Not everything is updated for Shadow lands, so please check the table below (Supported Rotations). Rogue module for Maps add-on Forum: http://maxdps.net Join discord for support: DPs rotation helper for rogue.
To configure use “/RPB” or open the standard add-on settings tab. SliceAdmiral can be best described as an info-center for maximizing Rogue damage.
Quick description Poisoner allows you to apply via 2 different possibilities: Poisoning QuickButton ( configuration menu)... Rage and Energy Bar Additionally: Classic Energy Ticker MANA and Five-Second Rule Sound notification for...
This is add-on announces in chat when you interrupt a spell. Before you do anything, it is really important that you make sure you have the latest version of the WeakAuras Andon installed.
Copy the group you want to import by clicking the corresponding button right bellow these instructions. Back in World of Warcraft, open the Andon by typing /Wei in chat Click Import on the top left.
Lights up spell activation overlay for reactive abilities like Overpower in classic Plays soothing and distinct orchestral sounds as you gain and spend your combat resources.
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The classes and specs here are ranked by their overall DPS performance in Eve (Raids, Mythic+ Dungeons) at Level 120 for both Single Target and AOE situations. By using the approach of combining numerous simulations and real logs of Top 1% (99th Percentile) of the very best players of each class and spec, we can measure the central tendency of this data while taking statistical dispersion into the account to provide you with the most realistic chart.
We also constantly monitor player communities like Icy Veins, Towhead, Reddit, Method and official Blizzard World of Warcraft Forums to keep in touch with public opinion, so we can tell if our data is correct. These rankings are meant to show the general trends but in actual in-game scenarios many other factors may chime in and the lowest-ranked class/spec may end up being Top #1 DPS in raid/group and vice versa.
Please support my work on Patreon/GitHub A numerical display of current combo points. Simple Holy Power and Combat Points monitor that shows you how many holy charges or combat...
This Add-on supports Combat Rogues to have a better view on Bandit's Guile Status. Hear Kitty plays soothing and distinct orchestral sounds as you gain and spend your combat resources.
This add-on saves you a click every time you enter the Rogue Order Hall by automatically... About TinyMeleeStats is a tiny mod which displays your current melee stats (attack power, CRT chance, ...
Quick, simple mod for rogues that displays timer bars for rupture, hunger for blood, and envenom.... Comedy Redux is an add-on for monitoring players power.
ROBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Rogues are the line from which Scouts are measured, and their Trap finding ability and affinity for stealth are fantastic.
The Rogue's biggest problem is that they frequently cease functioning when situations make it difficult or impossible to use Sneak Attack. Base Attack Bonus: 2/3 BAD is difficult because many Rogues depend on two-weapon fighting, but flanking and high Dexterity can make up the deficit.
Debilitating Injury also allow you rebuff and enemy's AC, which can go a long way to compensate for your relatively low BAD. Rogues can do a lot of things, but even with 8+ skill ranks it can still be difficult to cover all the essentials.
Trap Sense (Ex): The bonus scales reasonably well, but the use is highly situational. This ability is fine, but Ninjas and Slayers can take it as a talent at level 11.
The Rogue is very frequently MAD, especially if the party has very few other skills and no Face. Ex: In light armor, Dexterity is absolutely crucial.
The Elf favored class bonus adds additional uses to the minor magic and major magic talents, but unless you really plan to use those talents it won't matter. Gnome: The penalty to strength hurts our damage a little, but small size doesn't hurt rogues much, and provides nice bonuses to Stealth, attacks, and AC.
The slow speed also hurts a bit, but can be overcome with items, and careful positioning. Half-Elf: The flexible ability score bonus goes into Dexterity, but many of the other racial traits can be swapped out for more useful options.
The Fleet of Foot alternate racial trait allows you to overcome the slow speed, and the bonus to Perception is welcome on any character. The bonus to saves also helps improve the Rogue's weak defenses.
A bonus feat and an extra skill rank per level open up a ton of great options, and the flexible ability score bonus can go right into Dexterity. The favored class bonus grants additional Rogue Talents, which adds a lot of great options.
Hidden Hand (Combat): Especially useful if you multi class into Assassin or otherwise gain a Death Attack ability which s typically used during a surprise round. Reactionary (Combat): Initiative bonuses are great for Rogues.
