Richard Harmon wrote: I am curious to see other individuals higher difficulty Rogue builds. I am finding it fascinating between the melee and ranged builds. I would like to figure out the staples of higher difficulty Rogue builds.
My typical rogue build is pretty near max damage for a rogue (link to it in my signature.) Range is superior to melee builds. Although you can get close to the ranged damage with melee, the ranged damage benefits from better reflex saves, better ac, fewer slots committed to reach the damage max, and lower risk of retribution damage.
The build could eek out about 2-3 more points but it would be at the cost of saves, etc..
Ranged to-hit: +19, +49 damage (+51 damage with sneak attacks). This build focuses on getting crits to leverage the x3 damage from the Assassin's Crossbow. Crit damage is 185-200 before bardsong, runestones, or similar. Comparatively, the max melee build is about +20 to hit, +50 damage (+52 with sneak) - crit damage is 150-170. This assumes roughly 60 hp and all saves around +20 (or +15 for will assuming using a skull to handle failed saves there.)
Long term keys to high-end rogue build:
#1 Raphael's - (Legendary necklace) having a crit range of 17-20 is amazing, especially for in-person. It also gives you 2 sneak attacks (3 if you munchkin it with boots of drowkind and a ghost or future henchman)
#2 Bead of guided strike - you'll be amazed at higher levels how many creatures are sneak attack or crit resistance. In person, I can usually slide a 17 or better at least half the time. Losing 75% of your damage due to an immunity takes the wind out of your sails.
#3 Libram of Looting - great to not have to choose for hint or treasure
#4 - Boots of the Four Winds - +5 eldritch damage is pretty great - especially from a foot slot without a lot of competition
#5 - Muk's greater ring of havok - +6 damage is huge - only reason it isn't higher up is competitive ring slots
#6 Kilt of Dungeonbane - Second eldritch item - meaning level 5 plus bonus damage. Usually, I'll point it at dex unless we have no healers, then I'll go Con and make a couple adjustments to the build.
From there - the items depend on which version of a build you do - ranged or strength.
Ranged:
#1 - by a big distance is Assassin's Crossbow - this triples your crit damage. That adds up fast. The problem is this item hasn't been reprinted and goes for a lot of money now. It might be reprinted but, when it does, it is reasonable to expect a nerf in it to make the x3 only on a natural 20.
#1a - Lenses of Agility - it is assumed you have these for any ranged rogue build since you can't sneak attack at ranged without them.
Belt of Deadshot - once you have maxed out slot enhancers, Orion's belt is great until you run out of ioun stones that can help your build. Once you reach that, the belt of deadshot is BiS for ranged builds.
Gloves of Greater Archery - +4 dmg is BiS for range attacks
Cranston's Hat - BiS for head - +2 damage and allows 2 eye slot items (1 is your lenses of agility for every ranged build) - the other is likely a ranged damage bonus.
From there, it is various charms, etc that boost ranged damage. Quite a few of them are rares and easily attainable.
Melee:
#1 One of the nightshade items - they allow your sneak attack damage to be multiplied in crits. I recommend the short sword but the dagger is good as well. Why not the +5 Viper Strike Fang? Oddly, a max build requires 1 fewer token with nightshade than with viper for the same damage. The viper set bonus requires you use slots for the set that detract from overall damage.
#2 Surtur's belt (+7 str). Interestingly, belt of the brave (rare) is amazing even into nightmare for melee builds.
From there, balance to hit items (goggles, etc) and damage items. Unless something is +4 or better str, the best builds are usually straight damage or to-hit. You'll want around +20 to hit for NM and Epic - once you reach that, focus on damage.
#3 Melee Off-hand - Orb of Might or Brawler's horn (depending on if you need the to hit more than the damage)
Fred