mosspit Posted July 30, 2016 Share Posted July 30, 2016 (edited) I don't know who you are. I don't know what you want. If you are looking out for the highest dpser in my party I can tell you I don't min max. But what I do have are a very particular set of skills. Skills I have acquired over a very long playthrough. Skills that make me a nightmare for people like you. If you attack someone else now that'll be the end of it. I will not look for you, I will not pursue you (my party member will do that). But if you don't, I will stand my ground, I will face tank you. And I will kill you. [CLASS BUILD] The Yellow Flash (Riposte Offtank Rogue) Build Environment Version 3.03 with White March Part I & II Core Concept The Yellow Flash comes from the yellow trails that appear when Riposte happens. The Yellow Flash is also quick with her feet, boasting high reflex that is further boosted by Adept Evasion. 3.03 Riposte has received a well needed buff and so begins the journey of giving the skill a chance in my latest (completed) playthrough. Riposte now gives a 30% chance to trigger a Full Attack on a graze on Deflection check and a 20% chance on miss. Riposte attacks will carry the same benefits as the auto-attack version, which means they are can be sneak attacks/deathblows, and can trigger on-hit/on-crit effects. But it means that they can also miss. Also Escape now gives +25 Deflection and Reflex (10s). Afaik there is another rogue build using Riposte as a key ability but The Yellow Flash is built very differently. Personal Playthrough Experience I have used Rogues in the traditional sense (dual wield sabres) and they are excellent single target dpser. But they are in no way durable and I use skills like escape and shadowing beyond to drop aggro if needed. So I wanted to try something different and after some light research I started a playthrough with a MC Riposte Rogue. It is both a validation of how Riposte performs and if an inherently defensively weak class like Rogue can at least take up an offtank position. The playthrough I used this Rogue in is a 6man party (The Yellow Flash, Tank Fighter, 2H Offtank Chanter, DW Barbarian, Support Priest, Utility Shapeshifter Druid). This is a melee party (no ranged weapons). Playthrough is also done on Trial of Iron with no split pulling of enemies. All signature fights are attempted and done successfully. Recommended Stats Allocation MIG: 11 CON: 14 DEX: 11 PER: 15 INT: 10 RES: 17 Stats for Personal Playthrough MIG: 11 CON: 12 DEX: 12 PER: 16 INT: 10 RES: 17 Rationale Good RES investment to push Deflection to decent levels or rather to overcome the low starting Deflection of the Rogue Class. High PER for good offence in terms of accuracy / crit-rate. For the recommended stats, I propose to give higher CON. Reason is during my playthrough I find that while the Rogue fares well in melee, spell dmg will have the most impact in bringing down The Yellow Flash. So having a higher End/Health pool to sustain through the damage is helpful, and to booster Fort which tends to be the weakest save for The Yellow Flash. As mentioned, Escape add Deflection and Reflexes for a short period of time. Early on you can use to escape engagements. Later on, you can use Escape as an opening skill to engage enemies with higher defences. Shadowing Beyond is mostly to drop aggro when things go south but generally it see more use in early game. You don't really need High Mig as Sneak Attack/Deathblows + equipment will give good damage values. Not to mention The Yellow Flash has a good crit rate. Recommended Talents (a=auto, r=recommended, !=important) Weapon Focus: Noble Weapon And Shield Style (!) Cautious Attack ® Shadowing Beyond ® Vicious Fighting (!) Superior Deflection ® Bear's Fortitude ® Body Control/Unstoppable Recommended Abilities Elemental Endurance (a) Sneak Attack (a) Blinding Strikes ® (if there are reliable sources of Blind from the party, choose Crippling Strike) Escape (!) Dirty Fighting (!) Riposte (!) Adept Evasion (!) Deathblows (Ignore if you can't place stack status debuffs) Sap / Smoke Cloud Deep Wounds ® Quest Talents (For MC) Blooded Hunter Song of the Heavens Dungeon Delver Gift of the Machine Scale-Breaker Flick of the Wrist Dozen's Luck The Merciless Hand Galawain's Boon Rationale: Riposte is of course needed, but you might not be able to get Badgradr's Barricade early. So even though Riposte can be chosen at lvl5, you can opt to take it at lvl7 instead. Dirty/Vicious is for dps purposes. When I played a tradition dual sabre hearth orlan rogue, my critical count is about twice that of normal hits. The Yellow Flash ended the playthrough with about 30% more criticals than hits which isn't too shabby. Weapon and Shield Talent will add your shield's deflection values to your reflex and