Syndeo's Guide to Being a Respected Rogue

Welcome to the next portion of Syndeo's Guides. In this article we will be discussing the basics of being a rogue in the world of DDO. This is an in-depth guide that goes through creation of a rogue from Race to Stats/Skills and then Gameplay.

To see a broad view of the rogue class, please visit the Rogue page in the wiki.

This Guide is not Complete, and any experienced players are free to add beneficial knowledge, but I will continue to add more lists and pointers as time allows.

What does it mean to be a Rogue?
Rogues are hugely versatile and resourceful - arguably the most versatile and resourceful of all melees. Rogues have the potential to do more damage in combat than any other melee class; completely avoid traps and most spell damage; use divine spells to resurrect and heal their allies and arcane spells to buff their allies and themselves; disable traps, open locks, and find hidden doors; and instantly kill enemies from sneak attacking.

The rogue class is not for players who want to take a passive role in their party. A good rogue should be constantly on the move or on the attack. Some other melee classes may get away with leaving auto-attack on and getting a drink, but the best rogue will be constantly assessing the situation in order to turn things to its party's advantage. Playing a rogue can be a good choice for a beginner, since rogues are jacks-of-all-trades and are able to use a very large number of abilities and spells within the game. At the same time, a good rogue requires careful planning to live up to its maximum potential.

Getting Started- Races
I will first begin the actual guide from the beginning: Race choices

In the creation of a Rogue, one must look at the pros and cons of each race and from there decide on which race to choose so that your Rogue has the stat improvements and feats and enhancements you desire.

The base stats to keep in mind that affect a rogue are:
 * Strength
 * The most important stat for assassin rogues and thief acrobats, this stat determines how well you hit and how much damage you will do in melee combat. Therefore, if you intend to engage in melee combat at all, you’ll want to get this stat as high as possible.
 * Determines how much weight you can carry. If STR is set too low and you become encumbered, you will be unable to use your evasion to avoid damage.
 * This is likely your most important stat. If you plan to play an assassin or thief-acrobat, you will likely want to put as many points into this stat as possible and put all level-up points into it. Build points are tight on a rogue, but you’ll probably want to start with 16 if possible.
 * Constitution
 * This is the second most important stat for almost any character, and rogues are no exception. This determines the number of hit points your character has..
 * This also determines your Fortitude saves and Concentration skill checks, the latter of which will allow you to use healing wands and scrolls in combat.
 * You will want to put as many points into this as you can afford without hurting the rest of your character. 14 is a good minimum, especially for new players.
 * Intelligence
 * If you are on your first life and planning to be a melee rogue, and aren’t too concerned with having a high assassinate DC, an intelligence of 10 or 12 at most will be more than sufficient.
 * You will get ( 8 + Intelligence Modifier ) * 4 skill points at level one and ( 8 + Intelligence Modifier ) for every level after.
 * Plays a very small role in determining your Search, Disable Device, and Open Lock skill checks.
 * Determines the DC of your assassinate ability for assassin rogues.
 * This stat is also used for combat for mechanic rogues.
 * Ultimately, your Intelligence investment should reflect your character plan. If you want to do high damage in combat, an intelligence of 10 or 12 will be sufficient. If you want to do lower damage in combat but have a higher chance of being able to assassinate things while sneaking, 14 will be more ideal.
 * Dexterity
 * This is necessary for qualifying for two-handed fighting feats and helps determine Reflex saves. If you’re planning on playing an assassin rogue, you will want to put 15 into this stat.
 * Wisdom
 * Helps determine Spot skill checks and Will saves. This stat is of very limited use for rogues, and many rogues use this as a dump stat (they don’t put any points into it)).
 * Charisma
 * Helps determine Diplomacy, Bluff, Intimidate, and Use Magic Device skill checks. Many rogues use this as a dump stat as well.

As you read through each description of the race choices, keep in mind the necessary base stats needed to create a well-functioning Rogue. I have only listed the Pros and Cons that are mainly directed around the building of a Rogue. Each race has more than listed, and can be read in full by clicking on their name.

Warforged
Warforged are the non-flesh race of the DDO world and as such recieve many pluses and minuses

Pros

+2 Constitution

Warforged Immunities

No Breath meter while swimming

Built-in light armor (2+ AC, 8+ Max Dex Bnous)

Inherent Light Fortification

Cons

Since Warforged are not made of flesh, they recieve a -50% modifier to incoming healing spells (lessened to -20% by Healer's Friend feat)

-2 Wisdom

-2 Charisma

Rogue Material?

