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Old 17-03-2008, 09:28 AM   #1 (permalink)
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Default Rogue - what to craft?

Let's say i have an average rogue - TWF with rapiers, UMD, quite squishie, etc. So what to craft for her?
A weapon? As rogue, i don't really need a pure dps weapon, also there are only short swords, which have to be very good to beat a rapier. As offhand weapon, Treason, a paralizer or my several puncturing weapons are hard to beat. So not too excited...

An item for UMD? More UMD is always good, but i'm close to 39 buffed/not boosted anyways (some raidloot missing), which is enough to use heal scrolls without failure. Also the SP bonus is really pointless.

An item with HP? Seems like the best bet, can't have enough HP... But extra Con/Str/Dex-Skills? The only useful tier 2 bonus seens to be Wis/Diplo, the clickies are mostly useless or reproduced by scrolls. Any special tier 3 effect is also pointless (compared to 6 Wis), so i can go straight for the 3rd upgrade with even more HP, not so exciting by getting HP/SP back when being hit.

Any rogue creating something else? The only thing i'm sure about: it will be goggles.
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Old 17-03-2008, 11:09 AM   #2 (permalink)
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what about exceptional int skills? for disable device and search
or the same for dexskills for pick lock
or 3x neg/dom/mat for fear-, disease-, poison-, blindness-immu + deathblock (+ slayliving guard and symbol of weakness)
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Old 17-03-2008, 12:21 PM   #3 (permalink)
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another choice could be:

take +10 hit points, +1 exceptional bonus to dex skills on tier one,
+15 hit points, +2 exceptional bonus to dex skills on tier two,
+20 hit points, +3 exceptional bonus to dex skills on tier three.

that would give you 45 extra hit points (always useful to a squishy rogue), +6 to dex skills for open lock, 2 casts of haste per day as bonus effect at tier 2 for air/air and by chosing these and going Air on tier 3 as well, you would get the following additional effect:

Aspect of Air II: Air Guard (on-being-hit trigger 50/50 chance, DC 35 Trip vs. attacker or 30-second haste [Dodge bonus seems to stack with spell's Haste's Dodge AC])

giving you a bit more self reliance in melee with haste to attack quicker (or run away!) or the trip to make em even easier to kill off.

If your rogue has a level of caster or four level of ranger etc. then you could still go the air, air ,air route to get the Air guard special effect, but instead boost your spell points with charisma skills addition line. I know you said UMD wasn't an issue for you, but +6 to UMD means a better chance at casting raise dead scrolls - very useful for a party to have someone apart from cleric who can do this in emergencies.
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Old 18-03-2008, 07:43 AM   #4 (permalink)
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Quote:
Originally Posted by Vistella the 5th
what about exceptional int skills? for disable device and search
The problem is, like Cha skills, that is combined with rather useless SP. Also i already did all prequests on elite without a problem or a single AP spent for DD, so this would only be a safety measure for the future or maybe to brag at cabal.

I'm also not too excited about the air guard, in theory, my rogue never gets hit so it can't trigger. In emergency, i activate haste boost, uncanny dodge and fight.

I still think Wis and Diplo are the best bet in combination with HP, unless i go for a real expensive tier 3 upgrade (mineral or something) - which i won't, my rogue isn't my main.
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Old 18-03-2008, 02:37 PM   #5 (permalink)
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Fire - Negative - Fire/Negative. Opposition, material.
Should give you:
- Greater Fire resist vs none-save fire damage
- Immunity to Fear, Proof against Poison vs crap fort/will saves
- Enervation guard. Tier 3 combo bonus. Not sure what it really is, but sounds like Immune vs negative levels

Ok, its not rogue-specific, more generic. Problem is, Rogue is combat/skill based class. And you don't need uber skills, so if your skill checks are so low that you need that exceptional bonus, you should reroll.

So only combat or 'generic' part is left. No rapiers for crafting, so fix squishie part

Thats what my plan is:
- more mana for caster chars
- immune vs nasty things for combat chars
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Old 18-03-2008, 03:36 PM   #6 (permalink)
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I was thinking the same sucinum and I'm actualy stuk on a decision.
What I know is that I will not craft a pair of goggles btw.

Intricate Field Optics
Spots
Mentau Goggles
Sandstorm Goggles

Are the reason why I'm sure of it.

I was thinking about one of those:

A) 2 Supreme powershards
Greater Acid Resistance
+1 Will Save (Insight)
+2 Fortitude Save (Insight)
Stoneskin (2/day)
Heavy Fortification, +5 Protection

B) Simple
Blindness Immunity, Disease Immunity
Immunity to Fear, Proof against Poison
Deathblock
Symbol of Weakness (3/day)
Slay Living Guard


The B will save a lot of inventory and slots on equipments.

As a weapon I really do not know the electrical one have a hug damage sometimes and the one with earthbrabs enable sneakattacks (if I'm not wrong).

I'm looking for a blind weapons (something like a sirocco to be clear) and armors
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Old 18-03-2008, 04:06 PM   #7 (permalink)
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Im a bit stuck on what to make for my Rogue's as well, thinking the best thing would be a item that saves slots, have been giving all my ingredients to a guildy for his item anyway, Shortswords suck bigtime, especially if you have already made your character up with Rapiers, but hoping that changes in the future and then will make a weapon......
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Old 18-03-2008, 05:35 PM   #8 (permalink)
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Quote:
Originally Posted by Griffo
I was thinking the same sucinum and I'm actualy stuk on a decision.
What I know is that I will not craft a pair of goggles btw.

Intricate Field Optics
Spots
Mentau Goggles
Sandstorm Goggles
I have none of them - i wear a chattering ring for spot and if i need true seeing, i UMD a scroll. So the goggle slot is empty atm. Also wearing a bloodstone for seeker, so no reason to go for mentau.

Even though the effects are tempting, i won't use large ingredients for my rogue too soon, paladin and wizard come first and they will already eat up 48 large (palas are _really_ expensive :/).

The resistance effects are nice, but my rogue is multiclassed and so already immune to disease and fear and has quite high saves (20 will unbuffed als lowest).
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Old 18-03-2008, 06:25 PM   #9 (permalink)
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Quote:
Originally Posted by Griffo
B) Simple
Blindness Immunity, Disease Immunity
Immunity to Fear, Proof against Poison
Deathblock
Symbol of Weakness (3/day)
Slay Living Guard
Im making a pair of those goggles. Im up to Tier 2 atm (Material - Opposition - Negative)

So my goggles are currently :

Blindness-, Disease-, Fear Immunity & Proof against Poison w/Symbol of Weakness(3*Day)

I plan to imbue them with Positive energy as Tier3, which should get me Superior Regeneration (1HP/15Sec). That means I wont unlock any 'speciality' but I think these will be more usefull than one 1-5% proc ability...

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Old 18-03-2008, 11:28 PM   #10 (permalink)
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Ok, made a decission
I crafted so far:
T1: positive, escalation, material - 10 hp, 1 con skill
T2: negative, escalation, material - 15 HP, 2 str skills
leading to:
Existential Stalemate, +10 Diplomacy, +10 Haggle, +6 Wisdom
and I will add:
T3: fire, escalation, material - 20 hp, 3 dex skills

The HP are really worth it, was even able to melee the pit fiend in part 4 and 5. Now back to the old raids...
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