D&DNO -(PC)- Module 6 Elemental Evil Trickster Rogue Class/Executioner Build/Spec: Primary = PvP / Secondary = PvE 6/6/2015

by Norisman on June 6, 2015
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D&DNO -(PC)- Module 6 Elemental Evil
Trickster Rogue Class/Executioner Build/Spec: Primary = PvP / Secondary = PvE 6/6/2015

Source:
http://neverwinter.gamepedia.com/Neverwinter_Wiki

Class: A character class is a primary definition of what can the player character do in Neverwinter.

It originates from an origin source and defines what roles in combat will the character play; it also specifies the skills/abilities of the player/character.

Classes rely on various power sources:
Arcane (magic),
Divine (power from a deity),
Martial (one’s own physical prowess)
and/or
Primal (power from nature spirits).

Every class has a defined primary role, and some have a secondary role: Depending on Class, a player/character may have one of the four roles as its Primary role – However this does not stop the player/character from choosing a secondary or even tertiary role as its’ primary focus on and intended content to focus on PvP and or PvE.

For the purpose of this build/guide
D&DNO -(PC)- Module 6 Elemental Evil
Trickster Rogue Class/Executioner Build
Spec: Primary focus in/on PvP and a Secondary focus on/in PvE.

The Trickster Rogue is a martial class with primary role of attacker.
This rogue build relies on deception to attack enemies – slipping out of shadows – to deadly effect.

The Trickster’s unique combination of skills sets up this Rogue build to have a secondary role of controller.

It is a damage-dealing class specializing in stealth, speed, precision with a pair of two sharp blades and a store of daggers which can be thrown to distract the enemy. Rogues usually wear leather armor.

Unlike the other five classes, the rogue has two primary paths of focus, both of which are equally viable. The first is the stealth rogue, able to maintain stealth permanently.

This path isn’t as good at DPS, but can often save a whole dungeon run by soloing the final boss for the last little bit.

The second is the combat rogue, who’s all about the damage output.
This combat rogue is usually preferred in parties, but in exchange, if something goes wrong, the combat rogue will go down with the rest of the party.

Refer to and Review:
http://neverwinter.gamepedia.com/Trickster_Rogue

Pick Your Path

Paragon Path
The Paragon Paths available to the Rogue are the
Master Infiltrator and the Whisperknife.
http://neverwinter.gamepedia.com/Trickster_Rogue#Paragon_Path

Master Infiltrator
Class Icon Player Secondary MasterInfiltrator Selected.png

Master Infiltrator is a paragon path for Trickster Rogues. This paragon path focuses on Stealth, Deflection, and close-range executions (damage increases based on missing health).
Contents [hide]
1 Description
2 At-Will
3 Encounter
4 Daily
5 Class Features
6 Feats
Description[edit]

“I shall blend as one with the shadows. None shall note my presence.”
You have the skill and training to handle any infiltration situation that comes your way. From deception to assassination, you pass without trace and strike without warning.
At-Will[edit]

Gloaming Cut (Points Spent: 35)
Encounter[edit]

Impossible to Catch (Points Spent: 30)
Daily[edit]

Shocking Execution (Points Spent: 50)
Class Features[edit]

Infiltrator’s Action (Points Spent: 30)
Skillful Infiltrator (Points Spent: 40)
Invisible Infiltrator (Points Spent: 50)
Feats[edit]

Sneaky Stabber
Press the Advantage
Devastating Shroud

and*or

Whisperknife
Class Icon Player Secondary Whisperknife Selected.png

Whisperknife is a paragon path for Trickster Rogues, introduced by Module 2: Shadowmantle. This paragon path focuses on using and augmenting ranged attacks.
Contents [hide]
1 Description
2 At-Will
3 Encounter
4 Daily
5 Class Features
6 Feats
Description[edit]

“Bring me vengeance, oh gods, and make my enemies pay in blood.”
You’re a vigilante, taking up the cause of those who can’t find justice. You offer no mercy or quarter, only the whispered name of the wronged party and the silent slash of your blade.
At-Will

Disheartening Strike (Points Spent: 35)
Encounter[edit]

Vengeance’s Pursuit (Points Spent: 30)
Daily[edit]

Hateful Knives (Points Spent: 50)
Class Features[edit]

Dagger Threat (Points Spent: 30)
Razor Action (Points Spent: 40)
Advantageous Position (Points Spent: 50)

Feats
Distracting Knife
Seething Knives
Determined Pursuit

Class: Trickster Rogue
Roles: Striker/Controller

Strikers specialize in mobility and damage output. These combatants focus on disposing threats as quickly as possible by doing as much damage as they can, as quickly as they can, without enemies retaliating.
Controllers
influence fights by controlling either the field of battle or targets directly. Their role is to ensure threats are minimized or handled efficiently.

Race: Dragonborn
Racial Traits Ability Scores:
Grants you +2 +2 to any two stats.
Dragonborn Fury: Your Power and Critical Strike are increased by 3%.
Draconic Heritage: You receive 5% more healing from all spells and abilities.

Ability Scores:
Ability Scores are general measures of a character’s broadest abilities. Not counting bonuses or other modifiers, each score can be between 8 and 18. The six ability scores are; however Ability Scores are also frequently called “attributes” and involve character`s statistics.

Initial Values at character creation, ability scores are “rolled” in arrays based on a point buy point system.

One or Two Ability Scores selected by the player will also receive a permanent +2 racial bonus.

