Build: Brutal Scoundrel/Hand Crossbow/Sharpshooter/Deadly Trickster
Synopsis:
Constant combat advantage, multiple ranged attacks per round in
addition to stacked modifiers, and resulting in very good DPR, rivaling
that of melee focused builds, while providing limited/no exposure to
enemy attacks.
Note: I have changed this thread alot and
removed a good deal from it. Changes with other books make it harder to
make comparitive math, however it seems to me with the addition of
critical increases from the PHB2, the hand crossbow rogue is something
to be feared. Also note that if you do not intend to play until epic
levels, at character creation you can opt for a higher strength vs
constitution modifier since we only get that for the 'steady shooter'
feat. if you DO go to epic levels, consider keeping it as it will turn
out to be a solid +3 damage for little investment.
“Welcome to my Parlor” said the Spider to the Fly
~By Faytte
Stat Overview:
Race: Drow
Class: Rogue
Option: Brutal Scoundrel
22 PT Buy
- STR: 13(13)
- DEX: 20(18)
- CON: 13(13)
- INT: 8(8)
- CHA: 10(8)
- WIS: 10(10)
Attribute Overview at levels 11, 21 and 30:
Level 11
16 STR (+3 Mod)(+1 level 4, +1 level 8)
14 CON (+2 Mod)
23 DEX (+6 Mod)(+1 level 4, +1 level 8)
9 INT (-1 Mod)
13 CHA (+1 Mod)
11 WIS (+0 Mod)
Level 21
19 STR(+4 Mod)(+1 level 14, +1 level 18)
15 CON(+2 Mod)
26 DEX(+8 Mod)(+1 level 14, +1 level 18)
10 INT(+0 Mod)
14 CHA(+2 Mod)
12 WIS(+1 Mod)
Level 30
20 STR(+5 Mod)(+1 level 24)
16 CON(+2 Mod)(+1 level 28)
28 DEX(+9 Mod)(+1 level 24, +1 level 28)
10 INT(+0 Mod)
14 CHA(+2 Mod)
12 WIS(+1 Mod)
FEATS
~Heroic~
1) Weapon Expertise: Hand crossbow
2) Distant Advantage (retrain to Weapon Focus at 16th once you receive hide in plain sight)
4) Ruthless Hunter
6) MC Feat: Warrior of the Wild
8) Backstaber
10) Novice Power (Scattering Volley)
~Paragon~
11) Danger Sense(steady shooter if optimized for paragon, push rest back, kill bleeding backstab).
12) Merciless Killer
14) Two Fisted Shooter
16) Adept Power (Attacks on the Run)
18) Slaying Action
20) Bleeding Backstab (retrain to Crossbow Mastery at level 21)
~Epic~
21) Brutal Advantage
22) Steady Shot
24) Martial Mastery
26) Whirling Sneak Attack (Crack Shot)
28) Brutal Wound
30) Rattling Exploit (Crack Shot)
Skills: Stealth, Thievery, Intimidate, Acrobatics, Perception, + any other.
Powers
At Will: Deft Strike, Disheartening Strike
Encounter Powers:
1. Unbalancing Shot
3. Enforced Threat
7. Cloud of Steel
10. Acolyte Power: Scattering Volley (Replaces Enforced Threat)
11. Stab and Shoot
13. Tornado Strike (Replaces Unbalancing Shot)
16. Power Swap: Snap Shot (replaced Cloud of Steep)
17. Triple Shot (replaces Scattering Volley)
23. Crack Shot (replaces Snap Shot)
27. Safe Bet (replaces Tornado Strike)
End: Triple Shot, Safe Bet, Crack Shot, Stab and Shoot
Daily Powers:
1. Blinding Barrage
5. Walking Wound
9. Burst Fire
15. Slaying Strike (replaces Walking Wound)
16. Adept Power: Attacks on the Run (replaces Slaying Strike)
19. Daunting Barrage (replaces Blinding Barrage)
20. Escalating Barrage
25. Magnetic Shot (replaces Burst Fire)
29. Adept Power: Five Missle Dance (replaces Attacks on the Run)
End: Five Missle Dance, Magnetic Shot, Daunting Barrage, Escalating Barrage
Utility Powers: (W=At Will. E=Encounter. D=Daily)
2. Fleeting Ghost (W)
6. Chameleon (W) (Can be power swapped after 16th for Ferret out Fraility (E)
10. Executioner's Mien (D)
12. Perfect Aim (E)
16. Hide in Plain Sight (E)
22. Raise the Stakes (D)
Equipment
Still under some development.
