text:
A misnomer. Han shot only.
This is a Rogue Handbook that is intended to be a successor to LDB's Dirty Deeds...Done Dirt Cheap Handbook for Rogues, but with a slightly greater tilt towards power-playing, intended to be of more use to advanced players and the char-op community. We're frankly at a stage in this class's lifecycle that where the discussion no longer revolves around how to build a successful rogue, but rather how to build a truly epic rogue that would fulfill and adhere to Charop's lofty standards for performance. Be warned that some of the evaluations made in this guide will often appear jaded and cynical, while other ideas might appear absolutely heretical by conventional Charop standards. I look forward to discussions regarding these subjects.
Formatting for this guide is mostly a cross between Litigation's Paladin Guide and LDB's previous rogue guide.
Strikers are the most prevalent role in the system. Therefore, every Striker has to have a particular niche in order to set itself apart form the rest. Here are a few things that I feel make the Rogue special and thus worthy of consideration:
Rogues are versatile - Rogues have the distinct advantage of being able to switch combat styles essentially on a whim. Additionally, your powers cover a variety of offensive methods, from mobility to heavy damage to status effects. If you like bringing pain to your opponents in a plethora of different ways (sometimes all as part of the same action), this is your class.
Rogues are tactically rewarding - Some degree of tactics is required to play a Rogue because of his focus on being a stealthy, mobile Striker. The better you are at that, the better your Rogue will be. If you enjoy the tactical aspect of the game, the Rogue will not disappoint you.
Rogues are team players - Rogues are iconic in the fact that working with allies makes them a whole lot better, because it makes the conditions they require to thrive easy to achieve. In return, a Rogue in his element takes a lot of pressure off of the rest of the party. If you want to be a character who works in tandem with those around him to devastating effect, this is your stop.
Red - Garbage, or completely overshadowed by another option.Purple - Situationally useful, but overall pretty meh.Black - OK. You could do worse than pick this.Blue - Good stuff. You probably want this.Sky Blue - You want this. Period.Gold - Why haven't you taken this yet? A defining choice for a build, or even the whole class.
[To fill in with links later]
Your power source is Martial, and your role is Striker. The Martial power source as a whole is more aggressively oriented than other power sources, and the tendency is further expanded upon by the Striker role, which is perhaps the most aggressive by nature. To that end, the Rogue is geared toward bringing things down, by any means necessary. You'll find that you have a lethal cocktail of effects to bring about that end, as is described here:
Burst/Nova/Spike Damage - You're no ranger, but you can work up a pretty respectable multi-attack sequence in a hurry. You're also in unique possession of another brand of nova combo: a Knockout + Coup De Grace sequence for a massive critical hit.
Damage Per Round (DPR) - The key methods to building a DPR machine is to use one of several mechanics: multi-attacking, charging, or critfishing. Though it perhaps takes more effort and lateral thinking than a ranger, the rogue has means to access and build around any of these qualities.
Debilitating Effects - And now we come to what you're really good at. You'll find that your power list endows you with the ability to use just about every status effect that carries a keyword, and then some. Among the Strikers, only the Warlock is a match for you here.
Survivability - And now we come to the Rogue's Achilles' heel: your average hit points along with your weaker armor proficiencies, combined with a middling set of defensive powers and abilities means that the Rogue's ability to survive is something that you have to bear in mind as you do your things and take your risks. This is not nearly as big of a problem for perma-hidden builds.
Targeting Capacity - A mixed bag. You've plentiful mobility options that allow you to open on anyone you want, anytime you want, and you're not constrained to position dependent striker features like Warlock's Curse or Prime Shot, but do have a dependency on CA. Until you have a way to generate CA on demand, your targetting has a large dependency on teamwork - the guy you can flank or have CA on may not always be the guy you wanted to kill the most.
Secondary Role Effectiveness Show
Defender - It somewhat works...you have to specifically build yourself that way, most notably using a Riposte Strike catch-22 loop. Works better if you hybrid.
Leader - The role of the Rogue is mostly to take advantage of opportunities, though on occasion you can grab a power to help others. However, don't expect to make up for not having a full Leader or even a strong backup Leader with a Rogue: he's just not equipped for that.
Game Mechanics Show
Healing Surges - 6 + Con modifier. Standard issue for the role.
Defense Bonuses - +2 to Reflex means your strongest defense is very strong, but the other two were kind of left hanging. Ah, well.
Proficiencies Show
Weapons - You're shoehorned into suboptimal weapons, the pain of which is only ameliorated nominally by class features that make this easier to swallow. Players interested in playing certain niche variants may find it advisable to grab proficiency in rapier via a background and just not deal with this crap at all.
Class Features Show
Sneak Attack - A hell of a good Striker feature. Feat support can potentially trade a cut of the damage to instead, turn this into a hit-debuff monstrosity. The fact that it works once per turn also makes you one of the greatest possible allies to a warlord.
Rogue Tactics Show
Brutal Scoundrel (PHB) - The straight up most damaging striker option for rogues.
Cunning Sneak (MP 2) - A build highly geared towards stealth and being perma-hidden in battle, this is the most defensive of the rogue builds. Note that your secondary stat isn't Int, as this feature works completely independent of stat. In fact, more than likely, you're going to want to go Wis as your secondary for the Darkstrider PP.
Ruthless Ruffian (MP) - Literally, I will challenge anyone around to make an RR build that holds a competitive edge, because I'm still trying, and still losing sleep over it. Either way, between the bad weapon selection (note: the feature specifically only includes the club and the mace, not the weapon group itself, so you can' t even get useful weapons like a Singing Stick), the multi-stat dependency, and the ridicule from your fellow players, you should avoid this unless you absolutely know what you're getting into.
Weapon Talent Show
Sharpshooter Talent (MP 2) - Take this if you're a ranged crossbow specialist, or a Ruthless Ruffian and you're sure you're never going to touch a dagger.
Strength - As a Brutal Scoundrel, you want this to be as high as you can afford it to be, and for chargers, its basically a second primary. It also bears merit for an a Rogue who doesn't use Daggermaster, and thus needs Light Blade Mastery to get improved criticals. No one really wants to dump this all the way down, though: Athletics is an important skill.Recommended Starting Score: 10-16, before racial adjustments.
Constitution - More HP and surges are nice for the rather squishy Rogue, and you can also use it to afford an armor upgrade, though your ability score needs likely call you elsewhere. Regardless of what you do with your Rogue, I wouldn't recommend bottoming this out: you have to stay upright somehow.Recommended Starting Score: 11-14, before racial adjusmtents.
Dexterity - This is your main stat. A number of builds can even justify starting with a pre-racial 18. Boost it every chance you get.Recommended Starting Score: 16-18, before racial adjustments.
Intelligence - Despite having a build whose powers have secondary effects keying off it (the Cunning Sneak), the fact of the matter is that Rogues have little to no use for this ability score, since the class feature itself doesn't require it. A rudimentary investment should be enough for Cunning Sneaks looking to use the secondary effects on their powers, and everyone else can just flat-out dump it.Recommended Starting Score: 8-12, before racial adjustments.
Wisdom - A major contributor to skills, and basically your secondary if you're a cunning sneak headed for Darkstrider. You also want either this or Charisma at 15+ for Superior Will in Epic.Recommended Starting Score: 10-14, before racial adjustments.
Charisma - Boosts quite a few social skills, and helps out Artful Dodgers' mobility to keep you safe as well while you manever about the battlefield, as well as some rider effects for their powers, so it's very necessary for them, but its not entirely critical to keep it on par with Dex. Brutal Scoundrels could also use it to round themselves out on the skill and defense fronts. Either this or Wisdom needs to be at 15+ for Superior Will in Epic.Recommended Starting Score: 10-16, before racial adjustments.
Recommended Arrays Show
16, 16, 13, 11, 10, 8: Dual-stat Brutal Scoundrels looking to charge or poach some big-gun multi-attacks (all of them are str-based) take this and never look back. The 13 goes to Wis in order to qualify for Superior Will in epic.
18, 14, 11, 10, 10, 8: Most conventional rogue builds can safely take this. Dex-Str for a brutal scoundrel, Dex-Wis for a Cunning Sneak, Dex-Cha for Artful Dodger, the latter two of which get Superior Will in paragon.
