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 multi-purposeful. They have the ability to find and disable nasty traps, open up locked doors and chests, can sneak attack most monsters for more damage, find hidden doors, and sneak around monsters like they weren't even there. Players choosing a Rogue do not necessarily have to choose all of them or one of them, but this guide will be based upon personal experience of an excellent rogue.

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 basis of your attack bonus if you are NOT using the weapon finesse feat.
 * Determines how much base damage you do with melee attacks.
 * 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.
 * Dexterity is a very important stat for all Rogues
 * The basis of your attack bonus if you ARE using the weapon finesse feat.
 * Driving stat for your Reflex save, which helps to avoid taking damage from traps and in combat.
 * Driving stat for your ability Open locked doors and chests.
 * Intelligence
 * Get ( 8 + Intelligence Modifier ) * 4 skill points at level one and ( 8 + Intelligence Modifier ) for every level after.
 * Driving stat for your ability to Search out secret doors and trap boxes.
 * Driving stat for your ability to Disable devices. (Disarm traps)
 * Wisdom
 * Driving stat for your ability to Spot traps and secret doors.
 * Driving stat for Will saves.
 * Charisma
 * Driving stat for your ability to Use Magical Devices.
 * Constitution
 * Determines most of your hit points.
 * Driving stat for Fortitude saves.

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 affects the Diplomacy and Bluff skills, which are very important to rogues, and also affects the Use Magic Device skill, a vital skill for most rogues.

Rogue Material? Rogue Warforged have the ability to heal themselves more effectively than other rogues if they choose the Mechanic prestige (it lets them heal themselves over time using one of their action boosts) and have a bonus to CON along with a few more defenses. The -2 in WIS would hurt the Spot skill to find hidden doors/traps, But its an easily made up for weakness. the -2 to Chasmia may also hurt your Use magic device skill,a very valuable skill for rogues. It is possible to create a very effective WF Rogue, both with finding/disabling and in combat.

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 affects the Diplomacy and Bluff skills, which are very important to rogues, and also affects the Use Magic Device skill, a vital skill for most rogues.

Rogue Material? It is easy to create a well functioning rogue from a dwarf. They can save against poison, so traps involving it are no match for the Dwarf. The +2 CON, +2 Search and +4 balance help a rogue out. However, the penalties to Charisma and Charisma based skills can make life as a rogue much more difficult.

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 +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? Definitely. Halfling is widely considered the best race for a rogue, with bonuses sneak attack damage, bonuses to hit when flanking, and bonuses to Move silently. The only thing hurting them is the -2 STR, but this can easily be overcome with the Weapon Finesse feat.

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: A Thief-Acrobat rogue or STR-based Assassin will want at least 16 here, as strength is quite important to them. A DEX-based Assassin should leave this at about 12-14, though you can put it lower if you really want. A mechanic rogue need only have enough to avoid encumbrance.

DEX: All rouges besides Acrobats and STR Assassins will want as much of this as they can get; Acrobats can deal with 14, and STR Assassins should start with 15 and then eat a 2+ tome to get access to the Two-weapon fighting feats.

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

INT: Non-mechanics can deal with 12-14, mechanics should start with at least 16.

WIS: 8-10 is fine. Not an important rogue stat.

CHA: 8-10 is fine, but you can put more here if you want to boost your UMD skill.

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

Disable Device - Halt nasty traps to save the party!

UMD - Allows you to overcome race/alignment restrictions on awesome items, and use many scrolls and wands, letting you heal yourself and others, raise dead people, teleport, buff yourself, ect ect...

Open Lock - Access important areas and unlock extra chests!

Search - Find the Control Boxes for traps and reveal hidden doors

Spot - your Rogue senses will tingle as you come close to a trap or hidden door

Move silently - a key component of rogue sneaking for sneak attacks

Hide - "No that's a shadow"

Tumble - Barrel Roll away from harm!

Balance - Avoid getting knocked down!

Haggle - More bang for your buck

Jump - Be able to reach higher up areas (yes, even Halflings!)

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):

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 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

Nimble Fingers: This feat grants a +2 bonus to the Disable Device and Open Lock skills.

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.

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. 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.
 * 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: a Detect Secret Doors clicky will help when your search is just not enough, a Fox's Cunning clicky is extremely helpful at lower-mid levels for adding to a number of your skills, Invisibility clickies can help you escape...there are others that hopefully more Rogues will add or edit here.


 * 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!