Level 30:
Main Hand: +6 Subtle dagger
Off Hand: +6 Mind Iron Hand Crossbow
Armor: +6 Displacers Leather (If it looks like the dm will try to push you out of invisibility, pop this!)
Arm: +6 Bracers of Archery
Head: +1 Headband Of Intellect
Neck: + 6 Cloak of Displacement (this should further make it impossible to move you from invisibility).
Ring: Shadow Band or Nullyfing Ring (if your DM is out to get you out of invisibility, choose the later).
Hand:
Level 26 Caustic Gauntlets (6 extra acid damage per ranged attack, not
shabby. Also hits adjacent creatures for 3d6 damage)
Feet: Zephir Boots (Light Step Slippers at lower levels)
Waist:
Baldric of Valor (item bonus to attack wont stack with our headband,
but theres not much in belts we want). Misc: Violet Solitaire (gain AP
on crit, spend this turn)
Consumables:
Potion of Clarity +1 (pop this early in a fight, use it to reroll your higher W attacks)
Caustic Whetstones + 2 (cheap)
Black Dragon Bile (cheap!)
Surprise Bullets (For before level 16. At 30 gold a pop they are a cheap way to get combat advantage).
Heroic
At Will: Deft Strike, Disheartening Strike(second choice can be anything really.
Level 1--Encounter: Unbalancing Shot (1E)
Level 1--Daily: Blinding Barrage (1D)
Level 2--Utility: Fleeting Ghost. This will let us be a scout and sneak around at more or less full speed without taking penalties.
Level 3--Encounter: Enforced Threat (2E) (Current: Unbalancing Shot, Enforced Threat)
Level 5--Daily: Walking Wound (2D) (Current: Blinding Barrage, Walking Wound)
Level 6--Utility: Chameleon.
Chameleon is nicer that the later version, as it lets you stealth in
the open without cover until 'the end of your next turn'.This is going
to be useful if you use party members 'as cover' to remain in hiding.
This will allow them to move and you to stay in hiding until the end of
your next turn.
Level 7--Encounter: Cloud
of Steel or Snap Shot (if your ST is more into BBEGS than mass minions,
Snap Shot, otherwise stick with cloud of steel. Later with whirl wind
sneak attack, combining it with cloud of darkness can mean alot of sneak
attacks)
(3E) (Current: Unbalancing Shot, Enforced Threat, Cloud of Steel)
Level 9--Daily: Burst
Fire (nice burst, hits enemies only, misses for half. Targets Reflex).
Alternate: Vexing Sting. Being reliable is nice. Also targets reflex.
(3D) (Current: Blinding Barrage, Walking Wound, Burst Fire)
Level 10--Utility: Executioner's
Mien--Yes your not ruthless, but making every attack give a -2 to
attacks is nice and will make your party love you. At this level you
should be getting into the swing of not being attacked very often, so
combat tumble set doesn't look at desirable. Alternate: Gap in the
Armor.
At this level we use our Acolyte power to swap out
Enforced Threat for Scattering Volley (two attacks for 1W+Dex + Slides
the target 1 Square).
(3E) (Current: Unbalancing Shot, Scattering Volley, Cloud of Steel)
Paragon
Level 11--Encounter: Stab
and Shoot (PP). Melee attack that then triggers a ranged attack. This
is used on the first round of combat (dash in, use it, then next round
move out, and cloud of darkness per normal).
(4E) (Current: Unbalancing Shot, Scattering Volley, Cloud of Steel, Stab and Shoot(PP))
Level 12--Utility: Perfect Aim(PP). A +1 to hit and damage before using a daily. Not bad.
Level 13--Encounter: Tornado
Strike. Beats out skip shot because its two attack rolls for 2W+dex vs
Skips vs ref for 2W + Dex and flat Dex vs another target. Being brutal
vs artful provides no benefit (shift 2 vs shift 1+1, same deal).