18, 13, 13, 10, 10, 8: Fairly specific to Artful Dodgers not going Daggermaster that would like to take the most painless route to a 17 Str in epic for Light Blade Mastery.
Satyr (HotFW, Cha/Con or Dex) - The right stats for an Artful Dodger, and with a surprisingly useful racial ability. Lack of racial support stings though.
Shade (HoS, Cha/Dex or Int) - I don't care that the stats line up. Lose a surge? No deal.
Class Skills Show
Athletics - Kind of redundant with Acrobatics in some aspects, but it can do things the other can't, and it keys off a prime stat for Brutal Scoundrels. Also required for Leaping Dodge (U16).
Bluff - A standard pickup for a charisma-type. Also a cornerstone component to an Arena Champion build.
Dungeoneering - Required for Darkstriders, but otherwise skippable. In all likelihood, the party radar should have this skill covered. If you're the party radar, grab it.
Insight - Doesn't really get used that often from my experience. The real point of this is that this unlocks the Skill Power Insighful Riposte, which is frankly better than Nimble Blade.
Intimidate - Required to use Rattling powers, and if you want to have a wide plethora of social skills.
Perception - While your Wisdom may or may not be awesome, there really is little reason to skip out on this skill.
Stealth - A non-choice, though I can't fathom a character refer to itself as a Rogue and not having this.
Streetwise - Campaign dependent and more situational than any of the other skills, and thus usually the first one that gets skipped over. I'm just calling 'em as it is.
Thievery - Non-choice. Although notably, this is one of the first ones hybrids tend to skip out on.
Noble Bred For War: The other way to get a Rapier, and a boost to a social skill. But you probably wanted Gritty Sergeant.
Auspicious Birth/Born Under a Bad Sign: In all honestly, even if I wanted to be a rapier build, I would default to taking this at level 1 and retrain it later at level 4-6. A limited HP pool in conjunction with sub-par defenses is the achilles heel of a rogue, and this does a lot to up your survivability during those critical levels where your HP pool is especially lacking. Non-rapier builds can more or less stick with this forever.
Wandering Duelist: Noted only because this is the biggest background bonus to intimidate out there, for you intimidatomancers.
Chessenta: Pretty damn cool Action Point buff if your DM thinks you can roll a 7 on a D6.Impiltur: Worth a mention because it opens a feat that allows you to double-roll on intimidate checks.
A conversation about rogue weapons shouldn't always begin and end with daggers. They are statistically the best weapon to use for a rogue, in general, but there are perfectly valid reasons to consider your other options, and frankly, I've a personal hatred for the puny little damn things. If you're here because you're looking for a valid reason to ditch that d4 forever, then by all means, read on.Recommended Weapons Show
The standard charop model for strikers is that unless you have a very good reason to do so, you should take as many nonstandard-action attacks as possible for your encounters and dailies, and optimize around repeatable at-will performance. You're probably going to spend at least 30-50% of the time using at-wills, so make sure your choices are tactically sound.The short list: Piercing Strike is excellent, Acrobatic Strike, Clever Strike, and Deft Strike are all very solid general-purpose picks, Riposte Strike, Disheartening Strike, Sly Flourish are build-specific picks you probably would have wanted for their respective builds.
Melee Show
Clever Strike (PHH 2) - A long, long time ago, this might have actually been considered overpoweredly good. As a striker, your responsibility is to attack with CA to deliver sneak attack every turn, without fail, and this power removes any pretense of the excuses otherwise. If your group's teamwork isn't particularly strong, you somehow are attacking with reach, or just want a safety net for when all else fails (did you know you can't gain CA for flanking while dazed?), this power is a nice pick.Duelist's Flurry (D 381) - A trap power. No weapon damage roll, no static mods, no deal. If you wanted a no-questions asked way to deal sneak attack damage, refer to Clever Strike instead. As an at-will slide power, this does address a specific weakness of the rogue in that you traditionally don't have much in the way of forced movement. But this still doesn't redeem this power in the least.Piercing Strike (PHB) - Poster-child for why rogues are deadly-accurate. As a rogue, you deliver a massive wad of damage when you hit, so make sure you hit. This gets obsoleted in paragon if you take Deft Blade and have a good MBA, but should you partake of its feat support, you'll find excellent use out of it throughout your career.Optimization-Friendly Augments: Criterion of Balic Practice, Raam's Maw PracticeRiposte Strike (PHB) - Rating assumes you've an attack-caliber Str stat (or some wierdo Daring Blade build). At minimum, this power offers a deterrence effect to attacking you, and is even worth a free guarenteed extra attack when used in conjunction with MC Fighter - Battle Awareness. Those willing to invest heavily into this to try and guarentee the riposte, which includes some combinations of race, theme, paragon path or even hybridization, can turn this into a DPR machine that outdamages a Twin Striker. Check out the Specialist Builds section for some ideas.Side Note Show
Deft Strike (PHB) - A strong mobility at-will. For melee builds, I slightly prefer Acrobatic Strike, but Deft Strike also offers ranged versatility, along with the option of some of the most ludicrously good feat support in the game. For ranged builds this is almost even a staple power, as it tends to be used in conjunction with a wall or any other position of full cover to gain stealth and attack from stealth with a move 2.
Optimization-Friendly Augments: Black Arrow Style, Harlequin Style, Hunting Wolf Style, Draji Palatial Practice, Daring Performer Disheartening Strike (MP) - Bread and butter power for Ruthless Ruffians. But that's not why you're here (and hopefully you're not playing a RR). You're here because its a versatile melee or ranged power with a control effect, which only gets better with feat augments that either make it a slide 1 in melee or push 1 at ranged. Intimidatomancers can also take the feat support for this power and run with it, because its ridiculous.Optimization-Friendly Augments: Bloodhound Style, Exotic Fighting Style, Untamed Berserker Style, Kulkor Battlearm Student, Mountain Thunder StudentGloaming Cut (MP 2) - I'd argue that this is only good for you if you built your character wrong. Gets a black because of the utility factor of being the largest post-attack shift power in the game, but its so borderline purple, its not even funny.Optimization-Friendly Augments: Gulg Hunter Practice, Midnight Blade Student, Silent Shot StudentPalming Strike (D389) - Because you're level 1 and needed the action economy to break out a healing potion. Or you have some weird build that uses alchemical/consumable items, those are really the only things that are elevating this from being red. For what its worth, this is the one of two powers on the rogue without a specific weapon requirement.Probing Strike (PHH 1) - Underwhelming effect. Simply not worth the power slot. For what its worth, this is the only two powers on the rogue without a specific weapon requirement.Sly Flourish (PHB) - Bread and butter for Artful Dodgers. Take it if you are one, and no reason, not even augment feats, will justify taking this if you're not.Optimization-Friendly Augments: Harrowing Swarm Student, Deft Hurler Style
These feats augment your at-will powers to give them additional effects, and some of them are frankly cornerstone for specific builds. This is a huge list though, with a handful of diamonds in a sea of turds, so I'll only be describing the ones that are really great. A more comprehensive list can be found in Dielzen's The At-Will to Power: A Guide to At-Will Enhancing. Note also that you only can only apply one of them at a time, so pick carefully. Anything that looks mildly good could very easily have a better style feat that you'd rather use instead.Deft Strike Show
Anticipate Attack (MP) - Requires Insight, but +4 to all defenses just because every encounter can mean getting hit one less time per encounter, and it works against crowds. A most excellent alternative to Leaping Dodge.Clever Move (MP 2) - I'm of the opinion that this doesn't let you dodge the triggering attack, so it's sort of a consolation prize for getting hammered. Solid, but nothing special.Defensive Roll (MP) - Requires you to get missed, and though out-of-turn repositioning is nice, it's a bit too unreliable for my taste.Denying Stance (MP) - A Stance that makes your opponent more liable to miss every time it does so. The fact that it does nothing until you're actually missed makes me not like it.Dishonorable Tactics (MP 2) - I see no reason to take this with Hide in Plain Sight being at the same level as this power.Foil the Lock (PHB) - While thematically awesome, in almost every case it is absolutely unnecessary. It'd probably be better if it let you disable traps at that same speed.Grasshopper Leap (MP) - How many times do you really need an auto-20 on a skill check as your only hope of success? If you do, the problem resides with the challenge, not the Utility choice.Hide in Plain Sight (PHB) - Hiding, meet Easy Mode. A Crossbow user with Steady Shooter finds this especially appealing.Leaping Dodge (PHB) - Whoa. Encounter avoidance of an attack (the enemy can't OA you because it's his turn)? This is awesome! It does have limitations, though: it will provoke OA's from any other adjacent enemy, and you must be trained in Athletics to use it. Otherwise, it's beautiful.Magpie Filch (MP) - Again, a Daily for a free action auto-success doesn't come up enough for you to need a power for it.Opportunistic Relocation (MP) - Strictly worse that Combat Tumbleset (L10) or Ignoble Escape (L6) if you have Acrobatics (you should, by the way), and still terrible otherwise. Why is this here and not at L2, where it'd actually be worth something?Raise the Stakes (PHB) - Requires Bluff. Monster criticals are by and large nowhere near as dangerous as player criticals (so little risk for what could be the reward), and this is especially meant for any non-Daggermsters in the audience, even if it only lasts 2 turns (make 'em count: roll as many attacks as you possibly can during that span).Shadow Master (MP 2) - You can ignore the need for superior cover/concealment for Stealth for 2 turns per encounter. A good way to get your hiding shenanigans (and thus guarantee said shenanigans) on in more barren terrain.Slip from the Grasp (HotFL) - This honestly deserves higher if it weren't for such a strong showing all around for utilities at this level. For many of you, Immobilize will be the bane of your existance, and this is simply a get out of jail free card, along with a free save against anything that could be saved against. I actually use this, and often, as a soft counter to stun and dominate.Trap Master (MP 2) - Traps sometimes show up in combat encounters, so an At-Will to not have to even spend your move action cracking one open is not all bad.Vigilant Footwork (MP) - Only covers Melee attacks, and doesn't even boost all defenses. Blegh.