Inspired (Faith): Since Rogues spend so much time using skills, you have a lot of opportunities to use this. Pick up a utility option like Mage Hand or Prestidigitation.
Pragmatic Activator (Magic): If you're not a Face, but you still want to use UMD, this can get a a huge bonus by ignoring your 7 Charisma in favor of your high Intelligence. Life of Toil (Social): Bonus to a bad save.
Forlorn (Elf Racial): Bonus to a bad save. Even Reflexes (Half-Elf Racial): The same effect as Reactionary, but doesn't take up your Combat trait.
Acrobatics (Ex): Great to move around in combat without getting killed. Bluff (CIA): Helpful for any face, and feinting is a nice way for melee Rogues to get some self-sufficiency in combat.
Disable Device (Ex): Essential for Scouts who need to handle traps. Knowledge (local) (Int): Useful for identifying humanoids and for plot stuff in some campaigns.
Perception (Wis): The most-rolled skill in the game by a huge margin. Bookish Rogue : Generally when you set your Minor and Major Magic talents, you select options which are important to your build.
Dastardly Finish : Fear stacking can be very effective, but Rogues have very few mechanics to do it on their own. Talented Magician : The Elf can get just as many extra uses with two levels worth of favored class bonus.
Shadow Strike : Usually it's a better idea to remove the concealment, but if your party likes to use effects like Fog Cloud, this can be a huge advantage in combat. Combat Expertise : Not useful on its own, but it opens up a lot of other great options.
Disengaging Feint : The Withdrawal action lets you move twice your speed, affects all opponents which threaten your current square, and doesn't require a Bluff check. Disengaging Shot : This allows you to Feint, attack, then move all in one turn.
Sneaking Precision : Critical feats aren't a good choice for Rogues. Strangler : With 2/3 BAD combat maneuvers are hard for Rogues, making Grapple an unlikely choice.
Two-Weapon Fighting : TWF Rogues have been a staple for a long time, and for good reason. Improved Two-Weapon Fighting : 4 total attacks can mean a huge amount of damage.
Greater Two-Weapon Fighting : With 2/3 BAD and TWF penalties, it's very difficult for a Rogue to hit with their third iterative attacks, so it's perfectly acceptable to skip this feat. You can dual-wield hand crossbows, but you will need to class dip into Alchemist or Witch to get something which allows you to reload while dual-wielding.
Light Crossbow : A good ranged option, and it doesn't care about your Halfling Rogue's 5 Strength. Short sword : A common choice for two-weapon fighting because you can use them in both hand and only take Weapon Focus once.
Don't bother enhancing because you're going to get a Mitral Shirt pretty quickly. Masterwork Buckler : If you're using a ranged weapon or doing two-weapon fighting, a masterwork buckler offers a cheap way to boost your AC if you're willing to pay the -1 penalty to attacks.
Dark wood Heavy Shield : If you're in melee using a single weapon, a Dark wood Heavy Shield has no armor check penalty, so it's a cheap and easy way to boost your AC without cutting into your damage output. For the same 9150gp for +3 Aramaic, you can buy 12 wands, netting you a total of 600 hours of mage armor.
If you have a wizard in the party, buy them a pearl of power 1 for 1000gp, and they can get you hours/level of mage armor for essentially nothing. Pick up Quick Draw and duplicate the daggers after each attack.
Unfortunately you won't be able to go past +1 without your DM allowing you to enhance the weapon beyond its default stats, but without this your best bet is buying dozens of +1 daggers anyway, so you come out ahead either way. Sword of Subtlety (22,310 GP): Very pricey, but a +4 to attacks and damage makes this effectively a +5 weapons for slightly more than the price of a +3.
Protection : A bit of extra AC is always welcome for melee Rogues. Cloak of Displacement : A great defensive option, but remember that it can't be used to hide in plain sight.
Sniper Goggles (Regular or Greater) : For ranged builds these are too good to pass up. +2 competence bonus for each sneak attack die is an absolutely ridiculous amount of extra damage.
Seriously, this item is so insanely good I don't think I would allow it at my table because the abuse cases are too easy. Dark vision PUB : Dark vision is essential when so much of your skillet requires sneaking around in the dark, but at hours per level duration you may be able to convince a party member to spare you a spell slot every day.
You can't Sneak Attack targets with concealment, so See Invisibility is a much better option than effects like Glitter dust which only allow you to locate invisible creatures, but don't remove their concealment.