So I want to create a Drow Trickster Rogue that uses a light blade in the main hand (Rapier w/ the Gritty Sergeant background) and a handcrossbow in the offhand. So here is my proposed setup: Minimum Feats: Drow Fighting Style Two Fisted Shooter Bow Mastery (and all the others, Backstabber, weapon expertise, etc.) Stats: Str 10, Con 11, Dex 20, Int 8, Wis 10, Char 16 Question: Is it worth dropping 2 points from Dex and getting Str up to 15, so at lvl 21 I could take Light Blade Mastery? Here's what I see as the pros and cons. Cons: Accuracy drops 1, AC and Reflex drops 1, damage drops by 1 per attack, Dex based skills drop 1. Pros: Fortitude increases 2, light blade crit doubles to 10% (which maxes sneak attack damage and procs RBA with offhand on crit). Worth it?
+5% crits, is not worth -5% hits. And even with sneak attack it's a moderate priority feat (math). However, the free RBA makes it worth alot.
Hard to say...
Another option, go dagger master, or get a jagged dagger. Then you don't have to choose. Also, use daggers. +1 to hit > +2 per |W|, and it saves your background.
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
Cool, thanks for the reply. I have been looking at Daggermaster a lot, but Veiled Master really appeals to me, I feel like it fits the Drow really well, and offers a lot of interesting utility. Ultimately I'm split between Veiled Master, Dread Fang, Daggermaster, and Cloaked Sniper for a Paragon Path.
Well if your going for crits, it's best to go all out for crits, since the effects multiply. (5% of an RBA vs 10% of an RBA). Note that allies can help too (divine oracle).
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
Bow mastery is pretty useless to you, you're not gonna care about a +5% crit on something that happens 10% of the time.
I like rapier, but only due to my abhorrent hatred for daggers. If you're set on rapiers, you should use a jagged rapier in paragon. It's also not all that bad of an option to stick to it into epic tier. The Cha component of a dex/cha rogue really doesn't do much in general. I'd consider a 18/13/13 split and start pumping stat points into Str at level ups if you really care that much.
Dread Fang is kind of awesome, although if you do use daggers, Daggermaster is pretty much the auto-pick.
If you don't want the daggermaster crits, but still want crit boosts like two-fisted, then I would suggest a melegaunts darkblade rapier. Natively bumps your crit rate without the feat/stat investment. Sure, it won't have the great crits itself like a jagged, but between two-fisted and the higher crit rate, you will be ahead.
if you're interested in doing a hybrid, you could go for the ranger/rogue combo. It's usually not recommended to build a striker/striker hybrid. But honestly, a drow ranger/rogue with dex 20 and wis secondary can make a very fine build. You get your snap shot, you get twin strike, you get backstab and quarry ( you can only use them on their respective class powers however ), you get the ranger utility powers that are pretty good and usually based off wisdom anyway. Hide in plain sight is just amazing for a rogue level 16 utility. Mix that with darkstrider and it's just yummy.
"Non nobis Domine Sed nomini tuo da gloriam"
"I wish for death not because I want to die, but because I seek the war eternal"
Whether 5% hits is worth 5% crits is going to be a question of how many variable dice of damage you do vs your static mods, how many bonus dice you get on a crit and whether you want to stick status effects.
Your damage on a hit will be:
d + b + s d = damage dice average roll b = backstab dice average roll s = static mod roll
Assuming your damage bonus with a hand crossbow is the same as with a rapier, your bonus damage on a crit will be d + b + c + h*(4.5 + s) + p * (4.5 + x) where c is the average of your extra crit dice with the weapon, p is the chance that you crit and x is crit bonus damage of your hand crossbow...
which means if s < (c+4.5h+p*(4.5+x))/(1-h) you end up better off with crit than hit.
Assuming a +4 weapon with bonus d6, a 70% chance to hit and a 10% chance to crit, the value for s to break this is 63.
Whether 5% hits is worth 5% crits is going to be a question of how many variable dice of damage you do vs your static mods, how many bonus dice you get on a crit and whether you want to stick status effects.
Your damage on a hit will be:
d + b + s d = damage dice average roll b = backstab dice average roll s = static mod roll
Assuming your damage bonus with a hand crossbow is the same as with a rapier, your bonus damage on a crit will be d + b + c + h*(4.5 + s) + p * (4.5 + x) where c is the average of your extra crit dice with the weapon, p is the chance that you crit and x is crit bonus damage of your hand crossbow...
Not quite.
1d6 = 3.5 damage 1d6 crit = 6 6-3.5 = 2.5
Or... d+d-dice rolled.
so assuming a 2|1d6| + 5d6 backstab (+ 6d6 crit dice) = 7*3.5 - 7 (+21)= +17.5 (+21) = 38.5 38.5 * .05 = 1.925 extra damage.
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.