Warforged rogues have a bonus to CON along with several great immunities. The -2 to CHA and WIS are marginal penalties, causing very slight reductions to Will save and Use Magic Device skill checks. The biggest penalty to the Warforged rogue is the healing penalty they take: significant enhancement point and gear investments must be made on a Warforged rogue just so they can be properly healed by divines.

Human
Humans are the most level of the races and are good for any beginner to DDO as they can be adapted to any class.

Pros

+4 Skill points at creation

+1 skill point after every level past level 1

1 Bonus Feat at level 1

30% healing amp enhancements

Human Adaptability to give 1+ to 2 stats you need

Human Versatility

Cons

Though Humans are balanced, they do not have any specialty in any one area.

Rogue Material?

As I have stated in other guides, Humans are very level and are great for beginner players trying to get the hang of the game. The bonus feat can be used in a variety of ways that are useful to the rogue class, and the Human has more skill points from the beginning. Humans can be very competent Rogues.

Dwarf
These stout and rugged characters have many attributes and defenses unique to their kind

Pros

+2 Constitution

+4 Balance

+4 Dodge bonus to Armor Class against monsters of the Giant Type

+2 racial bonus on Search checks

+2 racial bonus on saving throws against poison

+2 racial bonus on saving throws against spells

Proficiency with a Dwarven Axe

Cons

-2 CHA

Rogue Material?

It is easy to create a well functioning rogue from a dwarf. The +2 CON, +2 Search and +4 balance help a rogue out, particularly one who is new to the game and lacking expensive gear. The penalty to Charisma, which lowers Use Magic Device by just a single point, is a comparatively small price to pay for these benefits.

Elf
The Elves are the quick and fluid race that are not as stout as their dwarven rivals but with quicker reflexes.

Pros

+2 Dexterity

+2 Save against spells or Enchantments

Immunity to sleep spells or effects

Weapon Proficiency with longswords, rapiers, longbows, composite longbows, shortbows, and composite shortbows

+2 racial bonus on Listen, Search, and Spot checks

Cons

-2 Constitution

Rogue Material?

While they get a lot of bonuses that gel well with rogues, the -2 Con does not help a class that already has trouble keeping up with the HP of other melee classes. While they can be effective rogues, other races are better choices.

Drow Elf
The Drows are the cousins of the Elves from far away, and bring many new bonuses and inhibitors that Elves do not possess.

Pros

+2 Dexterity

+2 Intelligence

+2 Charisma

+2 Will Save against spells or Enchantments

Spell Resistance 10+level

+2 racial bonus on Listen, Search, and Spot checks

Weapon Proficiency with Rapiers, Shortswords, and Shurikens, and enhancements to attack/damage with them

Cons

-2 Constitution

Limited to 28 point build, even if bought/earned

Rogue Material?

With most of the same bonuses as Elves and more, Drow are much better than their elven cousins. They benefit from all of the bonus stats, and that built-in spell resistance is very nice. The only thing wrong with them is the -2 CON, but as mentioned on in the Elf section, this is a very bad weakness for Rogues.

Halfling
These small characters have hidden surprises and can stand up to even the biggest giant

Pros

+2 Dexterity

+1 size bonus to Armor Class

+2 Jump

+4 to Hide Checks

+1 Racial bonus on Saving Throws

+2 racial bonus on Jump, Listen, and Move Silently checks

+2 saving throws against fear. Stacks with the Racial bonus with on saving throws

+1 rolls with Thrown weapons

Halfling Guile and Sneak attack enhancements

Cons

-2 Strength

Lifting and Carrying limits are 3/4 the size of Medium-sized characters

Rogue Material?

Halflings get some benefits for being rogues, including their racial sneak attack lines, but the penalty they take to strength is harsh. +2 DEX can help you reach 15 DEX, the minimum for qualifying for the all important Two-Weapon Fighting feat line, but generally strength is more important than dexterity for rogues. Overall, a halfling can make a good rogue, but humans are generally a better choice.

Half-Elf
Born of the mixed blood of Humans and Elves, they possess good qualities of both races.

Pros

Free Dilettante Feat at level 1, allowing them to take on the abilities of certain classes if they meet the stats requirements, can be made better with enhancement lines

Most of the enhancement lines of both elves and Humans

Cons

Due to them being a very balanced race, Half-Elves do not get any special bonuses to stats.