For instance, having an 18 in the main ability score
e.g. 18 DEX comes at the expense of a lower overall point total than taking a more balanced approach
72 points in the 18 13 13 10 10 8
vs.
77 points in the 15 14 13 12 12 11

Advancement:
At levels 10, 20, 40 and 50, characters gain 2 points to add to their ability scores. At levels 30 and 60, all of a character’s attributes are increased by 1

#1. Priority
Primary:
[Dexterity]: is an Ability Score that measures hand-eye coordination, agility, reflexes, and balance. +2 and all points in dex at 10 through 70

Class effects:
Class Importance Effect per point over 10
Critical Chance Resistance ignored Area of Effect damage resistance Deflection chance
Guardian Fighter Secondary 1% 1% 0.5%
Great Weapon Fighter Secondary 1% 1% 0.5%
Devoted Cleric 1% 0.5%
Trickster Rogue Primary 1% 1% 0.5%
Control Wizard 1% 0.5%
Hunter Ranger Primary 1% 0.5%

Alternative Option

[Intelligence]:
is an Ability Score that describes how well a character learns and reasons.
(Int-Perma-Stealth aka Flash, Splash and Dash Moulin Rouge!)
Intelligence is an Ability Score that describes how well a character learns and reasons.

Intelligence
Intelligence
Intelligence (INT) describes how well a character learns and reasons.

Intelligence is an Ability Score that describes how well a character learns & reasons.

Class effects
Class Importance Effect per point over 10
Damage bonus Recharge Speed
Trickster Rogue 1%

Class effects
Class effect per point over 10

Trickster Rogue 1%
Damage bonus Recharge Speed

#2. Priority
Secondary:
[Strength]: is an Ability Score that measures a character’s physical power+2 and +all points in dex at 10 through 70

Strength (STR)
is an Ability Score that measures a character’s physical power.

Class effects
Class Importance Effect per point over 10
Damage bonus Critical Chance DoT Damage Resistance Stamina Regeneration Guard Meter
Guardian Fighter Secondary 1% 1% 1%
Great Weapon Fighter Primary 1% 1% 1%
Devoted Cleric Secondary 1% 1% 1%
Trickster Rogue Secondary 1% 1% 1%
Control Wizard 1% 1%
Hunter Ranger Secondary 1% 1%

alternative option

#3. Priority:
Secondary
[Charisma]: is an Ability Score that measures force of personality, persuasiveness, and leadership.

Charisma is an Ability Score that measures force of personality, persuasiveness, and leadership.
Class effects
Class Importance Effect per point over 10
Critical Chance
Combat Advantage = damage
Deflection Chance
Recharge Speed
Action Point gain
Companion stat bonus

Trickster Rogue
Secondary
1%= Combat Advantage damage
1%= Deflection chance
1%= Companion stat bonus

Ability Scores Effect per point over 10
Primary: Dexterity with a Secondary of Strength & Charisma
Role: Striker:
Strikers specialize in mobility and damage output, these combatants focus on disposing threats as quickly as possible by doing as much damage as they can, as quickly as they can without enemies retaliating.
Controller:
Controllers influence fights by controlling either the field of battle or targets directly, their role is to ensure threats are minimized or handled efficiently.

Race:
Playable races

Human
+2 any Ability Score
Versatile Defense
Heroic Effort

Drow
+2 Dexterity
+2 Charisma or +2 Wisdom
Darkfire
Trance

Dwarf
+2 Constitution
+2 Strength or +2 Wisdom
Stand Your Ground
Cast Iron Stomach

Half-Elf
+2 Constitution
+2 Charisma or +2 Wisdom
Dilettante
Knack for Success

Half-Orc
+2 Dexterity
+2 Constitution or +2 Strength
Furious Assault
Swift Charge

Halfling
+2 Dexterity
+2 Charisma or +2 Constitution
Nimble Reaction
Bold

Menzoberranzan Renegade
+2 Dexterity
+2 Charisma or +2 Wisdom
Faerie Fire
Trance

Moon Elf
+2 Intelligence
+2 Dexterity or +2 Charisma
Wanderlust
Moon Elf Resilience

Sun Elf
+2 Intelligence
+2 Dexterity or +2 Charisma
Inner Calm
Sun Elf Grace

Tiefling
+2 Charisma
+2 Constitution or +2 Intelligence
Bloodhunt
Infernal Wrath

Wood Elf
+2 Dexterity
+2 Intelligence or +2 Wisdom
Elven Accuracy
Wild Step

Dragonborn
+2 to any 2 stats
Dragonborn Fury
Draconic Heritage

Dragonborn
The Dragonborn are a playable race introduced in
Module 4: Tyranny of Dragons,
and exclusively available to purchasers of the
[Dragonborn Legend Pack]

Racial Traits
Ability Scores: Grants you +2 to any two stats.

Dragonborn Fury: Your Power and Critical Strike are increased by 3%.
Draconic Heritage: You receive 5% more healing from all spells and abilities.

Names:
Default Dragonborn names consist of only a first name.
Male names include:
Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Nadarr, Patrin, Rhogar, Shamash, Shedinn, Torinn

Female names include:
Akra, Biri, Daar, Harann, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava

External Links
Become a Dragonborn Legend Today! http://www.arcgames.com/en/games/neverwinter/news/detail/6005753

Neverwinter: Dragonborn Legend Pack http://www.arcgames.com/en/games/neverwinter/game-pack/detail/495

Gear
Pick Your GEAR:
Rogues usually wear leather armor; unlike the other five classes, the rogue has two primary paths of focus in/on, both of which are equally viable.
For those about to Die! WE SALUTE YOU!