(4E---Unbalancing Shot) (Current: Scattering Volley, Tornado Strike, Cloud of Steel, Stab and Shoot(PP))
Level 15--Daily: Slaying
Strike. A strength attack that works with ranged! Wait till their
bloodies and youll wallop them from cloud of shadows. 5W+Dex+2x STr with
combat advantage! and half on a miss built in. Not bad!
(3D--Replace Walking Wound) (Current: Blinding Barrage, Slaying Strike, Burst Fire)
Level 16--Utility: Hide
in Plain Sight; This will make your DM cry. Its best to still get
things like rings of invisibility and the like to back this up.
Eventually your DM will try to break you out of hiding if you use this
every fight (which you will be doing!).
At this level we receive
the Adept Power Feat and promptly exchange Slaying Strike (5w+dex+str
18-20 crit, half miss) for Shot on the Run (two attacks, 3W+dex, half on
miss, and no range restrictions. We want to keep burst fire because, as
long as it hits 2 targets, its going to be very competitive with damage
vs slaying strikes output. Of course we wont use the 'one the run'
option unless you want to open with this attack.
We swap
Cloud of Steel for Snap Shot. Once we have hide in plain sight, we want
to keep our distance from the fight as much as possible, so close blasts
stop being ideal.
(Current: Scattering Volley, Tornado Strike, Snap Shot, Stab and Shoot(PP))
(3D--slaying Strike) (Current: Attacks on the Run, Blinding Barrage, Burst Fire)
Level 17--Encounter: Triple
Shot! Three 1W+Dex attacks is a no brainier here. Pounding Barrage
passives are not nice enough to negate the inability to attack multiple
foes. Because we can only have one ranger encounter at a time from multi
classing, we replace Scattering Volley. Remember the key here is
keeping CA, and we will be going into Hide in Plain Sight fast, so close blasts arnt that great o
(4E---Scattering Volley) (Current: Triple Shot, Tornado Strike, Snap Shot, Stab and Shooter(PP))
Level 19---Daily:
Daunting Barrage. Close Blast 5, hits for half, so its an great minion
killer. Hits reasonably hard, even vs Marked Beatting its only 2W less
and it hits a much larger area. Has the rattling keyword and target is
dazed until save? The biggest reason we take this is more attacks. More
attacks=more chances to crit, more times we apply our damage modifiers.
Infact when you compare this to Marked Beating, its pretty favorable
even in its single target damage. Assuming you can get 3 people in your
close blast 5's (not that hard) then you are making out like a bandit on
this.
(3D--Blinding Barrage) (Current: Daunting Barrage, Attacks on the Run, Burst Fire)
Level 20-- Daily: Escalating
Barrage(PP). Another triple hitting attack! First hit is basically a
ranged basic but after that, you keep gaining accuracy and damage on
every other attack. The only downside is each attack as to be on a new
target, however unlike some other powers, you dont need to hit to enjoy
the cummulative bonuses on attacks. Sexy!
(4D)(Current: Daunting Barrage, Burst Fire, Attacks on the Run, Escalating Barrage (PP))
Epic
Level 22--Utility: Raise
the Stakes. For two rounds a day you can increase your crit change to
17-20. Use this along with your multi attack powers and action points.
Since were invisible, the down side does not truely hurt us.
Level 23--Encounter:
Crack Shot. While Manticores Volley, its not that much better
than Triple Shot (another 5 or 10 damage if all attacks hit), and we
would need to replace triple shot if we did that, and that best option
there is Geurilla blitz (2W + dex+strength, not that great). The
decision is Crack Shot vs Blindside. Blind Side: It hits fairly hard,
but because we will be in hiding, its another method of dazing a foe and
helping our party. Snap Shot loses its luster at this level. Crack Shot
is a better overall but the limit of 10 squares can make it limiting.
For a pure 'sniper', keep blind side. However the limit of 10 squares is
not that bad; use it early in the encounter, preferably on round two
after you already used stab and shoot and enter your cloud of darkness.
Later we will apply whirling sneak attack to this.
(4E--Snap Shot) (Current: Triple Shot, Tornado Strike, Crack Shot, Stab and Shooter(PP))
Level 25--Daily. Magnetic
Shot. Not much choice here. Hits harder than slaying, targets ref,
still half misses, does not crit as much though. Rogues Resurgence is
an option and it does get us back an encounter power OR hits for 8W,
which is nice but the fact there is no half damage on a miss makes it
unpallatable for me.