Eh. Chargers auto-pick Invisible Stalker. Rest of you can either take your pick of blue powers from this list, or just go back for a U16.-------
Due to the enormous amounts of feats available for a character to take, we'll only be talking about those which I consider Black or better. I would recommend feats for Rogues be taken with the following priorities in mind:1. Accuracy bonuses - You make your living on being accurate: reinforce that aspect of your character early and often, since you usually only get one roll per attack and it's best to make it count.2. Damage bonuses - Once you're assured of a hit, it's time to focus on landing the hardest hit you possibly can. Abilities that grant extra attacks and other ways to get additional damage to bear on your opponent fall into this category as well.3. Mobility enhancements - The best defense you can employ is not being there when the opponent decides to hit you, so anything that improves your ability to slip out of your opponent's grasp is very appreciated.4. Defense bonuses - You won't be able to run from everyone forever, so you'd best be ready for when they catch you and try to whack you upside the head. Defensive bonuses are a good way to accomplish this, since you don't have quite the array of defensive utilities other Strikers have access to.5. Miscellaneous - Once you've taken care of the priorities I've mentioned above, you pretty much have free rein as to what you should get. I do recommend at least one power-recovery feat to reuse those attacks you can set off outside your standard action.
Feat Taxes Show
Class Feats Show
Backstabber (PHB) - Improving your Sneak Attack offers a sizable amount of extra damage which most other feats at this level can't match. One of the really easy choices for a Rogue, and one that's almost unthinkable to go without.Blade and Buckler Duelist (D 381) - +1 AC/Ref for a feat, and better than Heavy Shield Proficiency. Though I'm honestly surprised if you even have feat space for this.Brutal Wound (MP) - A little extra ongoing damage for dealing Sneak Attack damage. Probably only worth it at Epic (+5 ongoing damage is nothing to ignore), though.Deadeye Slinger (MP 2) - Behold, the other feat tax for slings. With this and Sharpshooter Talent, Slings will actually have better stats than Daggers with Rogue Weapon Mastery.Duelist's Panache (D 381) - An excellent way to compensate for the low Athletics bonus that plagues an Artful Dodger, and it can also make your Acrobatics modifier quite ridiculously large. Nice.Improved Cunning Sneak (MP 2) - Its a lot easier to get a shift 2 than a shift 3 going on most powers. This is helps a lot for Cunning Sneaks.Martial Ploy (MP 2) - A reroll is usually significantly better than a flat +2 bonus, though you would prefer to be the recipient of this ability rather than the source.Opportunity Knocks (MP 2) - A very easy (though kind of risky) way for a Rogue to get his oh-so-necessary combat advantage, though it's obviously less risky for an Artful Dodger thanks to his class feature.Reckless Scramble (MP) - This feat is a good addition to an Artful Dodger's arsenal, as they are at less risk of getting hit during a move and can always choose to not gain the benefit if that's not the case.Risky Shift (MP 2) - Risky, indeed. You're usually not that well off granting combat advantage, though shifting extra squares really matters to Cunning Sneaks and Chargers.Slaying Action (MP) - A hefty amount of extra damage by allowing you to Sneak Attack again after burning an AP. Surprising Charge (MP) - Rating assumes a rapier charger, for whom this is basically required. Everyone else can take a pass. Swift Footwork (MP 2) - Extra shifting on Encounters and Dailies can be ok if you have a lot of those powers, but the real point of it is that you're suppose to do this at-will, and for that you'd rather take Risky Shift.Trap Sense (MP) - A slight bonus against finding and dodging traps can be useful in the right campaign.Two-Fisted Shooter (MP) - This feat makes Hand Crossbows awesome almost single-handedly. Free hits on a critical and the option of dual-wielding are very sweet bonuses.Underhanded Tactics (DMA 2009) - Starting point for a hit-debuff build.Versatile Duelist (D 381) - You should only be here if you're running a specialized heavy blade build and you know what you're doing. If not, don't be here.
Armor Proficiency (PHB) - The Brutal Scoundrels in the audience may want to pick up Hide armor, but that's about the end of the use of this feat.Blindfighting Warrior (HotFK) - Helps you compensate against effect that rob you of your sight, which can be nice to have, if a bit encounter-dependent.Cunning Stalker (HotFK) - An alternate method of obtaining combat advantage (this one gets you CA when you're alone) is a very welcome boost to have.Deadly Draw (PHB 3) - Part of a complete perma-CA package with a slide ability such as with a Lightning weapon and Mark of Storm.Distant Advantage (PHB 2) - Discounting Stealth, this is a prime way for Rogues to get their Sneak Attack off while sticking to a primarily Ranged style of combat, and you can always retrain it out if you get a stronger or more consistent source of CA later on.Grounding Shot (PHB 3) - This prevents people from messing with your shots by dropping prone, and it's even better if you have allies that like knocking people prone, like Polearm Fighters.Improved Initiative (PHB) - Helps you go first, which is always good. Doesn't stack with Quick Draw. More important for you than for most others because of the free CA that winning initiative brings you.Melee Training (PHB 2) - Brutal Scoundrels don't have to care, but this is pretty useful to everyone else. Also, this is required if you have a warlord or other enabling leader in your party, no ifs or buts.Nimble Blade (PHB) - +1 to hit for a feat is always good in theory, but it's not a must-take as some would have you believe. Personally, I can't remember the last time I actually fit this into a build. Also, if you can take Skill Power for Insightful Riposte at level 16, retrain out of this.Quick Draw (PHB) - A sweet feat for Melee Rogues, it comes with some initiative bonuses as well as a useful (and thematic) way to get your weapon options out there. Rapid Assault (PHB 3) - If you can get to them fast, this bonus is big enough to allow you to lay a serious hurting on your opponent.Resilient Focus (HotFL) - +2 to all saving throws can be pretty useful.Shield Proficiency (PHB) - +1 AC/Ref for a feat is fair, though at effectively zero cost, you could just use a Shielding Blade dagger for +1 AC. The real reason you're here is because you're pursuing a specialty build that requires the use of a (Hindering) Shield.Silvery Glow (D 386) - Diety and energy-specific, but slightly better than Weapon Focus. Directly obsoleted by Icy Heart in paragon.Skill Power (PHB 3) - Rating assumes you can make the best possible pick, ie, Insightful Riposte at level 16. There are still great options before then.Spring Step (PHB 3) - Prevents people from knocking you prone, then hovering 1 square outside your reach, forcing you to crawl and attack.Superior Fortitude (HotFL) - A scaling bonus to Fortitude, and it throws in some resist all against ongoing damage as a bonus. That's pretty sweet.Superior Reflexes (HotFL) - Redundancy issue with your First Strike class feature, so that's a huge downer. Much better for hybrids, or if you just didn't bother optimizing initiative.Superior Will (HotFL) - A big bonus to Will, and a better chance to shake off dazing and stunning. This one if tempting even if you're patching your NADs with Improved Defenses.Toughness (PHB) - More HP is nice to have, but a lot of Rogues likely won't have froom for this. Take this at level 1 and retrain at level 3. Seriously.Two-Weapon Defense (PHB) - A +1 bonus to AC and Reflex for a feat is a pretty good deal.Two-Weapon Fighting (PHB) - Very unexceptional by itself... until you consider the feats it opens up access to.Vicious Advantage (PHB 3) - Easy way to get CA off of some common conditions. Retrain for Expert Sneak in paragon.Weapon Focus (PHB) - Damage bonus, which is absolutely golden for a Striker.Weapon Proficiency (PHB) - Eh, sure, if you really wanted a rapier without taking the background. Or a parrying dagger, I guess.Wintertouched (PHB) - Useless until you pick up Lasting Frost, but mighty when you do. Best when retrained into or picked up right at the end of Heroic Tier.
