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, can avoid traps and most spell damage, can use divine or arcane spells from scrolls or wands to resurrect and heal their allies or buff them and themselves and of course they can disable traps, open locks, and find hidden doors, or even instantly kill enemies using the assassination skill.

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. However at the same time, a good rogue requires careful planning to live up to its maximum potential, and works best when played in a group as your main source of damage - sneak attacks - only works if someone else takes the beating.

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.

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 receive many pluses and minuses


 * Pros
 * +2 Constitution
 * Warforged Immunities
 * No Breath meter while swimming
 * Built-in light armor (2+ AC, 8+ Max Dex Bonus)
 * Inherent Light Fortification


 * Cons
 * Since Warforged are not made of flesh, they receive a -50% modifier to incoming healing spells (lessened to -20% by Healer's Friend enhancements)
 * -2 Wisdom
 * -2 Charisma

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.
 * Rogue Material?

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.

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.
 * Rogue Material?

Dwarf
Dwarves 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

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.
 * Rogue Material?

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.
 * Displacement clicky from racial dragonmark.


 * Cons
 * -2 Constitution

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.
 * Rogue Material?

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

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. (The CON deficit is minimal at L20, if built right. Drow do make decent rogues, provided you pay attention to your HP.)
 * Rogue Material?

Halfling
Halflings 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
 * Racial dragonmark yields heal, cure, and neg level removal clickies.


 * Cons
 * -2 Strength
 * Lifting and Carrying limits are 3/4 the size of Medium-sized characters

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, which makes them a less-than-ideal choice for STR-based rogues, meaning you are best off taking the Weapon Finesse feat.
 * Rogue Material?

Half-Elf
Born of the mixed blood of Humans and Elves, Half-Elves 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.

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 rogues, while humans have good enhancements that benefit any class. The Dilettante feat can be very useful, but takes careful planning to use correctly. Each dilettante feat can give you an advantage in a certain area, for example the Barbarian dilettante grants more hit-points and DR, a Paladin dilettante together with a high Charisma increases your saving throws and allows to use lower level divine wands (like Cure Serious Wounds) without having to roll an UMD check, or a Fighter dilettante grants you the ability to use all martial weapons and deal more damage while having a higher AC.
 * Rogue Material?

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

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.
 * Rogue Material?

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 Enhancement trees 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:

Assassins
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 won't be as nimble as a Thief-Acrobat or have the same skill with traps as 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.

Thief-Acrobats
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.

Mechanics
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 30 ft 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
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 14; at least 13 is needed for Power Attack and it still helps your damage, so don't put it any lower than that. A mechanic rogue need only have enough to avoid encumbrance.
 * DEX: All rogues—besides Acrobats and STR Assassins—will want as much of this as they can get for evasion (all) and to-hit chances (Mechanics and Finesse builds). 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. Assassins concerned with using their Assassinate skill frequently should start with at least 14, and Mechanics should start with at least 16 to feed both trapsmithing skills and add to damage with crossbows.
 * WIS: 8-10 is fine. Not an important rogue stat with proper gear.
 * 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. Remember that many of these skills may also be buffed using enhancements—both for individual skills and through the Rogue Skill Boost enhancement—and depending on your race, by racial enhancements as well.


 * 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; it is one of the main benefits of being a rogue.
 * 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. Because you typically don't pick locks in combat, you can supplement your skills with single purpose high modifier Open Lock items equipped as needed and various buffs.
 * Bluff- makes an enemy vulnerable to sneak attacks, and opens up many dialogue options. Not needed as much if you party frequently (and thus are ideally not the main target of attacks), but when you solo (or get aggravation), it becomes very useful. It makes mobs vulnerable to sneak attacks for a whole 6 seconds on a 15 sec CD, adding greatly to your party DPS. Worth maxing, especially for assassins.
 * Diplomacy- Makes enemies choose targets other than you if available, and opens up some dialogue options. It can be useful if you get aggravation, though since rogues often dump Cha, you may get a negative modifier on it. Useful, but optional. If you can only pick one, go for Bluff over Diplomacy.
 * Balance - Recover quickly from getting knocked down, and avoid some knockdown effects. This skill is more useful than you might think* 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.
 * Move silently and Hide - These skills are situationally useful. It can help with scouting ahead if you do not know the quest, and can be very useful while soloing. They are fairly optional, however, as many parties do not have the patience to let you sneak around. They are critical for Assassins using Assassinate who must do it from the sneak.
 * Intimidate - Not terribly useful to most rogues as rogues are not exactly a tank class, but it can be situationally useful to save the healer if he gets excess aggravtion. A rogues sneak attack damage depends on not being seen.
 * 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.
 * Tumble - This skill is worth putting a single point into, which allows you to use it. Any more points here are wasted.
 * Jump - If you want this skill, you only need to put 10 points into it, to get the maximum benefit from the jump spell.
 * Listen - It's a niche skill, maybe useful to keep up the fight when blind (potentially), in very busy terrain, or against invisible enemies moving. Consider it an alternative Spot, but with no use for hidden doors or traps.