(4D--Replaces Burst Fire)(Current: Magnetic Shot, Attacks On the Run, Daunting Barrage, Escalating Barrage(PP))
Level 27--Encounter: Safe
Bet. Safe Bet is 4W +Dex and another attack for 2W+Dex (basics at this
level)). You could take hail of arrows (and be the official minion
killer of at this level) but if you have any other characters with
bursts/blasts, i think you should stay with Safe Bet.
(4E--Replaces Tornado Strike) (Current: Triple Shot, Safe Bet, Crack Shot, Stab and Shoot(PP))
Level 29-- Daily: Five
Missile Dance. Yes....no Assassins Point. 5 attacks at 2W a peice +
modifiers. So thats a total of 10W + 5x your modifiers vs 7W + 1x your
modifiers + 2x sneak attack. Since we have brutal advantage, after your
first sneak attack, each next hit (remember your invisible) is going to
deal additional damage equal to your strength. On top of that you get
some control on the creature via pushes and knock prones, but this is
really just garnish to the HUGE damage. We ditch Attacks on the Run.
(4D--Replaces Attacks on the Run (GASP))(Current: Five-Missile Dance, Magnetic, Daunting Barrage, Escalating Barrage(PP)).
Review:
Encounters:
Triple Shot(3 attacks), Safe Bet(2 attacks), Crack Shot(At least one
extra attack with any amount of aiming), Stab and Shoot(PP)(1 extra
attack))
Daily:
Five-Missile Dance(insanity)(5 attacks), Magnetic (hard hit, accurate),
Daunting Barrage (close blast 5 with debuffing), Escalating Barrage(3
attacks, escalating damage and accuracy).
Early game 1-10
Start
with unbalancing shot on something you beat in initiative. After that
going into cloud of darkness. Some melee might need to be done beyond
round 3 but hopefully deft strike keeps you ranged. Ask your DM if there
are bushes, as you can probably claim them as superior concealment and
hide behind them, overwise look for other places of total concealment
(this generally is not an issue in a dungeon, plenty of doorways and the
like). Distant Advantage should allow you and your party to work
together to keep your combat advantage going.
Mid Game
In
this level range you come into your own. You will start combats landing
stab and shoot (unless you plan to use blinding barrage, then use stab
and shoot on round 2 and delay everything else to round 3) and then
moving back, entering your cloud of darkness and continuing. Once you
hit 16th youll step into hide in plain sight. Positioning on round 2 for
your cloud of darkness is critical and will be something you need to
practice. Position yourself close enough to ensure you can land all your
attacks can be used, but far enough behind your tanks so that reaching
you is not easy for any bull rush attempts. Be careful of creatures with
tremorsense. These guys can see through invisibility...if your close
enough. Most creatures with tremorsense only have a range of 5 or 10 on
this ability, so just stay outside range and you'll be ok.
End Game
Many
sources of added attacks. You are dealing very good DPR, and brutal
advantage is ensuring that those extra attacks are each dealing + STR
mod damage. Triple Shot, Safe Bet, Crack Shot and Stab and Shoot are
great sources of damage. Dailies are used on big bad guys, with
Five-Missile Dance being utterly insane. Escalating Barrage seems ideal
when fighting groups of elites (save your last shot for the biggest bad
in the group!). Use your swift shot crossbow on round one. Quick Draw
out your mind iron and go from there. The +1 to attacks and being able
to make your daily attacks focus on Will is a huge benefit to your
offense. The load 'minor' is nothing really; once in invisibility we
will never really use our minors. If it becomes an issue, quick draw
back to swift shot.
Defense is never really an issue unless your
DM targets you. In these cases remember this. The only way to end Hide
In Plain Sight is to be MOVED. This reduces what creatures are even able
to get you out of this effect. Your cloak will give you a +2 to ac/ref.