Rogue Material? Yes. While arguably not as good as Humans, they get many of the same enhancements that both humans AND elves can get, and elves have good enhancements to benefit rouges, while humans have good enhancements that benefit any class. The Dilettante feat can be very useful, but takes careful planning to use correctly. For example, a good Dilettante for a Rogue would be a Barbarian Dilettante, to get more HP and free innate DR, or Monk, to get extra healing amplification.

Half-Orc
Born of the Mixed blood of Orcs and Humans, Half-Orcs combine the drive and versatility of a Human with the bestial vigor of an Orc.

Pros

2+ STR

Orcish Fury enhancement lines, which provide extra strength when low on HP

Orcish Great Weapon Aptitude and Great Weapon Damage/attack lines to make them Two-handed Fighting killing machines

Orcish Power attack enhancements

Cons -2 INT -2 CHA

Rogue Material? Great bonuses to STR and bonuses with Two handed weapons make Half-Orcs supreme acrobat rogues, and decent STR-based Assassins. However, the Int and Cha penalties are more glaring for a DEX-based Assassin, and they are unfortunately a terrible choice for a Mechanic.

Building Your Rogue - Stats and Paths
Now that you have chosen your preferred race it is time to begin building your Rogue.

Prestige Classes
Rogues are very diverse fighters, and have 3 different Prestige classes that function quite differently in combat from one another. There is the Assassin, the Thief-Acrobat, and the Mechanic. All have their strengths and weaknesses, but all can be effective if played correctly. First I will mention:

The Assassin
The quintessential rogue. A master of stealth, and of killing things before their brain can even register the blow. With their powerful Assassinate ability (mentioned in gameplay basics, below) and wielding a weapon in each hand, they do the most damage of any Prestige class of rogue. They can also active special abilities which add poison to their attacks that make them even more deadly. While they wont be as nimble as a Thief-Acrobat or have the same skill with traps a a Mechanic, they can pull more DPS than any other rogue prestige. Assassins either pick up Khopesh proficiency and focus on the STR stat, or Weapon Finesse and focus on the DEX stat. DEX will make you a better locksmith and improve your reflex saves as well, but STR will let you do more damage. Read the Assassin enhancements page for more info.

The Thief-Acrobat
The quick and nimble performer, the Thief-acrobat applies his skill as an acrobat to combat. They primarily use Quarterstaves in battle, and get many enhancements to damage with them, including a 10% (improving to 20%) attack speed boost and the ability to apply their DEX mod to their sneak attack damage. While they aren't masters of the unseen blade like the Assassin, they can activate a special ability that lets them run faster and grants them a DEX bonus for a short time, can use the rogue ability Uncanny Dodge 2 extra times per rest, and get complete immunity to knockdown and slippery surfaces. They are great at using the Stunning Blow attack to help the melees get free critical hits, and have great synergy with a Monk multiclass. See the Thief-Acrobat enhancements page for more info.

The Mechanic
The Whip-smart and calculating machinist. Mechanic rogues are absolutely unmatched in their ability to disarm traps, and can even make their own! They can expend a skill boost to heal a Warforged over time, and can smite Constructs similar to how a Paladin can Smite Evil (though this is a melee-only attack). They are masters of using crossbows, applying their INT mod to damage with Crossbows, and gaining proficiency with Light and heavy repeating Crossbows(keep in mind you need to be within 30ft of your target to do sneak attacks from a distance). They also gain improved resistance to elements. While they are not as nimble as the Thief-Acrobat or as deadly as the Assassin, they are unmatched in their ability to disarm traps and pop locks, to protect and aid the party. See the Mechanic enhancements page for more info.

Base Stats
As stated before, the 6 main stats are Wisdom, Charisma, Intelligence, Strength, Dexterity, and Constitution. Keep in mind that your Race has inherent stat additions/negatives that affect the base number of all these named.

STR: Assassins and Thief-acrobats will want to maximize this stat - it will determine how much damage you do and how likely you are to hit. Mechanics can skimp a bit and take 12 or 14 to prevent encumbrance.

DEX: This state depends on the prestige class and fighting style you plan to take. The best and most developed prestige class, assassin, will require a 15 in this stat - any more will be useless, and any less will prevent the use of all-important Two-Weapon Fighting. Thief-acrobats don't need any points in this stat, and mechanics will want to maximize it.

CON: As with all classes, at least 14 is best here.