Bleeding Backstab (MP) - Adding or enhancing existing ongoing damage on Daily powers. Meh, I personally wouldn't.Deft Blade (MP 2) - Mandatory for chargers. Also good for light bladers that want to obsolete Piercing Strike, or make their RBAs better than any ranged power on their list. That's a lot of people, actually.Disheartening Ambush (MP 2) - Slapping on a penalty to hit as a rider on any attack is well worth burning a feat and a die of Sneak Attack damage for, especially if your primary focus is on making your opponents useless.Evasive Footwork (MP) - A decent bonus to AC, especially if you've invested in extending your shifting distance. It shines brighter at higher levels, especially for Rogues interested in charging into combat.Expert Sneak (MP 2) - Vicious Advantage, but also works with Weakened.Unerring Ambush (MP 2) - If you're the type that likes to put their best foot forward with regards to combat, this can be a decent pickup.
Brutal Advantage (MP) - Permanently gain your Str stat as a stat to damage, forever. While this feat may not seem all that useful at first glance (since your single attack powers will apply Sneak Attack damage on a hit), it does allow you add an additional ability score modifier to every attack you make in addition to that first attack, making this a very strong burst damage feat, and thus a very strong pickup.Lasting Advantage (MP) - Combat advantage on a crit isn't the most powerful benefit out there, but it's serviceable enough to be worth looking at.Martial Mastery (MP) - Last I checked, power recovery was kind of good. Especially nice for reusing those powers that don't consume your standard action to activate.Martial Resolve (MP) - A very good way to help yourself out of certain conditions. If you have Martial Freedom, you're probably going to retrain it into this.Whirlwind Sneak Attack (MP) - This goes a long way to making close and area attacks more worth taking, especially if you use them as opening salvos, where First Strike will supply the combat advantage.
[Weapon] Mastery (PHB) - 19-20 crit range. Some of you might not qualify, others (daggermasters) might not care.Blind-Fight (PHB) - Helps you deal with Invisible enemies in Melee. This is a pretty good idea, but you also have Utility powers that cover this need pretty well.Deft Aim (PHB 3) - Having your Crossbow RBA's hit Reflex is a powerful benefit to have.Epic Fortitude/Epic Reflexes/Epic Will (PHB 2) - Now this is what I call defense-boosting. If you have the room for them, this is the best way you can keep yourself from getting hammered by a magical assault.Epic Resurgence (PHB) - A pretty sweet power recovery feat (though it is a bit too unreliable, at least for my taste). If you're a Demigod, retrain it out at Level 30; you won't need it after that.Long Step (PHB 3) - This feat allows you to to extend your shifting, which is fantastic for the great majority of you (read: any Rogue that's not fully invested in Ranged combat).Superior Initiative (PHB 3) - A nice upgrade for Improved Initiative. Prime real estate for retraining into.Triumphant Attack (PHB) - Encounter-long debuffs on a critical is very sweet, especially for someone like a Daggermaster. That said, Epic is a competitive time as far as feats are concerned.Unfettered Stride (PHB) - Ignoring difficult terrain permanently is never a bad thing to have, especially as a Rogue, and that's why this feat is very much worth the wait and investment.
Racial Feats Show
Drow Fighting Style - Though you probably won't partake in this fighting style all that much, not provoking OA's in Melee with your Hand Crossbow is nice.Ruthless Hunter - Behold, the reason why Drow are the kings of Hand Crossbows. This combined with Two-Fisted Shooter and Sharpshooter Talent make the Hand Crossbow quite formidable.Eyedark Strike - Blinding as a free action is nice to have when Cloud of Darkness or Darkfire would be hard/impossible to pull off.Merciless Killer - While conditional, this damage bonus is simply too large to ignore. The fact that it applies regardless of whether you are in Ranged or Melee combat is just icing.Lolth Blessed - More uses of Cloud of Darkness or Darkfire are always welcome.
Hellfire Blood (PHB) - A nice way to make up the gap for your lower Dexterity.Icy Clutch of Stygia (PHR: TF) - A good feat to get mileage out of the eventuality of a save against an ongoing damage effect you create, it gets even meaner if you have a way to apply that ongoing damage consistently (such as a carefully tailored power selection or the Thuranni Shadow Killer's Paragon Path feature).Tail Slide (PHR: TF) - A nice way to move allies about while you move.Dispater's Iron Discipline (PHR: TF) - A cool way to shake off annoying status effects.Hellfire of Mephistopheles (PHR: TF) - Fire is your bread-and-butter strategy, so a way to beat fire resistance is pretty darn cool.Secrets of Belial (PHR: TF) - A way to swap for any Utility power on any other class. I consider this THE reason to play a Tiefling or (or dead one).
Dragonmark feats are different from other Heroic Tier feats in that you: (a) can only have one of them at a time, and (b) they usually come with an associated race, which I will be noting. Note that the feat doesn't actually force you to be of that race, so if your DM agrees, you can take this feat while being a member of another race.Aberrant Mark of Contagion (Any) - An encounter-long penalty to saves against ongoing damage when you hit with a Daily can be pretty solid.Mark of Finding (Human or Half-Orc) - A benefit that can be very potent for a Riposte Strike user that seeks to keep his enemy adjacent, but the Paragon Path is not for you.Mark of Passage (Human) - A nice bonus to shifting distance, and strictly superior to Risky Shift if you can get your hands on this.Mark of Shadow (Elf) - Remaining hidden or invisible when missing is nice (if a bit infrequent), and it opens up access to one of the best Paragon Paths in the business. Nice to have.Mark of Storm (Half-Elf) - If you use this with Deadly Draw and Lightning weapons, you have a permanent Combat Advantage combo as a Melee Rogue. Great for them, and any who will forsake their secondary for Lyrandar Wind-Rider's extra damage.
Really, these are just heroic-tier analogues to Paragon Paths, and will be seen as such. An in-depth review of themes can be found by consulting the appropriate theme guide. Or if you're having trouble finding the appropriate handbook for themes, you may instead, wish to consult the guide to theme guides. Below are a small subset of themes that I find particularly valuable to a Rogue, divided by category.