PVP: Black Ice Shaping (Trickster Rogue)
http://neverwinter.gamepedia.com/Black_Ice_Shaping_(Trickster_Rogue
PVE: Trickster Rogue/Epic Gear
http://neverwinter.gamepedia.com/Trickster_Rogue/Epic_Gear

Powers
Powers
Points Req. Type Paragon Path Name Range Cooldown Effect
0 Tactical Tumble Quickly roll out of the way of incoming attacks, moves you 25 feet in any direction.
0 Skill Thievery You can see and disarm traps. You can also collect from special thievery objects.
0 At-Will Cloud of Steel 60′ Toss a barrage of blades at your target, dealing medium damage. The longer you flurry a single target, the more damage Cloud of Steel will inflict. Each knife you throw at one target deals more damage exponentially. Additional bonus damage for attacking single target stacks for each knife you throw.
0 At-Will Sly Flourish 2′ Cylinder A distracting flourish of your blades deals damage to your target.The Final Strike of this combo applies Broken Armor for 6 seconds.
Broken Armor: The target takes 5% more damage from all sources. This effect does not stack.
0 Encounter Dazing Strike 3′ Cylinder 10s cooldown Snap into the air, catching your opponent with a crushing blow to their head. The impact causes your opponent to be Dazed for several seconds.
Stealth: Strikes in a large cone, damaging and dazing all foes caught in it
0 Daily Bloodbath 30′ Burst Flash around the battlefield, jumping from target to target. You are untargetable and immune to damage for a few seconds while dealing damage to every nearby enemy. 10 hits, each dealing the claimed damage to the target(s).
0 Class Sneak Attack Increase your Run Speed by 10/20/30% while Stealthed.
5 Encounter Deft Strike 60′ Range 14s cooldown Teleport behind your enemy and deliver a painful stab, Slowing them for several seconds.
Stealth: Range increased to 80′ and allow you to teleport to friendly targets.
5 Encounter Lashing Blade 14′ Range 3′ Cylinder 20s cooldown Focus your strength into one furious attack, inflicting massive damage on your enemy.
Stealth: Strikes with additional 50% Crit Severity.
10 Class Feature Deception Stealth:You move undetected for a short time. You have Combat Advantage, gain 100% Critical Chance, and your encounter powers gain new effects.
10 Daily Lurker’s Assault Personal Lurk through the Shadowfell, dealing 20/40/60% extra damage and rapidly regenerating Stealth for a few seconds.
10 Daily Whirlwind of Blades 30′ Burst Whip your daggers out around you, dealing minor damage but gaining Power for each enemy you hit.
15 Encounter Bait and Switch 15′ Blast 25s cooldown Jump backwards, dropping a decoy in your place. Any enemies that are near the decoy will attack it instead of you.
Gain Action Points when the decoy is hit by an enemy.
Stealth: Refills your stealth bar, you don’t jump backwards.
15 Class Feature First Strike Deal 30/45/60% extra damage on your first attack in combat.
15 Class Feature Tenacious Concealment Reduced Stealth loss from incoming damage by 30%/60%/90%.
20 At-Will Duelist’s Flurry 2′ Cylinder Two slashes followed by a flurry of attacks (ten actually). Attacks from the flurry each have a chance to add a Bleed effect which can be stacked up to 10 times.
20 Encounter Blitz 40′ Range 90′ Cone 12s cooldown Throw a fan of blades out directly in front of you.
Stealth: Slows all targets hit for 3 seconds.
Hits 7 targets
20 Unlock Rank 3 Unlock third rank of all your previous powers
20 Class Feature Tactics Increase Action Point Gain by 5%/10%/15%
30 Encounter Path of the Blade Personal 25s cooldown Summon an upheaval of powerful blades around you, dealing damage to nearby enemies for the 10 seconds.
Stealth: Pulses twice as fast for half of the duration (5 seconds)
Hits up to 3 targets simultaneously
30 Encounter Infiltrator Impossible to Catch 18s cooldown You break free from most control effects, and for several seconds you Deflect all incoming attacks and are immune to further control effects.
Stealth: You become completely untouchable to your enemies, dodging their attacks and receiving no damage.
30 Class Feature Infiltrator Infiltrator’s Action Every time you do a daily, gain Combat Advantage for 5 secs.
30 Encounter Whisperknife Vengeance Pursuit (60 Range) 12s cooldown Throw a dagger at a target to designate them for Vengeance. While your vengeance hangs above them they deal 3/6/9% reduced damage to all targets.
As a follow up power, you may reactivate this to break free of Control effects, and teleport to your previously designated target, dealing damage around you. (Deals reduced damage to non-targets.)
Stealth: Marking a target for Vengeance does not break Stealth. The follow up power becomes a single target attack that breaks Control effects and teleports to your designated target, damaging them and Stunning them for a brief period.
30 Class Feature Whisperknife Dagger Threat Your ranged dagger attacks deal more damage when you are within 20ft of your target.
35 Encounter Impact Shot 40′ Range Attack your opponent from a medium range, Pushing them slightly. This skill has 3 encounter charges.
Stealth: Briefly Stuns the target, and cost no charges.
35 At-Will Infiltrator Gloaming Cut (20 Range)(2′ Cylinder) A shadowy strike that grants 25% of your stealth bar if you kill your target with it.
35 At-Will Whisperknife Disheartening Strike (60 Range) You spitefully fling a dagger at your target’s head, dealing damage over 15 seconds and temporarily reducing the damage they deal to you by 5/10/15%. This power deals less damage in PVP.
40 Daily Courage Breaker 45′ Range Shatter your enemy’s courage, slowing their movement speed and lowering their attack damage dramatically. This effect goes through control immunities. Damage lowered by 30/60/90%.
40 Class Feature Infiltrator Skillful Infiltrator Increase your base run speed by 5%/10%/15%, and your Deflect Chance and Crit Chance by 1%/2%/3%.
40 Class Feature Whisperknife Razor Action After activating a Daily power, you fling daggers into nearby targets.
45 Encounter Shadow Strike 40 Range 12s cooldown Strike your target from a medium range and fill your Stealth bar.
Stealth: Dazes target for a short duration, and does not remove Stealth.
45 Encounter Wicked Reminder 3′ Cylinder 5s charge refill Pierce your enemy’s armor, cracking it for a period of time, lowering your target’s Damage Resistance. This effect can stack up for 5 times. This power has 3 charges.
Stealth: Applies 3 stacks.
50 Encounter Smoke Bomb 18s cooldown Drop a smoke bomb in front of you, damaging and Dazing opponents while inside of it.
Stealth: Now adds a Slow effect.
50 Daily Infiltrator Shocking Execution 30′ Range Leap up and strike with a vicious attack that ignores your targets’ defense and deals additional damage based on how much health they are missing..
50 Class Feature Infiltrator Invisible Infiltrator After using a daily, refills your Stealth meter and grants a 5% damage bonus for 5 seconds. .
50 Daily Whisperknife Hateful Knives 80′ Range Dashing towards your foe, you knock them Prone with an upward strike and hurl two daggers at them before you land. This fearsome display leaves them shaken and they temporarily grant you and your allies Combat Advantage for 2/3/4 seconds.
50 Class Feature Whisperknife Advantageous Position For 2/4/6 seconds after leaving Stealth, you maintain Combat Advantage and take 20% reduced damage from ranged attacks.