INT: This stat is less important to rogues than you may think. High-assassinate DC rogues and mechanics will want to take at least 14, while assassins and thief acrobats can get away with 8 or 10.

WIS: An 8 here is fine.

CHA: An 8 here is also fine. If you somehow have extra build points, put them here instead of in Wisdom, so you can boost your Use Magic Device check.

A solid sample Human assassin 28 point build would follow these steps:

1) Make sure you have a 15 in Dexterity. 2) Balance the remaining points into Strength and Constitution. 3) Put any extras into Intelligence or Charisma.

Resulting in something like: STR: 16 DEX: 15 CON: 14 INT: 12 WIS: 8 CHA: 8

A 32 point build would probably want to put the extra points into Constitution, bringing it up to 16.

Skill Points
A Rogue has many skills that are useful to them. Here they are listed in order of importance

UMD - Allows you to overcome race/alignment restrictions on certain items, use many scrolls and wands, heal yourself and others, raise dead people, teleport, buff yourself, etc. Keep this skill maxed out at all times.

Search - Before you can disable a trap, you need to find it! Keep this skill maxed out at all times.

Disable Device - Halt nasty traps to save the party! Determines the success rate of being able to disarm traps. Keep this skill maxed out at all times.

Open Lock - Access important areas and unlock extra chests! This skill is less important than some others, since lock DCs are very low. Keep half ranks at least in this skill all the same, though.

Balance - Recover quickly from getting knocked down, and avoid some knockdown effects. This skill is more useful than you might thing: unless you are a Thief-Acrobat, you WILL get knocked down, and this will help you get up quickly.

Haggle - More bang for your buck. Increases the selling value of your loot when you sell to NPCs. A worthy choice for extra skill points.

Bluff and Diplomacy - These skills have a few non-combat uses. In combat, Bluff is essentially useless, but Diplomacy can be helpful in a party. If you have extra points, put a few in Bluff and many in Diplomacy.

Intimidate - Sometimes it can be useful to get an enemy's attention! Using the Intimidate skill, you can pull enemies off of other, weaker party members. Maxing this skill out is a good choice, if you have the skill points.

Spot - Your Rogue senses will tingle as you come close to a trap or hidden door. Tells you to use your Search skill in the right areas. Many experienced rogues choose to skip this skill altogether, since a high reflex save and the Search skill make up for it.

Move silently and Hide - These skills are situationally useful at best. Resist the urge to put many (or perhaps any) skill points into them. They do not help you get sneak attacks, and are not useful in 99% of the game.

Tumble - This skill is worth putting a single point into, which allows you to use it. Any more points here are wasted.

Jump - This skill can be useful early-game, but by the time you reach mid-game any points here will be wasted.

Feats
At the beginning you are allowed to choose a feat to help your Rogue. There are many to choose from, so here are some that may benefit a beginner Rogue (Taken from the feats page):

Toughness: This feat grants +3 hp plus one per level, for a total of 22 hp at level 20. Even more importantly, it opens up enhancement lines that can add up to 40 more hp, making it crucial for any rogue.

Improved Critical: This feat doubles the critical hit range of whatever weapon type it is chosen for. This feat drastically increases the amount of damage any rogue will do, and is of utmost importance.

Two Weapon Fighting (requires Dexterity 15+)/Improved Two Weapon Fighting/Greater Two Weapon Fighting (Both DEX 17+): Reduces the to-hit penalty when using two weapons at the same time. The penalty for your primary hand lessens by 2 and the one for your off-hand lessens by 6, so it becomes -4/-4 (instead of -6/-10 without this feat). If the off-hand weapon is light, the penalties both decrease by another 2 points, down to -2/-2 (instead of -4/-8 without this feat). Most rogues use Two-weapon fighting, because it lets you sneak attack twice instead of once. keep in mind you need all 3 feats to be at all effective. Acrobat rogues may take the Two Handed Fighting line of feats instead, and Mechanic rogues take feats to increase their ranged combat effectiveness like Point Blank Shot and Improved Precise Shot

Power Attack: This feat requires 13 Strength and grants a +5 bonus to damage at the cost of to-hit on melee attacks, which is indispensable for any assassin or thief-acrobat.