Recommended Themes Show
Sohei (D 404): Yes, its only dark blue. I'm particularly tough on this one because in heroic, having no stat mod to damage (so...a D4) means pitifully little in the grand scheme of things compared to the other minor action things you'd could be doing, and by mid-paragon, you'll have 2 minor-action attacks available (Low Slash, Tumbling Strike), to the point where action-economy crunch relegates this to something you may not use til turn 3, hardly a game-changer. More importantly, minor action attacks for rogues have an important function of salvaging a turn where you might have whiffed your standard attack and wanted to still do sneak attack damage, and Sohei Flurry simply fails to deliver by virtue of requiring that you already hit. Still the theme features aren't bad with a nice U6 and 10F, and if you're a charger who also took the powerswap power (swapping your E7, never your E3) or prepared to dedicate a nova sequence around Tumbling Strike + Sohei Flurry + Standard action, this becomes better for you.Nova BoostersSarifal Feywarden (D 405): Requires a non-drow Fey. This theme is all about the entry feature, which basically gives you a scaling 5/10/15 damage buff 2 turns per encounter, as a minor action (and/or it helps you and allies a little, I guess). Obviously, you have to actually use typed attacks for this work, but on a frostcheesing multi-attack build? This is utterly sick.Devil's Pawn (NWCS): Similar functionality to Sarifal. Minor action to drop a minion-popping auto-damage attack that really serves to inflict -2 defenses to your enemy for a nova setup. Works for your allies too, which is the nice part, but I prefer Sarifal Feywarden because a big fat damage buff seems a little bit better.Accuracy EnhancmentIronwrought (HotEC): Why yes, as matter of fact, I would like to ensure that I land Knockout Blow + Bloodbath combo, or a 7d8 Handspring Assault + charge again combo. Resist while bloodied is also nice for a traditionally frail class. It's a fairly paltry amount that won't really save you against bigger threats, but it does prevent you from getting punk'd by minions/ongoing damage/damage zones while you're nearly down for the count. The powerswaps are otherwise unimpressive, but man, the features are nice.Noble Adept (DSCS): This used to be the king of themes. At least a retroactive +2 to hit, and a power point that could actually see use elsewhere on an item or boon. Compared to Harper Agent, this is more stable and reliable, but has no other features and the powerswaps aren't for you at all.Harper Agent (NWCS): A retroactive +1d6 to hit or a free reroll for a save, more or less. The powerswaps are junk, but you actually get useful features at 5 and 10 compared to Noble Adept. Either or, I give a slight edge to Harper, but I'd really just take Ironwrought.Tag-on Status EffectsOutlaw (D 399): A solid, no non-sense theme. The dazing entry power works at range (though only on at-wills), and the U6 is pretty solid for any build, but particularly ranged rogues.Son of Alagondar (D 402): The other nice dazing encounter theme, with features more geared towards melee survivability. Works only on melee, but on any power (such as, say, Low Slash). Outlaw if you're ranged, Son if you're melee is a pretty safe rule of thumb to adhere to.Mercenary (D 399): No thanks, I'd much rather take daze over prone + a little bit of damage, though proning is somewhat rare on a rogue, and this is one of a handful of ok ways for a prone-build to get off the ground.I Can't Be Bothered to Earn CAPack Outcast (NWCS): Requires Human Race. Powerswaps are all trash, and the entry feature is seriously unimpressive, but you're really just here for the 5F for EZ-mode CA. CA on your own turn shouldn't really be hard to get in the first place, though, so the only people that should actually be coming here are those that are running some sort of niche (riposte) build that heavily relies off-turn CA but aren't doing Frost or Lightning combos. That's a very narrow band of qualifications.Fey Beast Tamer (HotFW): Auto CA and some other benefit (most common: +2 damage boost) for being next to your animal companion. Really solid, really useful, especially ranged builds. This only gets dinged down to dark blue because, to paraphrase Erachima, animal companions annoy the crap out of people. Also, good luck with the surge management on that one.MOAR DAMAGE
Primordial Adept (HotEC): Complete trash until level 10, at which point you get a free +2 damage to all attacks if you're a frost user. I...don't really like this one. Assuming the extra attack from Sohei did about 40 damage in epic, for example, you'd literally have to make 20 attacks in the encounter to equalize. It's not unrealistic, but at some point you realize you're bending over backwards just to try and equalize with something you could have taken instead. Take this only if you're concerned with putting out big numbers for a proof of concept DPR build, because otherwise you'll do better and have more fun with a theme that actually provides you with some tactical power.
Unseelie Agent (HotFW): Oh hey, free +1 weapon at level 1. That's about it though, as it's an otherwise unimpressive theme that quickly becomes retrain bait. This is also worth a mention because you can exploit a loophole to manifest a Blade of Winter's Mourning (proficiency via Gritty Sergeant) for a 1d10 military light blade. Its a generic magic with no enchant properties though, so you'll also want to get proficiency in a Ki Focus to use a real enchantment effect. All in all, that's an extremely specific set of things you have to do for a barely par trade, and will make your DM look at you funny - you can tell I'm not a huge fan.Werebear/rat/wolf (D 410): With the exception of a pretty robust access to regen as a means of surge-conservation and management, this theme is largely useless until level 10. Past that point though, your hybrid form actually becomes pretty useful for a defense or speed boost (Werebear comes highly recommended for the +1 AC/Fort, and Wererat has At-will Shift 2 as its U6), and you basically gain +1d10 to all your damage forever, via use of Claw Gloves while in your hybrid form. This one's is the best in the business for steady damage boosting, but please do yourself a favor and only retrain into it past level 10.Specialist BuildsEscaped Slave (DSCS): Cornerstone piece to an Arena Champion build. You're here because you want to be there. Oh, and the theme itself is not all that bad if you've got a good bluff score anyway.Purple Dragon (D 407): Rogues don't really use stances, so this mostly translates to a free +1 to at-wills for people willing to use a Master's Blade. MBA-spamming chargers find this theme pretty awesome though, because that's either a free +1 to attacks, or a free replacement to a boots slot, and both at level 10.Iron Wolf Warrrior (D 400): With the entry feat being fairly bland, you're really just paying for the right to powerswap for the E7, Wolf's Bound, which makes for an interesting tactical power combo (daze-prone, for example), or possibly even a nice nova setup for chargers. Given the competitive nature of a rogue's E7 (and post-low slash E3) list, however, most of you aren't really getting that much benefit here. Oh, and the 10F is utterly broken for Revenants.
Samurai (D 404): The initial feature only really partially works. Very rarely are you ever going to start the battle with a shift 3 that ends next to an enemy, so I write that off as mostly nonfunctional, but it has the distinct advantage of getting you out of the penalty box, and should you investing heavily in initiative boosts, you can partake in that boosted crit range with a fair amount of regularity. The U6 and U10 are also quite usable, with the U6 most likely helping you pull off a Riposte Strike catch-22.Seeker of Illfaren (D 402): Requires Eladrin, Elf, or Half-Elf. Reroll a 1 once/enc, gain a minor bonus to perception, +2 defenses on the first turn, and never be surprised. That's a reasonable package. I can see this most useful for Elves than any other race, especially if they're going Darkstrider.
Yakuza (D 404): Surprising solid for two types of builds: 1) a perma-hidden looking to buff his OAs, and 2) a specialized Intimidatomancer. The former is extremely build specific, the latter DM-tolerance specific (but theoretically very awesome). The features and powers themselves are slightly above average (particularly the U2, which may as well be a full reroll given a rogue's traditionally high accuracy), such that this could be a very solid theme in the right hands.
I'm going to take the harsh approach to this again. Rogues only get two real sky-blue PPs within class. Cloaked Sniper is great for ranged crossbow users, and Daggermaster for everyone else. You might argue for Arena Champion, but that's conditional on a fairly specialized build combination. Well, that leaves everyone...who, instead, usually ends up multiclassing for something interesting. I've elected to include a handful of Non-Rogue PPs that, if not completely optimal, are at least interesting and relevant to big-leagues rogue optimization.Rogue Paragon Paths Show
Let's be real here. Demigod and its ilk are sky blue choices, but only because the rest of the charop playerbase would probably strangle me if I hinted otherwise. Let me just make my opinions clear here: a +1 to everything and then some makes for rock solid mechanical optimization, but my god, is it boring. Your ED shouldn't necessarily just be about the stats (though if they do fit well, they get a higher rating accordingly) - it should provide a benefit truly unique and synergistic with the character build and concept you were trying to achieve. And you've been around the block for 21 levels by now, you should know what you want to do with your character at this point to make it all work.Rogue Epic Destinies Show
Wonderous/Other Misc Items
Every rogue player should know these basic tricks of the trade.
Frostcheese Show
Key Items: Frost weaponKey Feats: Wintertouched, Lasting Frost
Optional Support: Icy Heart, Gloves of Ice, Siberys Shard of Merciless Cold.Optional PPs: Winterfury (Barb), Soaring Blade (Monk, Heavy Blade) to replace item-dependency on Frost Weapon.