Feats
Heroic Feats

Name Points allowed Description
Tier 1
Action Advantage 5 2/4/6/8/10% additional Action Point for dealing Combat Advantage damage.
Weapon Mastery 3 1/2/3% greater chance to land a critical hit.
Toughness 3 Increase your Maximum Hit Points by 3/6/9%.
Tier 2
Swift Footwork 5 Your Stamina regenerates 2/4/6/8/10% faster
Battlewise 3 You create 2/4/6% less threat.
Cunning Ambusher 3 You deal 2/4/6% more damage for 6 seconds after leaving Stealth
Tier 3
Endless Assault 3 Your encounters deal 2/4/6% more damage.
Twilight Adept 5 Restores 2/4/6/8/10% of your Stealth Meter when you Dodge Roll.
Lucky Skirmisher 3 Increase your chance to Deflect by 1/2/3%
Tier 4
Scoundrel Training 3 Your At-Wills deal 3/6/9% more damage to foes not targeting you.
Disciple of Strength 3 Increase the amount of bonus damage Strength gives you by 2/4/6%
Improved Cunning Sneak 5 Your Stealth lasts 4/8/12/16/20% longer

Paragon Feats

Saboteur Feats

Stealth Feats: These focus primarily on stealth and deception.
Name Points allowed Description
Tier 1
Flashing Blades 5
Your At-Will powers deal 1/2/3/4/5% more damage when your Stealth meter isn’t full.
Shady Preparations 5
Entering Stealth reduces all of your cooldowns by 2/4/6/8/10%.
Tier 2
Knife’s Edge 5
Activating a Daily power reduces all of your cooldowns by 3/6/9/12/15%.
Sneaky Stabber 5
Your Gloaming Cut now restores 2/4/6/8/10% of your Stealth meter.
Distracting Knife 5
Disheartening Strike now also increases your damage against the target by 1/2/3/4/5%, and reduces the damage affected enemies deal to your allies by 1/2/3/4/5%.
Tier 3
Grinning Steel 5
Attacks from behind your target have 1/2/3/4/5% increased Critical Chance.
Blood Soaked Blades 5
If a foe you have recently damaged dies, you gain Blood Soaked Blades, which causes your attacks to deal 10/20/30/40/50% of your Weapon Damage as bonus Physical Damage.
Tier 4
Return to Shadows 5
“While behind your target, dealing damage with Encounter Powers refills 5/10/15/20/25% of your Stealth meter. This effect cannot trigger when leaving Stealth.”
Gutterborn’s Touch 5
“While behind your target, dealing damage grants you the Gutterborn effect for 6 seconds.
Gutterborn: You ignore an additional 2/4/6/8/10% of your target’s armor. Your Power rating increases by 2/4/6/8/10%.
This effect cannot stack.”
Tier 5
Ambusher’s Haste 5
While in Stealth, you deal up to 5/10/15/20/25% more damage. This bonus diminishes as your Stealth meter drains.
Shadowy Opportunity 5
When you deal damage from Stealth, you deal an additional 15/30/45/60/75% of your weapon damage as Piercing Damage. Piercing Damage cannot be deflected and ignores armor.
Tier 6
One with the Shadows 1
“Every 15 seconds, you gain the One with the Shadows effect. One with the Shadows: The next time you deal damage with an Encounter power, your Stealth meter is refilled. For 10 seconds after, your Encounter powers deal 20% more damage.”
Scoundrel Feats[edit]

