12-18-2005, 08:30 PM
(This post was last modified: 12-18-2005, 09:00 PM by Chesspiece_face.)
Gnollguy,Dec 18 2005, 02:17 PM Wrote:So I was looking at something like this for the final build
Assassination Talents -Â 16 points
# Malice - rank 5/5
# Ruthlessness - rank 3/3
# Murder - rank 2/2
# Relentless Strikes - rank 1/1
# Lethality - rank 5/5
Combat Talents -Â 14 points
# Improved Gouge - rank 3/3
# Improved Sinister Strike - rank 2/2
# Improved Backstab - rank 3/3
# Deflection - rank 5/5
# Riposte - rank 1/1
Subtlety Talents -Â 21 points
# Camouflage - rank 5/5
# Opportunity - rank 5/5
# Initiative - rank 4/5
# Ghostly Strike - rank 1/1
# Improved Ambush - rank 3/3
# Improved Sap - rank 3/3
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Some thoughts:
1. Regarding Ghostly Strike. I personally feel if you are going that far into Subtlety you should pick up Preperation over Ghostly Strikes. It has far more versatility in regards to being an "Oh Crap" button effectively doubling your use of Evasion and allowing you to solo stuff you never would be able to otherwise. Secondly, with the build you are planning you pass on some of the other passive "oh crap" talants like Lightning Reflexes so if you are going to spend a single talant point you better get the most bang for your buck. And that's Preperation.
*EDIT* When it comes right down to it there's no reason you couldnt just drop one point from Initiative and get both Preperation and Ghostly Strikes for double the utility.
2. As mentioned above, you skip over Lightning reflexes to get Improved Gauge at the beginning of Combat. I think taking Imp Gauge is probably a mistake here when compared to the extra 5% dodge you could get from Lightning strikes. The utility gained from the extra time on Gauge is minimal especially when compared to the damage you will not be taking from the extra dodge. When it comes to gauge, anyway, i find it is most usefull as a kiting technique as opposed to using it for bandages. Just gauge them then run three jumps away. Turn and shoot them, when they get back to you they've taken a bit more damage from the range shot and you are back to full energy ready to lay more whoop-ass on them without any hurt on yourself.
3. Riposte is a great soloing skill. Unfortunately rogues don't have many "utility" skills that are usable while grouping. Kidney Shot, Expose Armor, and Sap being the most prominant. Which brings up a conflict you may find in your build. Do you want more utility while soloing? Or do you want it when grouping? The reality of the rogue is that it's almost always better to go for +damage +crit skills for soloing. they will always beat out the utility skills. That's why so many people use a 21/9/21 build. Depending on what skills you grab with that it can be the most balanced solo - group build. It grabs all the best damage skills while keeping some good group utility like Sap and possibly Improved Expose Armor.
Finally, I think you have a good start there. I think that there are some changes that can be made for efficiency sake depending on which way you want to take it. And whether you will mostly be soloing or grouping.