Skill Focus: This feat grants a +3 bonus to the chosen skill when making skill check rolls. This feat can be taken multiple times, but each skill can only be taken once. Available Skill Focus feats are: Listen, Jump, Haggle, Concentration, Repair, Bluff, Intimidate, Balance, Heal, Swim, Diplomacy, Disable Device, Move Silently, Open Lock, Perform, Use Magic Device, Spot, Hide, Search, Tumble. Most of these skill focuses are rather poor choices for most builds, especially since rogues have relatively few feats to begin with. Of these, though, Skill Focus: Use Magic Device is likely the most useful, since it can help your rogue use Heal scrolls and other useful magic items.

Weapon Finesse: This is a feat that you will want to avoid. Getting this feat allows you to use Dexterity for attack rolls (on a few weapon types) rather than Strength, allowing a rogue to leverage a high Dexterity score. Unfortunately, Finesse rogues must keep Strength high anyway, since it still determines damage, making this a waste of a feat.

There are many more feats listed, but here are just a few useful feats for a beginning rogue. If you decide that you don't like your feat, once you reach Stormreach you can trade them out with Fred in House Jorasco for a price.

Gameplay - Find, Sneak, Disable, Attack
So you have built a Rogue, chosen your stats, skills and feats, and now it is time to play!

Basics
Rogues are sought by Parties so that they can protect the team from nasty traps that are almost impossible to avoid. Rogues are considered a "Support" class since their abilities focus towards aiding the team to get through the quest relatively unscathed. However, they can still deal very good punishment with their sneak attacks, particularly Assassin rogues.

Something Rogues must have all times are Thieves' Tools. These allow the Rogue to Disable Traps and Open Locks, to doors and chests. Thieves' Tools range from Regular to +5, with each level giving a better chance of success in disabling/opening locks.

Sneak attacks occur when you attack a monster when you are not its main target. This can occur when opening combat on a monster after sneaking up to it, or if another party memebr is currently the monsters target. Some monsters are immune to sneak attacks, like Undead, Elementals, and Constructs. Sneak attacks have their own attack roll, separate from the weapon attack roll. The assassinate skill is a special ability that Assassin rogues get. When you use it, the enemy has to succeed a Fortitude save or die instantly! Even if it succeeds, it takes a lot of bonus Sneak Attack damage. This skill is affected by Intelligence. Unlike regular sneak attacks, you have to be in stealth mode to use it.

Reflex Saves allow Rogues to avoid getting hit by traps. With a high enough Reflex, you can pass through some traps with little or no damage and access the other side, where the control panel might lie.

During gameplay, your Spot skill will activate automatically and give you a notice of either a hidden door or a trap. The rogue should both notify the party and begin using their search skill to reveal the door/ control panel. If they do not reveal themselves, then you either a) are not near enough to the box/door or b) do not have a high enough skill. If they do activate, you can click on the door/control panel to use it. Remember that clicking on a control panel without thieves tools will do nothing.

Solo Play
Rogues do have the ability to solo, but are not as independent as the Fighters. A Rogue's Sneak Attack is invaluable as it deals extra damage. Rogues are considered "Squishy," meaning that they are not as fortified as other classes, and can be harmed easily. With the correct build a Rogue will be less squishy, and is why CON is even more important to a rogue than to other classes. Soloing with a Rogue is not as easy as other classes, but it can be done. Like a Ranger, Sneaking is your friend.

In a Party
Rogues are very helpful for a party in many quests because of the presence of traps. No one without a Rogue level can disable traps(except the new Artificer class). Also, a party with a wizard who does not have the knock spell cannot open locked doors or chests. If you would like to keep your party alive, it is important to notify them of traps asap, otherwise they will walk right through and receive damage. Some people are not too informed of the importance of a rogue and will run through anyway. It just happens. Don't offer to take their soul stone back to be resurrected though.

Items/Armor
Rogues can only wear light armor, so it is important to find something with a good dexterity allowance and defense. Anything with the description Blueshine, silent moves, or shadow will improve the character's sneaking ability. Look for items that increase your DEX, STR, CON, or INT stats or any items that give you bonus checks on Opening Locks, Disabling Devices, Spot, Search, Hide, Jump, etc. There are a lot of items out there that are useful in a Rogue's questing, and you have to build up your collection as you go.

Weapons will vary depending on your prestige class and stat focuses. Assassin rogues that focus on DEX will want to use a Rapier and a Shortsword for most of the game, switching to dual Rapiers at endgame. Assassin rogues that focus on STR should get Khopesh proficiency and use a Khopesh and a good light slashing weapon (like a Kukri or a Handaxe) for most of the game, switching to dual Khopeshes later on. Acrobat rogues will want to use Quarterstaves, and mechanic rogues will want to use Crossbows most of the time (use Heavy Crossbows till you get your 1st tier prestige, Then Light Reapeating Crossbows, and Heavy Repeating Crossbows when you get the 2nd tier.)