Tactical Feats: These feats focus on underhanded tactics to maintain survivability while gradually weakening foes.
Name Points allowed Description
Tier 1
Roll with the Punches 5
Increases your Deflection Chance by .5/1/1.5/2/2.5%.
Bloody Brawler 5
Increases your Life Steal by .5/1/1.5/2/2.5%.
Tier 2
Survivor 5
You gain 2/4/6/8/10% Deflection Chance while below 30% health.
Press the Advantage 5
Your Impossible to Catch now also increases your Power rating by 2/4/6/8/10%.
Seething Knives 5
Hateful Knives now also restores 5/10/15/20/25% of your Stealth meter. For 8 seconds afterward, when you deal damage to the target of Hateful Knives, you also regain 1/2/3/4/5% of your Stealth meter. Razor Action now deals an additional 10/20/30/40/50% of its damage as a brief Damage Over Time effect.
Tier 3
Back Alley Tactics 5
When your Action Point is empty you deal 5/10/15/20/25% more Damage. This bonus diminishes as you gain Action Point.
Master Infighter 5
You take 2/4/6/8/10% less damage from attacks.
Tier 4
Savage Blows 5
Dealing damage to foes increases your Life Steal by .2/.4/.6/.6/1% for 3 seconds. Stacks up to 5 times.
Concussive Strikes 5
Your Critical Strikes and attacks from behind the target Daze foes for .5/1/1.5/2/2.5 second. Foes can only be Dazed this way once every 5 seconds.
This feat is half as effective on players.
Tier 5
Low Blows 5
You deal 5/10/15/20/25% more damage to foes who are affected by a Control effect.
Mocking Gesture 5
Entering Stealth increases your Deflection Chance by 2/4/6/8/10% for 10 seconds.
Tier 6
Skullcracker 1
Every 15 seconds, you gain the Skullcracker effect. Skullcracker: Your next Encounter power now also Dazes the target for 4 seconds. Your attacks extend this Daze by .5 seconds, up to a maximum of 2 additional seconds. You deal 25% more damage to targets affected by this Daze.
The daze from this feat is half as effective on players.
Executioner Feats[edit]

Damage feats: These feats focus on maximizing damage and precision.
Name Points allowed Description
Tier 1
Arterial Cut 5
Increases your Critical Severity by 3/6/9/12/15% while in Stealth.
Grim Pleasure 5
Dealing a Critical Strike increases your Power rating by 1/2/3/4/5% for 4 seconds. This effect cannot stack.
Tier 2
Vicious Pursuit 5
When you deal damage, your target takes 1/2/3/4/5% more damage from you for 6 seconds. This effect cannot stack.
Devastating Shroud 5
Increase your critical strike chance and severity by 2/4/6/8/10% for 6 seconds after using Shocking Execution.
Determined Pursuit 5
The first strike of Vengeance’s Pursuit now has a 20/40/60/80/100% chance to Interrupt your target. The second strike now Slows your target by 8/16/24/32/40% for 4 seconds.
Tier 3
Dying Breath 5
When a nearby foe dies you gain Dying Breath which increases your Run Speed and Critical Severity by 5/10/15/20/25%.
Deathknell 5
You deal 5/10/15/20/25% more damage to foes below 30% HP.
Tier 4
Twisted Grin 5
When a foe within 30′ of you dies, you gain the Twisted Grin effect for 10 seconds. Twisted Grin: Your next attack deals 2.5/5/7.5/10/12.5% more damage. This bonus is doubled while in Stealth.
Last Moments 5
You deal 5/10/15/20/25% more damage to foes who are below 40% health. This threshold is increased to 70% while in Stealth.
Tier 5
Exposed Weakness 5
While in Stealth, you ignore an additional 5/10/15/20/25% of your target’s armor.
Shadowborn 5
Entering Stealth increases the Power rating of your next attack by 20/40/60/80/100%.
Tier 6
Shadow of Demise 1
While in Stealth, your powers now also add the Shadow of Demise effect to the target for 6 seconds. This effect is powered up by further damage you deal. Additionally, you generate Stealth 20% faster and no longer have your regeneration interrupted when taking damage.
Shadow of Demise: When this effect ends, its target takes Piercing Damage equal to 50% of the damage dealt to its target by the Rogue. Piercing Damage cannot be deflected and ignores armor.
This effect cannot stack.

Boons:
Boon
(Redirected from Boons)
Boons are permanent character bonuses that can be obtained by progressing through campaigns. They were introduced with Module 1: Fury of the Feywild. Boons function much the same as feats – permanent character effects that stay with you forever. There are five tiers, and only one buff can be chosen at each tier. The first four tiers have only 2 choices, while the final fifth tier offers 4 choices. Unlike feats, your choices cannot be reset direct with Astral Diamonds, but reseting feats reset them too. They can be reset by a [Retraining Token] too.
Contents [hide]
1 Sharandar Campaign
1.1 Tier 1 – Iliyanbruen Warden Training
1.2 Tier 2 – Iliyanbruen Scout Training
1.3 Tier 3 – Iliyanbruen Warrior Training
1.4 Tier 4 – Iliyanbruen Sentinel Training
1.5 Tier 5 – Iliyanbruen Champion Training
2 Dread Ring Campaign
2.1 Tier 1 – Thayan Apprentice Technique
2.2 Tier 2 – Thayan Initiate Technique
2.3 Tier 3 – Thayan Adept Technique
2.4 Tier 4 – Thayan Master Technique
2.5 Tier 5 – Thayan Grandmaster Technique
3 Icewind Dale Campaign
3.1 Tier 1 – Icewind Wanderer Skill
3.2 Tier 2 – Icewind Scavenger Skill
3.3 Tier 3 – Icewind Survivor Skill
3.4 Tier 4 – Icewind Hunter Skill
3.5 Tier 5 – Icewind Hero Skill
4 Tyranny of Dragons Campaign
4.1 Tier 1 – Form of the Dragon
4.2 Tier 2 – Power of the Dragon
4.3 Tier 3 – Will of the Dragon
4.4 Tier 4 – Spirit of the Dragon
4.5 Tier 5 – Soul of the Dragon
5 PvP Campaign
5.1 Tier 1
5.2 Tier 2
5.3 Tier 3
5.4 Extra
6 References
Sharandar Campaign[edit]
Tier 1 – Iliyanbruen Warden Training[edit]

