
Originally Posted by
GoodSyntax
Personally, I would make a few changes. I used to PvP and run Elite PvE constantly (during the lv31 cap) and my build was quite different.
At the time (lv31 cap), here was my build (I have since respeced to be pure PvE):
Shadow Piercer (2/5) - Added HP return upgrade.
Noxious Bolt (5/5) - All upgrades
Aimed Shot (5/5) - All upgrades
Combat Medic (4/5) - All upgrades except Heal over Time
DEX - 5/5
INT -5/5
STR - 4/5
I think that Aimed Shot and Combat Medic skills are self explanatory, just note that I dropped the Heal over Time upgrade on Medic because the benefit wasn't valuable enough to warrant a skill point. If you can grab all 3 packs and get the self heal when cast, then you can go from <10% HP to 100% without having the HoT upgrade.
The Piercer HP return upgrade is pretty essential for both PvP and PvE, so if you don't use it, you should.
I elected for Nox (maxed) because it is critical to the NoxBox strategy and can provide enough damage over time to kill someone in PvP that flees when they are low on HP. Plus, the impact on Nox can be pretty high - especially when it Crits. Nox in particular is the reason why I was able to solo so many tough elite maps, but I understand that not everyone is proficient with NoxBox, so you certainly could use Razor instead if that is your preference.
Obviously, there are a lot of choices on your Passives, but I chose DEX, INT and STR primarily for survivability and to help mitigate mana starvation on a full DEX Rogue. I could have gone with DMG or CRIT as my passives, but that would reduce my HP and would reduce my mana - and, we all know that a Rogue with no mana is a dead one. Particularly in PvP you don't have the luxury of mana pots, so maintaining a decent mana pool is pretty important as you cannot always count on having a Sorc with mana heal or a VB warrior around.
With this build, you won't dish out max damage, nor will you be a crit machine (unless you use Architect Quills and it Procs), but you will be well-rounded, have high enough damage, enough HP to survive first contact in a PvP clash or a mob surge, and enough mana to take out most players if you find yourself in 1v1.
Granted, there are the high damage builds, but after a lot of testing, I found them to be too squishy and too reliant on their team mates in both PvP and, to a lesser extent PvE.
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