Tips and Tricks
Because I have not played a Rogue enough I cannot give you as many tips as experienced Rogues, but hopefully someone will edit this part to give you more information!


 * Try to be in front of your group in trap-ridden dungeons, unless you come across monsters. Then let the fighters run in. (The character with the highest total spot should be ahead. This will often be you, but if another character is in your party with a higher spot, they should go ahead.)
 * If you can't find the control panel on the side of the trap you're on, sometimes you have to cross them to find and disable it.
 * On higher character levels you get more chances to pull creatures by sneaking up to them just close enough that you fail their listen check against your move silent check and you will see them search for you. Use this to your advantage to pull them away from their group and towards your party.
 * Bluff will not blow your sneak cover so you can pull creatures away from their groups that way. Be warned that when they successfully hit you with an attack sneak will be disabled, so be careful with mages and archers. Additionally, mages & archers will start attacking you in place, rather than being pulled towards you like melee opponents.

Some thoughts for new Rogues

 * Listen to your colleagues. Chances are that a veteran player knows where the traps and trap boxes are even if he is not, or has not, played a Rogue.


 * If you come across a trap type 'trap' out or 't' in the dialog, or say it on the mic, quickly. Players will still run ahead of you, but that is their own fault.


 * Keep multiple sets of equipment: One for searching, disabling, opening locks, and possibly spot; and at least one that is geared toward combat. Set up your hot bars so you can easily switch between the sets.


 * Clickies are your friend. Some of the following can be found in potions, but clickies recharge whenever you rest, saving precious resources.
 * A Detect Secret Doors clicky will help when your search is just not enough (or just as a time-saver).
 * A Fox's Cunning clicky is extremely helpful at lower-mid levels for adding to your Disable Device & Search.
 * A Cat's Grace clicky can help you sneak more effectively, as well as adding to your ranged/finesse attack and reflex saves.
 * An Owl's Wisdom clcky can help you Spot traps, as well as Will saves.
 * A Bull's Strength clicky can help you with melee damage & attack.
 * A Bear's Endurance clicky can give you additional HP and Fortitude saves.
 * An Eagle's Splendor clicky can help with your UMD, Bluff, or Diplomacy... and outside of quests, will help you sell your loot for more!
 * Invisibility clickies can help you escape, as well as allowing you to get behind enemy lines more quickly than sneaking without losing your sneak attack bonus, to let you slip past the melees and quickly take out the casters.


 * A common tactic is to use separate Spot, Search, and Disable Device goggles, and maybe lock picking gloves. Start off with the spot goggles, then switch to search once you get the trap warning, then switch to the disable goggles to disarm the box.  Place them on your hotbar to switch back and forth quickly.  Don't forget to put your spot goggles back on once the trap is taken care of in preparation for the next trap.  Even if your spot/search are high enough, DD items are a must.  With a high enough DD, even rolling a 1 can be a success.


 * When fighting, let the melees draw the aggro so you can get your sneak attack bonus. Oft times running toward a mob and dropping into sneak right before they see you will allow this. If you do aggro them, back up and let the melee heavy player engage.  Once they get the enemies attention, charge in to help finish them off.


 * Another interesting point on fighting. You, the Rogue, are one of three classes with evasion.  This makes you really good at killing mages.  They can throw lightning bolts, fireballs and other damaging spells at you without doing much damage to you (this is assuming that you have a reasonable reflex save which you should if you are reading this guide).  Many times the mages stay behind as the melee guys engage.  Jump over the front lines and hack up the mages and/or priests.  Your party will love you.

''//I am not certain if I contributed correctly or whatnot as this is my first addition here at the wiki. If I did something wrong, let me know. I have really gotten a lot of great advice here and wished to add some of my own observations.'' -- User:Shodun

Conclusion
Thus ends my Guide to being a Respected Rogue. There is a lot more information that I have surely left out that I will continue adding, or other players will add for me.

Any questions or comments can be emailed to DDOSyndeo@Live.com

Here are some more useful Guides:

Syndeo's Guide to Being an Effective Cleric

Syndeo's Guide to Being a Revered Ranger

Look for more Guides Coming Soon!