“Iliyanbruen wardens know how to protect themselves and others from the many dangers of the Feywild.”
Cost: 60 Gold Crescent, 2 Gold & 5,000 Astral Diamonds
Dark Fey Warden You gain 400 Defense.
Dark Fey Hunter You gain 400 Power.
Tier 2 – Iliyanbruen Scout Training[edit]

“Iliyanbruen scouts leave no trace as they pass through the forests of the Feywild. They are masters of stealth and ambush.”
Cost: 60 Gold Crescent, 2 Gold & 10,000 Astral Diamonds
Fey Elusiveness You gain 400 Deflect.
Fey Precision You gain 400 Critical Strike.
Tier 3 – Iliyanbruen Warrior Training[edit]

“Iliyanbruen warriors hone their fighting skills with ancient martial traditions harkening back to the Grand Kingdom of Illefarn.”
Cost: 18 Iliyanbruen Blades, 160 Feywild Spark, 40 Gold Crescent, 4 Gold & 15,000 Astral Diamonds
Feywilds Fortitude Your Max HP is increased by 1600.
Elven Haste You now gain Action Points 3% faster.
Tier 4 – Iliyanbruen Sentinel Training[edit]

“Iliyanbruen sentinels master their passions to remain calm in the face of danger or ferocious in the heat of battle.”
Cost: 9 Vibrant Seedling, 9 Abjuring Charm, 9 Iliyanbruen Blades, 220 Feywild Spark, 60 Gold Crescent, 4 Gold & 20,000 Astral Diamonds
Elven Tranquility When being struck by a foe you have a chance to heal yourself for 20000 HP. (60s Internal Cooldown)
Elven Ferocity When striking a foe you have a chance to deal up to 20000 Arcane damage. (60s Internal Cooldown)
Tier 5 – Iliyanbruen Champion Training[edit]

“Iliyanbruen champions master the secrets of elven battle magic to become an unstoppable force against their enemies.”
Cost: 9 Vibrant Seedling, 9 Abjuring Charm, 9 Iliyanbruen Blades, 250 Feywild Spark, 60 Gold Crescent, 6 Gold & 25,000 Astral Diamonds
Elven Resolve Your Stamina regenerates 10% faster in Combat.
Fey Thistle When you Deflect an attack you deal up to 3000 damage to your attacker. (Proc on every deflected attack. Debuff on attacker and his Damage Resistance affect damage)
Elvish Fury When you kill a foe you gain 135 Power for 45 seconds. This buff stacks up to 30 times.
Redcap Brew Potions now heal you for 10% more.
Dread Ring Campaign[edit]
Tier 1 – Thayan Apprentice Technique[edit]

Unlocked by completing “Study Thayan Writings” 3 times.
Reliquary Keeper’s Strength You gain 250 Power and 250 Movement.
Conjurer’s Gambit You gain 250 Critical Strike and 250 Movement.
Tier 2 – Thayan Initiate Technique[edit]

Unlocked by completing “Study Thayan Writings” 7 times in total.
Evoker’s Thirst You gain 400 Life Steal.
Illusory Regeneration You gain 400 Regeneration.
Tier 3 – Thayan Adept Technique[edit]

Unlocked by completing “Decipher Thayan Writings” 6 times.
Illusion Shimmer You gain 3% Deflection Chance.
Forbidden Piercing You gain 3% Resistance Ignored.
Tier 4 – Thayan Master Technique[edit]

Unlocked by completing “Decipher Thayan Writings” 14 times.
Enraged Regrowth When taking damage you have a chance to heal 20000 Hit Points over a few (4) seconds. After this effect ends you have 4000 more Defense for 10 seconds. (80s Internal Cooldown)
Shadowtouch When dealing damage you have a chance to deal 20000 Necrotic damage over a few (4) seconds. After this effect ends the target receives 25% less healing from spells for 10 seconds. (80s Internal Cooldown) (This ability has ~1% chance to proc on any attack, and can proc on any tick of a damage over time effect).
Tier 5 – Thayan Grandmaster Technique[edit]

Unlocked by completing “Decipher Thayan Writings” 24 times.
Augmented Thayan Bastion When taking damage you have a chance to generate a shield that absorbs up to 10000 incoming damage and redirects that damage to a nearby foe. This shield lasts 6 seconds. (60s Internal Cooldown. Debuff on attacker and his Damage Resistance affect damage)
Rampaging Madness When you deal damage you gain a stack of “Madness”. When you reach 50 stacks of “Madness” you gain 4000 Power, 4000 Life Steal, and 4000 Regeneration. 10 seconds after gaining this bonus your stacks are reset. You may only gain one stack of “Madness” per second. (The 10 second rule only applies once damage is dealt after reaching 50 stacks…also, stacks will last for 60 seconds when not dealing damage).
Endless Consumption When you steal health from your Life Steal stat, it has a chance to steal 3 times as much.
Burning Guidance Your healing spells have a chance to burn enemies near the target for up to 2000 Radiant damage.
Icewind Dale Campaign[edit]
Tier 1 – Icewind Wanderer Skill[edit]