Key Items: Lightning Weapon or Ki FocusKey Feats: Mark of Storm, Deadly Draw
Optional Support: Eberron Shard of Lightning.Optional At-Will: Riposte Strike is a great way to slide away and prevent attacks.
The three tried-and-true ways to be a good striker are a) critfishing, b) charging, and c) multi-attacking. It just so happens that the rogue has signature ways to access all three, which we discuss here.
Crit Fishing Show
Key PP: DaggermasterKey Feats: Two Weapon Fighting, Two Weapon Opening.
Optional Support: Crit boosts (Ring of Giants, War Ring) and any other damage boosting package. Access to MC Avenger or Borrowed Confidence + multi-attack powers.Optional ED: Sage of Ages for some massively awesome double-rolling.
Additional Notes: At this point in the metagame, a Bloodiron weapon, which is generally considered a strong option, is largely inferior to frostcheese in terms of raw damage. When considering damage packages, always compare against the gold standard.
Sample Builds: See below
Key Proficiency: Rapier (via background) or Shortsword + Shocktrooper PP.Key Feats: Surprising ChargeKey Items: Charge Kit (Vanguard/Thundergod Rapier, Horned Helm, Badge of the Berserker)
optional PPs: Shocktrooper, Kensei, Warforged Juggernaut, any +Charger PPOptional Support:Boots of Adept Charging/Boots of the Mighty Charge, Marauder's Armor
Additional Notes: DM-permitting, I prefer going Reincarnate Champion in order to access Gnoll feats to charge with an encounter power. Regardless, you should pick up a multi-attack power and use Boots of the Mighty charge to delivery a sick nova.
Sample Build: Stahl Hunden
Step 1: Getting the combo off the groundKey Rogue Talent: Cunning SneakKey Item Support: Means of gaining Concealment. My preferred methods are Phantom Chausseurs (L18) or Armor of Dark Deeds (L14+) or Shadow Band (L27), though you can also MC Assassin, take a feat, and use an enshrouding candle.
Recommended Feats: Improved Cunning sneak.Recommended Items: Assassin's Cloak (roll twice for stealth), anything with an Item bonus to Stealth, Shadow Master Ki Focus (big damage boost).Optional route: Take Traveler's Harlequin PP, MC both Assassin and Warlock, then take Cursed Shadows.
Step 2: Remaining hiddenKey Powers: Any power that allows movement as a separate action after the attack. Deft Strike + Ghostwalker Style or Piercing Strike + Criterion of Balic Practice. Eldtrich Strike + White Lotus Master Evasion. Note that attacks such as Gloaming Cut and Acrobatic Strike will not work, as the attack/action used to break hidden cannot be used to remain hidden.Key Feats: Shift boosters (Risky Shift, Mark of Passage)
Step 3: Lay on the OAsBasically, you're now have a reliable means to get hidden, and remain hidden even after attack. To really crank the DPR meter, you want to look at getting your target to provoke an OA from you.
Recommended Race: Pixie (Park on top of their square). Half-Elf or Revenant is also strong for other tricksRecommended Theme: Yakuza (huge boost to hit and damage for a hidden-OA build)Recommended Powers: Persistent Tail (Stealth U10)Recommended means to re-stealth after an OA: Heavy Blade Opportunity, Opportunistic Sidestep or poach an MBA from a different source (Eldstrike + WLME, Overwhelming Strike).
Optional Items: Strikebacks or Antipathy gloves (if you're a parking-pixie)Optional PPs: Champion of the vigil, Darkstrider
Additional Notes: Try for a way to get a fly speed, since permahidden with flight thwarts tremorsense. This combo also works much faster as a hybrid, since the quickest and earliest way to get perma-concealment.
Sample Builds: See Below
Key At-Will: Riposte StrikeKey Items: Frost or Lightning WeaponKey Support Feats: Frostcheese or Mark of Storm + Deadly Draw
Recommended PPs: Tactical Warpriest or Gladiator ChampionRecommended Support Feats: vigilante Justice Style, any good Riposte augment, Mark of FindingRecommended Race: Pixie (once again, park on their square with antipathy gloves)
Additional Notes: Antipathy Gloves with Gladiator Champion make it virtually impossible to an enemy to shift at all once adjacent to you. Consider a Feyslaughter weapon as a backup against teleporting enemies. On a Lightning build, consider forced movement boosters to ensure the interrupt negates the incoming attack with a slide.
Perhaps you're looking for something beyond the standard archetypes? For some off-the-wall build ideas here's a few notable build combos and build stubs to get you off the ground.Arena Champion Show
Note that the attack generated is any basic attack, and many of the bluffs work at range, so an RBA-based build will also work along fine.
Key Race: ChangelingKey At-Will: Deft strikeKey Feat: Daring PerformerRecommended Support: A theme or other methods of gaining additional bluff to gain CA attempts, RBA support package if you going that route
Additional Notes: Have you perhaps considered hybriding or poaching in order to gain another class' MBA/RBA? Cha-based Sorc or Warlock along with arcane support makes for an extremely potent combination. This also gateways into white lotus master evasion, for stacking a perma-hidden package into the equation as well.
Sample Builds:HeatherSaturday Night Sorceror
The Big Idea: Inflict a -8 hit penalty on hit at-will, all day, everyday.
Key At-Will: Deft StrikeKey Weapon: Mindiron CrossbowKey Support Feats: Draji Palatial Practice, Disheartening Ambush, Underhanded Tactics, Psychic Lock
Additional Notes: Use a Headband of Intellect if you can. Also consider hybriding with a defender with a functional ranged mark (paladin?) and mark of warding.
The Big Idea: Push 5+ and Slow for a very potent disable at-will.
Key At-Will: Piercing StrikeKey Support Feats: Raam's Maw Practice, MC Fighter, Hindering ShieldKey Support Items: Push enchancers (Gloves of Ramming, Ring of the Ram, Rushing Cleats, etc)
Additional Notes: Be a (dead) Dragonborn and pile on Draconic Arrogance to add +Str to damage yet again. Or be a Dwarf to be able to use a hammer + Overwhelming Impact to at-will daze in epic.
The Big Idea: Take advantage of nontraditional Rogue weapon options for some hilarious lulz.
Key Race membership: Dwarf/Mul/Revenant DwarfKey Feats: Tunnel Stalker, MC Fighter
Charge Package: Eternal Defender + Gouge + Charge KitDaze Package: Hammer + Overwhelming Impact + Slowing mechanism
Additional Notes: These take a while to get there, but pay off something nice in epic. Consider also a Warden|Rogue/Son of Mercy chassis for the latter hammer daze build.