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):
 * 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. This as well allows you to take Cleave and Great Cleave later on, which will significantly increase your damage output, as with these skills you can sneak-attack all enemies in an area around you at the same time every few seconds. This is not needed for mechanics using Repeaters, but great choices for Assassins and Thief-Acrobat. Power Attack (and Cleave) are needed if using the Dreadnaught Epic Destiny.
 * 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 feat allows you to add your DEX modifier to your attack rolls instead of your STR modifier. As Rogues tend to have a very high DEX, this can significantly increase your chance to hit and is often very desirable. The Assassin tree gives you a similar enhancement, but only applies to Daggers and Kukris. However the second core ability allows any Dagger, Kukris or - if you have this feat - any weapon that can be enhanced with this feat to apply the DEX modifier to damage as well (instead of STR), completely removing STR from combat for you.
 * Proficiency: Khopesh: Khopeshes are by far the strongest 1-handed weapons out there (discounting racial bonuses on racial weapons), so using Khopeshes is the best way to maximize your DPS. However these weapons are not affected by Weapon Finesse, so it only works well for STR-focused combat Rogues, and you should take the Oversized Two Weapon Fighting feat as well to maximize your chance to hit when dual-wielding.
 * Precision: Adds 5% bonus to hit while activated unlisted though is it negates 25% fort on the enemy. This allows sneak attacks on 100% fort enemies that you would otherwise not have. This feat in itself will greatly increase DPS for rogues well past any damage improvement from power attack. The rule of thumb is if can sneak attack on all hits use power attack, if you are missing or not making sneak attacks use precision. Against higher fortification enemies (Undead, etc.) it is good to combine this with Armor Piercing.
 * Toughness: This feat grants +3 hp plus one per level, for a total of 22 hp at level 20. While this used to open up enhancement lines that could add up to 40 more hp, it is now just a feat to take when you don't have other options and want a few more HP.

For Rogue Mechanics, additionally consider feats specific to ranged combat like Precise Shot. Point Blank Shot, Improved Precise Shot, Rapid Shot, Rapid Reload (which stacks with Rapid Shot, to a degree), as well as Improved Critical: Ranged. While feats such as Toughness and Precision remain universally useful, given the damage from repeaters, it's usually better to commit to either ranged or melee and not try to maintain both capabilities given the paucity of feats available.

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 member 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. (Note: the "spotting range" is often longer than the "search" range.) 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 and the creative use of the Bluff skill can let you handle groups of enemies one-at-a-time or at least in lower numbers.

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.) Additionally, walk up to doors first. Often, if the trap is close enough to the door and your Spot is high enough, you can detect a trap through a door and let your party adjust tactics accordingly.
 * 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. Bluff skill also works around corners as long as you face the target and are in range. This can let you pull enemies that would normally immediately attack you.
 * Pick an equipment slot—goggles or rings—and acquire the highest level buffing items you can equip for Spot, Search, Disable Device, and Open Lock. Ideally, without a second buff on them (which raises the minimum level to equip an item). Put these items on a hotbar in that order. Never make it the slot you carry either your Dexterity or Intelligence buffing item. This way—if you're in a trap-thick area—you can easily rotate these items to help you spot, find, and disable traps (or locks).
 * Additional items to consider carrying, especially if you use a ring slot for the above tip, is as high a Charisma ring you can find as well as scrolls for self-buffing like Heroism and Fox's Cunning. While potions also work, scrolls have the added utility of being castable on other people when necessary. The Charisma item can be switched in—as well as a skill boost used—to temporarily raise you UMD score.
 * For Rogue Mechanics: Unless you multiclass one or more levels of Artificer and can conjure your bolts, you will go through many bolts in a quest. Get House Denieth Favor as soon as reasonable to gain access to larger quivers and sturdy (75% returning) bolts. Carry extra bolts in your inventory and put your main quiver on your hotbar. This lets you "top off" as you go through combat and not run out. During lulls, pull bolts out of your spare quivers into your inventory.
 * For Rogue Mechanics: Build an arsenal of bows. Keep a hotbar of them. There are some special bow qualities that can make up for difficulties with things like undead (Disruption, Greater Undead Bane, etc.) or devils (Banishing, Metalline of Pure Good). Being able to switch quickly to break damage reduction can keep up your damage dealing. At the very least, carry a Ghost Touch (ideally, with undead bane or disruption), a Metalline of Righteousness or Pure Good, and at least two bows with elemental damages. (I recommend Shock or Screaming and either Acid or Flaming to break DR and kill trolls early on.)

Some thoughts for new Rogues

 * Listen to your colleagues. Chances are that a veteran player knows where the traps and trap control panels 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. If you craft, putting Wise prefixes (Wisdom bonus) on your Spot bonus items, Clever (Intelligence bonus) prefixes on your Search and/or Disable Devices skill bonus items, and Dexterous (Dexterity bonus) prefixes on your Open Locks skill bonus items lets you upgrade task-specific gear by steps. This is because the attribute in each case buffs the skill as well.
 * 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 and 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 clicky 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, Disable Device items are a must. With a high enough Disable Device, even rolling a 1 can be a success.
 * When fighting, let the melees draw the aggravation so you can get your sneak attack bonus. Ofttimes running toward a mob and dropping into sneak right before they see you will allow this. If you do aggravate 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. For rogue mechanics, the Precise Shot feat and a hard lock on the enemy caster (using the Tab key or right clicking) will let you do the same thing. Just ensure you aren't standing next to your parties casters when you do it...

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!