Weathering the Storm You gain 400 AoE Resist.
Encroaching Tactics You gain 400 Combat Advantage Bonus.
Tier 2 – Icewind Scavenger Skill[edit]

Appreciation of Warmth You gain 400 Incoming Healing Bonus.
Refreshing Chill You gain 400 Stamina/Guard Gain.
Tier 3 – Icewind Survivor Skill[edit]

Rapid Thaw You gain 400 Recovery.
Sleet Skills You gain 2% Crit Severity.
Tier 4 – Icewind Hunter Skill[edit]

Cold Shoulder When damaged by a foe you have a chance to proc Cold Shoulder on them, which will reduce the damage of their next attack by up to 2000.
Cool Resolve You gain up to 2000 Power based on how much Stamina or Guard you are missing.
Tier 5 – Icewind Hero Skill[edit]

Avalanche When damaged by a foe, chance to gain a stack of Avalanche. At 20 Stacks, taking damage will clear the stacks and deal up to 15000 damage to nearby targets.
Rousing Warmth Chance when Healed to gain up to 3000 damage bonus on next attack.
Winter’s Bounty Chance to gain bonus 10% Action Points when killing a target.
Shared Survival Drinking Healing Potions now Heal allies within 35 feet for 10% of that potions value.
Tyranny of Dragons Campaign[edit]
Tier 1 – Form of the Dragon[edit]

Dragonheart Grants 1600 Hit Points.
Dragon’s Claws Grants 400 Power.
Tier 2 – Power of the Dragon[edit]

Dragon’s Shadow Grants 400 Deflect.
Dragon’s Gaze Grants 400 Critical Strike.
Tier 3 – Will of the Dragon[edit]

Dragon’s Defense Grants 400 Defense.
Draconic Armor breaker Grants 400 Armor Penetration.
Tier 4 – Spirit of the Dragon[edit]

Dragon’s Greed Grants 400 Lifesteal Rating.
Dragon’s Blood Grants 400 Regen.
Tier 5 – Soul of the Dragon[edit]

Dragon’s Thirst Grants 3/4/5% increased Life Steal.
Dragon’s Revival Grants 10/12.5/15% increased Incoming Healing.
Dragon’s Fury Grants 5/6.5/8% increased Critical Severity.
Dragon’s Grip Grants 10/12.5/15% increased Control Strength.
PvP Campaign[edit]
Tier 1[edit]

Supply Line You gain 500 Movement while flagged for PvP. Allies within 10 feet of you get half this bonus. (Can not stack with itself.)
Living Wall You gain 250 Defense and 250 Deflect while flagged for PvP.
Legion’s Valor You gain 250 Power and 250 Critical Strike while flagged for PvP.
Tier 2[edit]

Combat Triage Allies near you who take damage are granted 3000 hit points over 6 seconds while you are flagged for PvP. (Does not stack.)
Inspiring Defense Nearby allies gain up to 10% additional damage resistance as their health decreases while you are flagged for PVP. (Does not stack)
Vanguard’s Resolve Players who strike you grant you 400 Power for 8 seconds. Each foe can only add 400 at a time. (Max 2000)
Tier 3[edit]

Versatile Warrior You gain 400 Power and 400 Recovery whenever an ally or enemy is within 20 feet of you while flagged for PvP.
Tactical Redeployment You gain 25% additional movement speed when there are no enemy or allied players within 20 feet of you while flagged for PvP. (This effect does not work if you have recently been damaged by a player)
Unbroken Line You gain 400 Defense for each teammate within 20 feet of you while flagged for PvP. (Max of 5 players)
Wicked Assault You gain 400 Life Steal for each enemy player within 20 feet of you while flagged for PvP. (Max of 5 players)
Extra[edit]

Corruption Seeker Earn 3% more Black Ice from all sources. (Bugged[1])
Grym Depths Seeker Chance to gain a Grym coin when killing a player on the Gauntlgrym battleground.
Glory Seeker Earn 5 Glory when killing a player on a Domination map.
References[edit]
Jump up ↑ Neither PvP or PvE Black Ice nodes drop more raw black ice with this boon. Even the reward Black Ice from Quests isn’t increased.

Powers and Abilities
At-Will Boon Class Feature Daily Encounter Feat Mechanic Racial Skill Tactical

Enhancements:
Defense slot: = Silvery Enchantment (Deflect)
Offense slot: = Dark Enchantment (Armor Penetration)
Utility slot: = Dark Enchantment (Movement)/Dragon’s Hoard Enchantment (Refining Stones)
Alternative/Optional
Lesser<Norm<Greater<Perfect<Pure<Transcendant
Utility: = Fey Blessing
[Lesser] Utility Slot: You have a 1% chance after killing a foe to spawn a Will o’ the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.
[Normal] Utility Slot: You have a 2% chance after killing a foe to spawn a Will o’ the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.
[Greater] Utility Slot: You have a 3% chance after killing a foe to spawn a Will o’ the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.
[Fey Blessing Enchantment, Rank 11] Utility Slot: You have a 4?% chance after killing a foe to spawn a Will o’ the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.
[Fey Blessing Enchantment, Rank 12] Utility Slot: You have a 5?% chance after killing a foe to spawn a Will o’ the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.