I wouldn't call these representative, per se, but these selected builds below are some of the more colorful applications of a standard rogue archetype that set a comfortable baseline for a solid, no-nonsense rogue play. Note: the item selections associated with these builds are also very minimalist - they're well within the projected wealth for their level, but I'm very lazy when it comes to calculating item budgets, an took the minimum items necessary to get the build up and running.The Daggermaster Show
Race: Half-OrcRogue Tactics: Brutal ScoundrelWeapon Talent: Rogue Weapon TalentMulticlass: FighterParagon Path: Shock TrooperEpic Destiny: Destined Scion
Ability Scores:L1 – Str 18, Con 11, Dex 18, Int 8, Wis 13, Cha 10L4 – Str 19, Con 11, Dex 19, Int 8, Wis 13, Cha 10L8 – Str 20, Con 11, Dex 20, Int 8, Wis 13, Cha 10L11 – Str 21, Con 12, Dex 21, Int 9, Wis 14, Cha 11L14 – Str 22, Con 12, Dex 22, Int 9, Wis 14, Cha 11L18 – Str 23, Con 12, Dex 23, Int 9, Wis 14, Cha 11L21 – Str 26, Con 13, Dex 26, Int 10, Wis 15, Cha 12L24 – Str 27, Con 13, Dex 27, Int 10, Wis 15, Cha 12L28 – Str 28, Con 13, Dex 28, Int 10, Wis 15, Cha 12
Feats:L1: BackstabberL2: Light Blade ExpertiseL4: Nimble BladeL6: Battle AwarenessL8: Novice PowerL10: WintertouchedL11: Icy HeartL12: Lasting FrostL14: Deft BladeL16: Improved DefensesL18: Thirst for BattleL20: Skill PowerL21: Brutal AdvantageL21: Light Blade Mastery (Replaces Thirst for Battle)L22: Superior WillL22: Martial Mastery (Replaces Skill Power)L24: Superior InitiativeL26: Epic WillL28: Skill PowerL30: Resilient Focus
At-Will Powers:L1 – Acrobatic StrikeL1 – Piercing StrikeL14 - Clever Strike (replaces Piercing Strike)Encounter Powers:L1 – Dazing StrikeL3 – Low SlashL7 – Startling OffensiveL11 – Shocking TwisterL13 – Darting Strike (replaces Dazing Strike)L17 – Tumbling Strike (replaces Darting Strike)Daily Powers:L1 – Press the AdvantageL5 – BloodbathL9 – KnockoutL15 – Profit from Weakness (replaces Bloodbath)L20 – Shocking SkewerL29 – Kiss of Death (replaces Press the Advantage)Utility Powers:L2 – Sneak in the AttackL6 – Ignoble EscapeL10 – Acrobat's EscapeL12 – Assault FootworkL16 – Leaping DodgeL22 – Slip From the GraspSkills:L1 – AcrobaticsL1 – AthleticsL1 – InsightL1 – PerceptionL1 – StealthL1 – ThieveryL6 – Endurance
Recommended Magic Items: Frost Dagger +6Shielding Blade Dagger +5Cloak of Distortion +6Starleather Armor of Dark Deeds +6Diamond Cincture (paragon tier)Eye of Awareness (epic tier)Iron Armbands of Power (epic tier)Ring of Free Time (epic tier)Gloves of Ice (epic tier)Siberys Shard of Merciless Cold (epic tier)
Race: Revenant (Dragonborn)Rogue Tactics: Brutal ScoundrelWeapon Talent: Rogue Weapon TalentMulticlass: FighterParagon Path: Shock TrooperEpic Destiny: Destined Scion
Ability Scores:L1 – Str 16, Con 13, Dex 18, Int 8, Wis 13, Cha 10L4 – Str 17, Con 13, Dex 19, Int 8, Wis 13, Cha 10L8 – Str 18, Con 13, Dex 20, Int 8, Wis 13, Cha 10L11 – Str 19, Con 14, Dex 21, Int 9, Wis 14, Cha 11L14 – Str 20, Con 14, Dex 22, Int 9, Wis 14, Cha 11L18 – Str 21, Con 14, Dex 23, Int 9, Wis 14, Cha 11L21 – Str 24, Con 15, Dex 26, Int 10, Wis 15, Cha 12L24 – Str 25, Con 15, Dex 27, Int 10, Wis 15, Cha 12L28 – Str 26, Con 15, Dex 28, Int 10, Wis 15, Cha 12
Feats:L1: BackstabberL2: Light Blade ExpertiseL4: Nimble BladeL6: Battle AwarenessL8: Raam's Maw PracticeL10: WintertouchedL11: Icy HeartL12: Lasting FrostL14: Draconic ArroganceL16: Improved DefensesL18: Improved InitiativeL20: Skill PowerL21: Brutal AdvantageL21: Light Blade Mastery (Replaces Improved Initiative)L22: Superior WillL22: Martial Mastery (Replaces Skill Power)L24: Superior InitiativeL26: Epic WillL28: Skill PowerL30: Resilient Focus
At-Will Powers:L1 – Acrobatic StrikeL1 – Piercing StrikeEncounter Powers:L1 – Dazing StrikeL3 – Low SlashL7 – Startling OffensiveL11 – Shocking TwisterL13 – Darting Strike (replaces Dazing Strike)L17 – Tumbling Strike (replaces Darting Strike)Daily Powers:L1 – Press the AdvantageL5 – BloodbathL9 – KnockoutL15 – Profit from Weakness (replaces Bloodbath)L20 – Shocking SkewerL29 – Kiss of Death (replaces Press the Advantage)Utility Powers:L2 – Sneak in the AttackL6 – Ignoble EscapeL10 – Acrobat's EscapeL12 – Assault FootworkL16 – Leaping DodgeL22 – Slip From the GraspSkills:L1 – AcrobaticsL1 – AthleticsL1 – InsightL1 – PerceptionL1 – StealthL1 – ThieveryL6 – Endurance
The Charger Show
Race: WarforgedRogue Tactics: Brutal ScoundrelWeapon Talent: Rogue Weapon TalentMulticlass: BarbarianBackground: Gritty SergeantParagon Path: Warforged JuggernautEpic Destiny: Reincarnate Champion (Pixie, Tiefling)
L1 – Str 18, Con 13, Dex 16, Int 8, Wis 13, Cha 10L4 – Str 19, Con 13, Dex 17, Int 8, Wis 13, Cha 10L8 – Str 20, Con 13, Dex 18, Int 8, Wis 13, Cha 10L11 – Str 21, Con 14, Dex 19, Int 9, Wis 14, Cha 11L14 – Str 22, Con 14, Dex 20, Int 9, Wis 14, Cha 11L18 – Str 23, Con 14, Dex 21, Int 9, Wis 14, Cha 11L21 – Str 24, Con 15, Dex 24, Int 10, Wis 15, Cha 12L24 – Str 25, Con 15, Dex 25, Int 10, Wis 15, Cha 12L28 – Str 26, Con 15, Dex 26, Int 10, Wis 15, Cha 12
Feats:L1: BackstabberL2: Light Blade ExpertiseL4: Surprising ChargeL6: Nimble BladeL8: Warforged TacticsL10: Berserker's FuryL11: Deft BladeL12: Novice PowerL14: Weapon FocusL16: Improved DefensesL18: Skill PowerL20: Superior WillL21: Brutal AdvantageL21: Streak of Light (Replaces Skill Power)L22: Secrets of BelialL24: Light Blade MasteryL26: Epic WillL28: Reserve ManuverL30: Epic Resurgence
At-Will Powers:L1 – Acrobatic StrikeL1 – Piercing StrikeEncounter Powers:L1 – Dazing StrikeL3 – Low SlashL7 – Startling OffensiveL11 – Ruinous OnslaughtL13 – Storm of Blades (replaces Dazing Strike)L17 – Tumbling Strike (replaces Darting Strike)L27 – Hurricane of Blades (replaces Storm of Blades)L28 – Startling Offensive (replaces Ruinous Onslaught)Daily Powers:L1 – Press the AdvantageL5 – BloodbathL9 – KnockoutL15 – Profit from Weakness (replaces Bloodbath)L20 – Crag of SteelL29 – Kiss of Death (replaces Press the Advantage)Utility Powers:L2 – Agile RecoveryL6 – Ignoble EscapeL10 – Acrobat's EscapeL12 – Inexorable MomentumL16 – Leaping DodgeL22 – Invisible StalkerL22 – Draw Their Eyes (replaces Acrobat's Escape)Skills:L1 – AcrobaticsL1 – AthleticsL1 – InsightL1 – PerceptionL1 – StealthL1 – ThieveryL10 – Endurance
Recommended Magic Items: Thundergod Rapier +6Shielding Blade Dagger +5Badge of the Berserker +6Marauder's Starleather Armor +6Diamond Cincture (paragon tier)Horned Helm (epic tier)Iron Armbands of Power (epic tier)Ring of Free Time (epic tier)Gauntlets of Destruction (paragon tier)Boots of the Mighty Charge (heroic tier)
As a variant of this, doing a frost build instead of deadly draw (same feat costs) adds another +14 DPR, which will get you over the .5 KPR mark.