At the end of every turn, make a stealth check; monsters need to guess
what square your in. Boots give you a +6 bonus. If the DM is hell bent
on getting you, pop your armors (Displacement) daily ability; they will
need to roll twice to hit you and use the lower of the two! This on top
of the -5 penalty for not seeing you and +2 provided by your cloak, as
well as any penalties from being marked/etc should be enough to ensure
that only a crit (5%) is going to get you out of invisibility. If that
happens, use your shadow bands daily power to gain full concealment for
the encounter, and use your move actions to hide in the open.
20% of your attacks(crits) will explode into another attack(which can inturn, explode again), as well as land the high crit property. Nothing to laugh at with your 8 die damage for weapon attacks. Accuracy should not be an issue with weapon expertise, combat advantage and your mind iron bows.
Unless your DM is gunning for you, you
should not face a situation like this that often, and with the built in
defenses with this build, you should be fine
Extra Attacks Per Encounter:
Triple Shot: 2
Safe Bet: 1
Stab and Shoot: 1
Swift Shot Weapon: 1
Crack Shot : 2+
Action Point generated free attack: 1 (when AP is used)
Deadly Trickster Benefits and Synergies
Epic Destiny:
Deadly Trickster:
--We use our 3 rerolls on Magnetic Shot, Safe Bet, etc or other attacks which hit for 4W or harder and trigger other effects.
--15%
of our encounter or dailies wont be expended. When teamed up with epic
trick and a long fight, this can mean an extra daily or encounter power.
Teamed up with the rerolls above, the chances increase.
--Our level 30 power isnt going to effect us much, so its being ignored.
--Epic
Trick is well...epic. We wont take much damage with this build, however
recovering all of our powers is utterly amazing, and lets us keep up
the offense.
Damage at 30th (ranged basic attack)
2W(9.5) + Dex(9) + STR(5) + Weapon Ench (6) + Steady Shot (3) + Merciless Killer (2.5) + Weapon Focus (3) + Bracers of Archery (6) + Subtle Dagger (6) = 50 damage
Sneak Attack Adds 22.5 Damage
So our first ranged basic attack each round deals 72.5 damage.
Subsiquent attacks will deal 50.
One encounter per day add 6 damage to the above plus 3d6 splash from Caustic Gloves but for now, lets ignore that.
10% crit rate adjusts these figures as following (including high crit and magic damage).
Base Damage = 59.5
Sneak Attack= 40
Weapon Enchancement = 21 (6d6)
High Crit = 10.5
Lets apply a 20% miss rate (meaning a 4 or less misses which sounds good).
This
will proc an offhand attack for free. For simplicity I will assume the
offhand free attack does NOT crit itself (although it could).
This
means out of every 20 attack rolls (assuming a large enough base of
rolls here, statistics vs probability and all) i will crit twice, miss 4
times, hit 16. My crits will yeild 2 more attacks which have a 80%
chance of landing each. Ignoring that those attacks can crit as well.
First Attack 84.8125 damage on average on our first standard 2W attack per turn.
Subsequent Attacks: 66.375
So there are builds that do more damage sure but when you look at it, many of our attacks are hitting many times in a turn. In fact we rarely got through any encounter without hitting at least twice in a turn, meaning on 'average' we are putting out about 151.1875 damage in a turn if we attack twice. The numbers go up as you would imagine. Crack shotting 3 creatures pushes you into 200 damage out put, as do your encounters and the such. Our dailies are pushing out insane damage to a single target (5 missle dance is able to put out 350.3125).
Poping your Caustic gloves will further increase this damage (about 5.4 damage per hit + the 3d6 splash damage).
Now again, other builds can do stuff to but the keys here are as follows:
A) you are relatively safe. There are few creatures that can see you in invisibility, and those situations are going to be rare. If your DM is breaking this out on you every fight, then your DM hates you. Roll a cleric or something. On the plus side in any standard game, you are not taking up healing or other focus from your party.
B) You are able to take out multiple targets in a given round. Save for other ranger builds, 'insane' damage builds generally can only do the damage to a single creature. While they excell vs solos and elites, strategically its nicer to be able and divide up your damage across multiple enemies.
C) Like sorcerers, your adding your secondary stat to all targets in a round thanks to brutal advantage. Unlike sorcerers you dont have to fear hitting your party. That does not make your a sorcerer replacement as they have many more aoes, but it makes you competitive in their own department. Meanwhile you have the single target damage per round of a ranger (or better unless they are using an abused build).