Special Notes: +The Fey Blessing Enchantment
(From the Sharandar Campaign)
Lesser<Norm<Greater<Perfect<Pure<Transcendent
(Shards of it do not exist.)
The level of the killed enemy/mob determines what rank of enchantment you get.
Runes or Special Enchantments like Cruel/Savage do not drop.

While it’s named [Lesser], the enchantment follows the rules of enchanting as an [Rank 8 Enchantment]; meaning, it is worth 12,960 Refine Points and an upgrade attempt has a 20% chance of success.
Similar rules apply for the normal = (Rank9), and greater= (Rank 10), etc…

Offensive Only: = Tenebrous
[Lesser] Offense Slot: When striking a foe you have a chance to deal 1% of your current Hit Points in Necrotic damage.
[Normal] Offense Slot: When striking a foe you have a chance to deal 2% of your current Hit Points in Necrotic damage.
[Greater] Offense Slot: When striking a foe you have a chance to deal 3% of your current Hit Points in Necrotic damage.
[Tenebrous Enchantment, Rank 11] Offense Slot: When striking a foe you have a chance to deal 4% of your current Hit Points in Necrotic damage.
[Tenebrous Enchantment, Rank 12] Offense Slot: When striking a foe you have a chance to deal 5% of your current Hit Points in Necrotic damage.

Defensive: Tranquil
[Lesser] Defense Slot: When you are struck by an attack you have a chance to gain 1,080 hit points.
[Normal] Defense Slot: When you are struck by an attack you have a chance to gain 1,485 hit points.
[Greater] Defense Slot: When you are struck by an attack you have a chance to gain 1,755 hit points.
[Tranquil Enchantment, Rank 11] Defense Slot: When you are struck by an attack you have a chance to gain 2,160 hit points.
[Tranquil Enchantment, Rank 12] Defense Slot: When you are struck by an attack you have a chance to gain 2,565 hit points.

Armor Enhancement Slot: = Soulforged (Second Life on Death)
Lesser When you fall in combat your Soulforged armor will resurrect you and heal you for 4,459 and 743 every second for 3 seconds.This effect can only trigger once every 90 seconds.
Normal When you fall in combat your Soulforged armor will resurrect you and heal you for 5,017 and 929 every second for 3 seconds.This effect can only trigger once every 85 seconds.
Greater When you fall in combat your Soulforged armor will resurrect you and heal you for 5,574 and 1,115 every second for 3 seconds.This effect can only trigger once every 80 seconds.
Perfect When you fall in combat your Soulforged armor will resurrect you and heal you for 6,132 and 1,301 every second for 3 seconds.This effect can only trigger once every 75 seconds.
Pure
When you fall in combat your Soulforged armor will resurrect you and heal you for 6,689 and 1,486 every second for 3 seconds.
When you are resurrected you do damage to any foes nearby. This effect can only trigger once every 75 seconds.
Transcendent
When you fall in combat your Soulforged armor will resurrect you and heal you for 7,425 and 1,575 every second for 3 seconds.
When you are resurrected you do damage to any foes nearby and gain a 3 sec CC immunity. This effect can only trigger once every 75 seconds.

Weapon Enhancement Slot: = Vorpal (Critical Severity)
Lesser +12% critical severity.
Normal +25% critical severity.
Greater +38% critical severity.
Perfect +50% critical severity.
Pure You strike with an additional 50% critical severity. Critical Severity increases the damage your Critical Strikes deal. Your Critical Strikes now reduce your target’s Damage Resistance by 2%.
Transcendent You strike with an additional 50% critical severity. Critical Severity increases the damage your Critical Strikes deal. Your Critical Strikes now reduce your target’s Damage Resistance by 2% and Damage by 2%

Overload Slot #1: = Red Dragon Glyph
(Armor Penetration + Extra Fire Damage)
+ Plus+
Overload Slot #2: = Green Dragon Glyph
(Deflect + Continuous Poison Damage)

This Build is Primarily for PvP
PvP Loadout:

Q= Shadowstrike, E= Dazing Strike R= Impossible to catch

LM= Duelist Fury RM= Cloud of Steel

Daily 1 Shocking Execution and Blood Bath

Class Feature:
First Strike +30% Dmg/Dps
Skillful Infiltrator
Increase Run Speed 5%, Deflection Chance 1% and Crit Chance by 1 %.

But it is also viable for PvE

PvE Load Out:

Encounters = Lashing Blade + Daze Strike + Smoke Bomb
Blade Flurry instead of Lashing Blade is another option, giving lots of AoE damage!

Daily’s = Shocking Execution + Whirlwind of Blades

Class = Skillful Infiltrator + Tenacious Concealment

At-Will = Duelist’s Flurry + Cloud of Steel

Companions/Pets
Augments
1x Rare/Blue Ioun Stone
level up/rank up to max cap and upgrade to Epic Purple ASAP.

4x Epic Purple Companions with buff/boons/boost that are most optimal for T.R. Class soft caps and hard caps due to diminishing returns limitations.

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comments
Leave a reply
  • combatdueler
    June 7, 2015 at 6:30 pm

    Which 4 artifacts are the best for trickster rogue end game wise

  • Dr.Death
    June 8, 2015 at 10:00 am

    How about some pictures ? It’s hard to understand without some visual objects ^^

  • jedzus
    June 16, 2015 at 3:48 am

    Its mosty descriptions what options can we chose but not telling particulary what is best option to chose.. i would rate this guide as 6/10..

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