Lv 30 Rogue/Shock Trooper/Destined Scion Show
Race: Thri-KreenRogue Tactics: Brutal ScoundrelWeapon Talent: Rogue Weapon TalentMulticlass: ClericParagon Path: Tactical WarpriestEpic Destiny: Destined Scion
Feats:L1: BackstabberL2: Light Blade ExpertiseL4: Nimble BladeL6: Initiate of the FaithL8: Mark of StormL10: Deadly DrawL11: Weapon Focus (Light Blade)L12: Vigilante Justice StyleL14: Improved DefensesL16: Superior WillL18: Reserve ManuverL20: Deft BladeL21: Light Blade MasteryL22: Superior InitiativeL24: Martial MasteryL26: Epic WillL28: Skill PowerL30: Resilient Focus
At-Will Powers:L1 – Riposte StrikeL1 – Piercing StrikeEncounter Powers:L1 – Dazing StrikeL3 – Low SlashL7 – Startling OffensiveL11 – Battle CryL13 – Darting Strike (replaces Dazing Strike)L17 – Tumbling Strike (replaces Darting Strike)L18 – Darting Strike (replaces Battle Cry)Daily Powers:L1 – Press the AdvantageL5 – BloodbathL9 – KnockoutL15 – Bloody Path (replaces Bloodbath)L20 – Battle PyresL29 – Kiss of Death (replaces Press the Advantage)Utility Powers:L2 – Sneak in the AttackL6 – Ignoble EscapeL10 – Counter StepL12 – Battle FavorL16 – Slip From the GraspL22 – Indomitable AgilitySkills:L1 – AcrobaticsL1 – AthleticsL1 – InsightL1 – PerceptionL1 – StealthL1 – ThieveryL6 – Religion
Recommended Magic Items:Forked Lightning Ki Focus +6Cloak of Distortion +6Starleather Armor of Dark Deeds +6Diamond Cincture (paragon tier)Iron Armbands of Power (epic tier)Eberron Shard of Lightning (epic tier)Feyslaughter Dagger +5Shielding Blade Dagger +5Rushing Cleats (heroic tier)


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Types Of Computer Systems
What are some examples of logical and physical computer systems?
A list and a description of each type of computer system would be nice, thanks.
physical computer system is:
The actual hardware as seen in real life
Contains micro-electronics and physical mechanisms
Powered by electricity
Very detailed and complex
Difficult to fully understand without a working knowledge of electronics.
logical computer system is:
A basic model of a computer system
The model is built from a number of different blocks
Each block performs a different task
All blocks work together to process data into information
Model is conceptual – could not be physically the same in real-life
Less complex, easier to understand.
Hope it helps!
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Consumer Reviews of Rheem central air conditioners
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Satisfaction Rating:
"Rheem is Keeping Me Cool this Summer"
Last year, in the middle of summer, our HVAC went out. Temperatures approached 90 degrees in our bedroom, and it was time to call the repairman, who promptly declared our system dead. The replacement system was a Rheem RGPE-05?BMK?, and we have been pleased with it so far - especially with the tax rebate that came with it. At a 16 SEER rating, it's energy efficient, and we are entering the second year with it and are extremely pleased. It does tend to be a little louder than our previous unit, but perhaps it's because our older unit was dying. I definitely recommend getting a programmable thermostat with the unit. You can program the unit to power on at certain hours of the day, saving even more energy (and money). This is the first Rheem system I have purchased, and I don't have any complaints. I expect a unit to work when I need it to, and this one does it well. With the tax rebate, it's definitely a deal, and the high energy efficiency means you'll be green and save even more money.
Satisfaction Rating:
"Keeping Cool in the Summer"
This unit was put into our home in 2006, you know when you have a house built from the ground up the only item I picked out was the flooring. Everything else came with the people who built the house. I guess we could have made our selection I'm sure the expense would have been a little too much for our budget. I am very pleased with the way it cools, although when we first moved in it seemed a little too noisy. The area we live in is very quiet. So I guess I could hear everything even the butterflies passing by. We haven't had any repairs we have it serviced every-other year and the husband changes the filters every month, and they aren't even dirty. I do hope that I can remember all these nice things I've said about this unit. Thanks for inquiring minds wants to know. It's cool here now and I am really enjoying it. Yes I would purchase the same make and model if this one should ever go out. I think this is the only item in the house that I really appreciate, I cannot deal with the heat. We have turned the air on when it's summer....if it's hot I turn it on. Oh Happy Day...when the fall and winter comes in.
Satisfaction Rating:
"Quite and effcient Air-Condiitioner"
I have owned my Rheem central air-condition for almost 6 years now. I had it installed shortly after moving into this my current home. In the time that we have owed the unit, it has never needed any sort of repair, just the annual maintenance that I have done as a yearly ritual. The unit is very efficient and what I like the most about it, it is very quite. It is located just outside one of my children's window and with some units, they can be very noisy �" not this one. My child has never complained nor have I ever noticed any sound when it has kicked on. I would highly recommend this make and model to friend and family. It is super efficient. It is extremely quite. It has not required any repairs and it has a very low price point compared to other name brand, comparable units.
Satisfaction Rating:
"Central Air Conditioner Review"
Central air conditioning is very important in Florida. We first came to Florida in 2006. After trying the air conditioner already in the home, we found ourselves quite unsatisfied with it. In August 2007, we had a new air conditioning system installed. What a difference! The air temperature which blows out is much lower than the previous air conditioner and blows out through the vents much stronger. There has not been any need to repair or replace it thusfar. The only thing we did was enlarge the air intake vent to provide more air for the air handler. The air handler is a germicidal UV air handler which has a UV light in it to kill bacteria in the water which leaves the air handler. This is important if the water backs up in the water line where the water exits the air handler. Mold and fungus can build up inside the water line. There is also a Safe-T-Switch that automatically turns off the air handler in case the water line does back up. I would certainly buy this same air conditioning unit and recommend it to a friend.
Location: Moraga Ca.
Satisfaction Rating:
"Good as it Gets"
In the summer of 2010 I installed a Rheem 16 SEER 2 stage and have loved how quiet it is. My outdoor area is not that large and if I step outside the a/c is right there. I use to not be able to run my a/c at night because of the noise issue but now with my new system I sleep better and enjoy the a/c and the comfort it gives. Thanks Rheem for the great product!!
Location: Boca Raton
Satisfaction Rating:
"17 years old and still works"
I have a 1993 Rheem Classic xii - 17 years and it still works great but is starting to fall apart. It has had minimal repairs.
Location: West Palm Beach, Fl
Satisfaction Rating:
"So far so good"
Purchased a Rheem 3 ton system with 16 seer rating in order to qualify for tax credit and am surprised how much it reduced electric bills so far. First months bill for July was over 40% less than June bill and July bill from 2009.August bill just under 45% less than August of 2009. I had purchased yearly maintainance contract for 10 year old Janitrol unit which was the unit installed in new construction 1999. I tried to extend the life of this unit as long as possible, but freon leaks and deterioration of coil made it unreliable and unit struggled to keep house cool in the hottest months of South Florida heat. Rheem outdoor unit is so quiet, the neighbors units drown out the sound of my unit. I am loving the savings and the Rheem unit......so far.
Location: Palm City, Florida
Satisfaction Rating:
I spent 3 days studying AC. 1. Very few AC installers know how to install properly, and poorly installed units will cause problems. 2. Almost none of the companies know how to properly size a unit for your house. Read Air Conditioner Contractors of America studies - 53% get too big a unit and BIGGER IS NOT BETTER! (a too big unit cycles too often, does not properly remove humidity, causes problems). The 500 sq ft = 1 ton is way too simple. 3. All the name brands are OK if installed properly. Look for a knowledgeable installer and repairer, and good warranty. My 11 year old Rheem works just fine, but I will replace to get the tax credit.
Location: Miami, FL
Satisfaction Rating:
"Rheem customer"
We have that AC since we bought the house, 9 years ago. We are very satisfied and never had a complain. I paid somebody to clean it once and it wasn't too dirty. I'm going to exchange it for a newer one because we made some addition to the house and need a bigger one.
Location: RI
Satisfaction Rating:
"2.5 ton w / larger blower unit"
Had a difficult custom job done on a my Cape home. Worked out extremely well. The Central Unit covers the 1900 square ft main house (We have an 2 story addition 900 sq ft that has a seperate ductless system). We basically got a blower designed for 3-4 ton units and dropped 9 supplies over 3 floors to achieve it. Even on the 103 degree day, the house stayed at 75 degrees. Basically, unless the unit actually breaks or isnt working, most problems are the result of poor design and installation. Not saying Rheem is better than other units, just that the units themselves are probably not the issue for most of the people here.
The opinions expressed in these reviews are the opinions of consumers that submitted reviews to FurnaceCompare.com. They do not necessarily represent the opinions of FurnaceCompare.com.