a huge influence...
====== Created Using Wizards of the Coast D&D Character Builder ====== Koll Underfoot, level 9 Halfling, Rogue (Scoundrel) Build: Trickster Rogue Rogue Tactics Option: Artful Dodger Rogue Option: Scoundrel Weapon Talent Born Under a Bad Sign (Born Under a Bad Sign Benefit) FINAL ABILITY SCORES STR 11, CON 10, DEX 22, INT 8, WIS 10, CHA 18 STARTING ABILITY SCORES STR 11, CON 10, DEX 18, INT 8, WIS 10, CHA 14 AC: 26 Fort: 16 Ref: 26 Will: 20 HP: 74 Surges: 6 Surge Value: 18 TRAINED SKILLS Acrobatics +17, Athletics +9, Insight +9, Perception +9, Stealth +17, Thievery +17 UNTRAINED SKILLS Arcana +3, Bluff +8, Diplomacy +8, Dungeoneering +4, Endurance +4, Heal +4, History +3, Intimidate +8, Nature +4, Religion +3, Streetwise +8 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Halfling Racial Power: Second Chance Rogue Attack 1: Piercing Strike Rogue Attack 1: Deft Strike Rogue Attack 1: Opening Move Rogue Attack 1: Blinding Barrage Rogue Utility 2: Sneak in the Attack Rogue Attack 3: Low Slash Rogue Attack 5: Bloodbath Rogue Utility 6: Swift Parry Rogue Attack 7: Lashing Blade Rogue Attack 9: Knockout FEATS Level 1: Defensive Mobility Level 2: Two-Weapon Fighting Level 4: Two-Weapon Defense Level 6: Backstabber Level 8: Nimble Dodge Level 9: Light Blade Expertise ITEMS Adventurer's Kit Climber's Kit Thieves' Tools Lantern Belt Pouch (empty) Camouflaged Clothing Footpads Disguise Kit Glass Cutter Fine Clothing Frost Brand Dagger +2 x1 Inquisitive's Kit Rhythm Blade Dagger +1 x1 Shield of Eyes x1 Blending Leather Armor +2 x1 Cloak of Displacement +2 x1 ====== End ======
...what I aimed for was maximing my Attacks (+19 to-hit with CA) & also my bonuses vs OAs (+10) so I can dart in with a Deft Strike and then Move (not shift) with my Move Action so the Fighter can take an OA vs him when he takes his OA vs me. I'm not thrilled with my Fort at this level, but with Nimble Dodge I should be fine. I've also got some nice Minor, Immediate & Oportunity attack powers as well to help me increase my DPR.
Feedback is appreciated.
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10 months ago ::
Aug 10, 2012 - 1:53PM
#306
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Date Joined:
Jul 21, 2010
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I think it looks good, Chauncey. I just rolled a lvl 10 rogue for a frest campaign a couple of days ago, and came to many of the same conclusions as you. For ability spread, I went 10/13; 22/8; 10/17, so at 11, I get an extra fort and will. Then, at 12, I plan to point in Dex and Con, to start working on individual superior defenses (my DM is pretty tough). I have a bit more starting gold than you, picking up Gloves of Piercing (lvl 3), which I like. Helm of Seven Deaths (lvl 5) seemed like a fun story-telling device and provide some self-heal. Also, I chose Battle Harness at 9, instead of Blending Armor, to help that First Strike initiative. I didn't want to go frost, like you appear to be doing, but I think it's an outstanding option. The weapon I chose was just out of magic item range for you, Challenge-Seeking Dagger +3 (lvl 11). Essentially +2d6 bonus damage vs. an enemy w/ max hit points. I love smashing up their back ranks with it. At Daily 5, I sub-opted a bit for Sure Footed Retort, giving me 4 varied options to keep the Cloak of Displacement bonus going (assuming I drop the attacking enemy). Last, I'll say that I think you're underestimating Harlequin Style. After Shadow Assassin paragon, you're just walking right through the enemies, at the top of the round, using up their Immediate Interrupts for your party, and doing an automatic 6 damage. With the style, you're moving another square, with +4 to OA, all for one feat. Plus, your fighter is cranking out those OA's you were talking about.
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10 months ago ::
Aug 15, 2012 - 2:17PM
#307
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Date Joined:
Nov 21, 2008
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Its been several months since I made my post, but thanks for the feedback JohnQ. Its also been at least a couple of months since I used my Rogue (we cycle through a few different games), but I still appreciate the suggestions as I expect we'll be coming back to my Rogue game soon.