Adept Evasion further makes reflex attacks much harder to land on the Yellow Flash. Things like Dragons Breaths are very manageable. Crippling Strike is for opening skills and helps to trigger Sneak Attacks/Deathblows. Sap is mainly to interrupt mages' spellcasting but you can replaace with Smoke Cloud if preferred. Race and Culture Cultural Background Old Valia - Labourer Skills: Stealth 2, Athletics 5, Lore 2, Mechanics 12, Survival 8 Recommeded Races Pale Elf Spells will be the biggest source of "big" damage to The Yellow Flash. So +10DR to cold and fire will help. Coastal Aumaua Because Prone and Stun is annoying. They will decrease your defences and it is likely that your Deflection will be out of range for triggering Riposte Recommended Items Head: Maegfolc Skull (!) (Before: Garodh's Chorus Preservation Version) Body: He Carry Many Scars / Coat of Ill Payment (Before: Plate Armour) Neck: Mantle of the Excavator (Before: Lilith's Shawl) Gloves: Siegebreaker Gauntlets (Before: Gauntlets of Accuracy / Mourning Gloves) Belt: Gridle of Eoten Constitution Legs: Viettro's Formal Footwear (Before: Boots of Stability) Rings: Ring of Protection / Ring of Deflection / Ring of Thorns Weapons: LH: Drawn in Spring / Unlaboured Blade RH: Badgradr's Barricade (!) Rationale: Wear the heaviest armour as Armour Penalty is not that big of an issue due to Riposte. Maegfolc Skull is prefered as it help both the Rogue both defensively and offensively. Unbending is good as The Yellow Flash does not have many ways to regain Endurance aside for consumable uses. He Carries Many Scars for a defensive approach with the slight regen and increase in DR when the Yellow Flash is taking significant dmg. Coat of Ill Payment for a offensive approach to propagate Deep Wounds to attackers via Retaliation. Badgradr's Barricade is the best shield for this build as due bash and on-crit effect of Thrust of the Tattered Veils. The added deflection will help to create more openings for Riposte and the Weapon and Shield Style will add Reflex which in turn synergize with Adept Evasion. If you are lucky, you might be able to purchase Scath Gwannek from Azzuro. While not as good Badgradr's Barricade, it is still decent to tide you over till you can get the Badgradr's Barricade. You can get a bash shield called Larder Door very early in Act 1, but I feel the accuracy penalty is too steep, especially at the early stage of the game. For weapon selection, it is actually quite flexible. The crit rate of this build is not bad so you can choose single handed weapons with nice crit effects or high damage.I like WF: Noble as you can wield Drawn in Spring and it stacks with Flick of the Wrist. Unlaboured Blade is nice because of it benefits from all WF and Flick of the Wrist, has 20% speed to make up for loss of dual wield speed and high dmg/acc when fully upgraded. The spell proc is not that impressive though so be warned. Generally, avoid weapons that do hard CC like We Toki or Godansthunyr as they will prevent enemies from attacking you. Role Analysis Pros: This build can still maintain a decent offense with very good survivablility. On-crit effects from weapons (especially Badgradr's Barricade) do trigger pretty often. It is a relatively low micro management build once you established positioning. Once the items are in place, Riposte triggers at a decent rate against most mobs. It is a fun build in the sense that it goes off the beaten path of the dps melee and ranged versions, and it is still viable on PotD. Cons: It is quite item dependent. Until Badgradr's Barricade is gotten, the Rogue is in a place where it can either be a less effective dual wield dps rogue or a meat shield that doesn't really do much damage. So it will be advisable to make a beeline for the shield in Durgan's Battery meaning going through Ogres and the Constructs in Galvino's place. Against signature fights, the Rogue is generally not strong enough to tank the bosses alone. This is because besides Adept Evasion, there isn't much going for the Rogue that aids it's survivability. Compared to classes like Fighters, Monks and Paladins with class specific tanking abilities. Afterthoughts The Yellow Flash was quite decent to play in my opinion. And it is off the beaten path so building The Yellow Flash was fun for me. But it also depends on your playstyle. If your party is one that focus on hard cc to render enemies unable to attack, it might be better to skip Riposte as it will not be triggered frequently. I still feel that Riposte is slightly underpowered but at least now there is notable mileage from picking the ability versus before 3.03. Good Luck Edited July 31, 2016 by mosspit 4 Link to comment Share on other sites More sharing options...
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