Since my original post, I've had my Shield of Eyes called into question by my DM because I'm doing Two-Weapon fighting with two blades. Although the Shield of Eyes goes in the Arms slot & not the Off-Hand slot, it specifically says in the Compendium "Arms Slot: Any shield" which makes it a special enchantment on "Any shield"...which I do not carry. So although the CB allows me to use it, it doesn't actually apply.
I'm familiar with the Challenge-Seeking weapons, I have a high-Initiative bursty/blasty controller that uses it...awesome for her.
And I'll definitely take a peek at your suggestions as well. Been a long time since I've even looked at my Rogue in the CB, been playing Gamma World for the last several weeks.
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7 months ago ::
Nov 17, 2012 - 7:20AM
#308
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Date Joined:
Oct 21, 2011
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Whens the last time this build was updated?
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5 months ago ::
Jan 11, 2013 - 8:12AM
#309
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Date Joined:
Sep 17, 2008
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I have played a rogue not too different from the one presented in this thread. And I have a question regarding the level 13 encounter power. - But first a few observations of my own:
1. The feat Opportunity Knocks (OK) has been an absolute must for my character. We are only 3 PCs total in our group, and as such flanking CA can be hard to come by (it would be the same in a group with few melee PCs), and OK has been my most important feat. I can warmly recommend it. As others have noted, it also works well with Harlequin Style.
2. If you, for some reason, need more AC vs OAs (and I do since I went with no shield) I can also recommend to get more items from the Blade Dancers Regalia. For some reason I haven't seen anyone mention this in spite of the fact, that the build already uses the Rhythm blade from the set. Just one more item and you have +2 AC vs OAs. In my campaign my GM is quite restrictive when it comes to items, but I managed to get 4 items from this set. - However, in spite of its awesomeness, as you level up, it does become less and less interesting when compared to the alternatives. Still it is worth a look.
3. The level 1 Daily: Duelist's Prowess, can be surprisingly powerful. It only allows 1 interrupt per turn, but since you now also get Sneak Attack once per enemy turn this can really dish out some damage in prolonged combat, and if nothing else will certainly make an enemy think twice about attacking you. You will need Opportunity knocks to make it work like it does for me, but since I usually use OK to get my OAs I will usually have CA against the enemy that I will punish with Duelist's Prowess anyway. The same goes for the level 7 encounter power: Lashing Blade. If you have a group of mobs standing close, you run in (and maybe back out and back in to make sure everyone has taken an OA against you so you have CA against them all), use Lashing Blade, and everyone adjacent takes a hit in their turn. Quite powerful.
4. On this character I have taken mainhand rapier and offhand dagger. If I were to make this character again, I would take mainhand dagger and the shield as proposed in the original build by OP. The extra AC+reflex is worth it, but you also need a dagger (IMO) for the occasional ranged attack, and that extra +1 to hit isn't a bad thing either (just go for powers with less damage and more riders).
And now to my question: As the level 13 encounter power everyone seems to take Stunning Strike, and I do see why. However, I would like to hear if others are considering something else. Personally I have looked at Tornado Strike. TS has more damage (interesting since I have rapier), it attacks 2 opponents and it slides both quite far - and adds some extra movement. I can see that TS is more situational than SS, that always has a use. Still TS seems very appealing to me. So can anyone perhaps give me a few of their insights on why SS is still the winner? I mean a stun is nice (especially against solos and elites), but is it really a hands down winner when looking at TS?
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4 months ago ::
Jan 14, 2013 - 8:03AM
#310
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Date Joined:
May 25, 2004
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I used to use Duelist's Prowess but didn't like that it was a daily and only good for one encounter. I don't like situational powers or magic items. I prefer gear that has properties that are always on and powers that can be applied to most situations. Stunning Strike, in my opinion, is your better choice. Stunning your enemy and preventing it from doing anything till the end of your next turn is better for the group than doing some damage to two monsters and moving them around a little. For example, our group encountered some monsters and one of them was a lich. My first move? Stunning Strike to prevent the lich from attacking. This gave the group the opportunity to pound on it till the end of my next turn. The lich was bloodied before it even got its first attack off. This also allowed me to utilize my daily, Final Blow. It all really comes down to the group's play style, how the DM is running the game, and how you like to play your rogue. What works for me, may not work for you.
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