Calling All Rogues: Where are you?

Lurking about in eternal realm…

if you find me you get a prize lol

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I’m still around, just busy IRL so only playing on weekends here and there.

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Hey, I am there as well. External HC. It’s a single-player mode there. I left behind a level 50 Rogue. Slowly leveling up to 100 for the achievement.

Everyone is on reddit and X. The only place that gets any action here is the PC General Forum, but I’ve learned to avoid it because of all the try-hards who think they will get Adam’s job by spamming low-effort “news posts” and being condescending to anyone who criticizes the game. If only Discourse would let you hide all activity from certain members.

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Atm, leaning towards seeing how far I can get with Grenades in Eternal Realm. Season is not doing anything for me. I could play around with Barrage but Barrage already performs decent in PIT so I just expect it to perform way better after the patch. Contrarily, I don’t know how far I can push in the PIT with a Grenade build.

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We maybe getting some new unique toys for grenade build. We will find out more on Aug 1st.

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Lack of enthusiasm until Voh so just chilling

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Victimize and builds that rely on it aint looking too hot based on the patch notes but could be hidden changes we don’t know about.

Marksman rise up more. Rapid Fire and Barrage should perform at very high levels. I think Pen Shot will be a good performing build but if Victimize is staying how it was in the PTR, it probaly will be behind it’s counterparts.

Cutthroat Skills…lol. Flurry is solid but unless I am missing something the gap between Flurry/Twisting Blades and Marksman skills is kinda large. I could be sleeping on Flurry though. Things like Asheara and Flurry’s LHC buffs could make it perform better than expected.

If Khandura’s doesn’t have some secret internal nerfs then I guess we will be seeing immortal Rogues. Very surprised at this.

Momentum getting a damage multiplier is nice.

Tyrael’s Might is a great Mythic for Rogue especially if your not getting Damage Reduction from a Harlequin.

Damage with Shroud Temper being nerfed hurts Exposure builds the most as Momentum at least got some damage. Have to see how bad this temper nerf was.

Caltrop damage multipler being a bug fix is going to cause Rogue damage to definitly drop but there are alot of things like Trick Attacks and Unstable Elixers that is bumping the damage back up. I dont like when skills become mandatory in near every build, so this change I tentatively like.

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I was planning to play Barrage in season 5 but seems like Poison got buffed across the board. Poison works well with Flurry. I have no idea how it performs with Barrage.

I agree precision should be the way to go, but hard to tell until we test it in game. Maybe there is another hidden bug we have yet to find out.

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Barrage works well with Poison and with Double casting it allows Andariel to be a very strong option. At least thats how I have my build set up.

Flurry with Combo Points and Asheera being able to easily get to 120%+ attack speed may be able to make up for the lack of double casting though…but even then, I would just play it primarily as Puncture build with Flurry being there for the attack speed.

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This is a general post but since you have interest in Flurry I am tagging you.

Flurry rise up? Awhile back, I made 1-2 posts in the Grenade thread about heavily critizing that things in the PTR like Lucion and Umbracrux was kinda dumb for the long term of the game as the way the were structured they would have to be considered in ALOT of builds. This was in direct contrast with the Devs stating they wanted Uniques to be unique to certain builds and not something every build would want aka inital release of Tibault’s Will.

Looking at the undocumented changes, it looks like the Devs are scaling some things back. Here is what Lucion does now:

Crown of Lucion - Helm

* Affixes
  * + [838-873] Maximum Life
  * + [6-8]% Lucky Hit
  * + [32-40]% Shadow Resistance
  * + [6-8]% Cooldown Reduction
* Power
  * Each time you use a Skill with a Resource Cost, gain [5-15]%[x] increased damage and Resource Cost is increased by 30%[+] for 4 seconds, stacking up to 5 times.

Every build can’t run this now that it doesn’t have the 75% Resource Cost reduction effect. I specifically complained in a prior post about how I made a Flurry Lucy build and then immendiately didn’t care for it after realizing I could just replace the Flurry gear with Rapid/Barrage/Pen and even basic skills and have the build peform better than the Flurry build. Lucion worked with everything, so it only makes sense to use it with the best. Now, with the higher cost resource problem, Lucion is looking like an option that Flurry will have an easier time solving compared to other skills due to Advanced Flurry. With options like Ring of Starless, Momentum being viable, Invigorating Strike with combo points or Inner Sight, Flurry potentially now has a unique build that can’t be easily duplicated. Have to theorycraft and test though. Could end up being nice or could end up being trash but I kinda like it so far.

Creeping Death

* DoT damage is increased by 30-50% for each different crowd control effect on the target. Unstoppable monsters and staggered bosses automatically take 90-150% bonus DoT damage.

Should I play Poison this season afterall lol? Creeping Death was solid in the PTR but it was an aspect that you still wouldn’t put on your two hander or amulet due to things like Retribution or a stronger unique. In some cases it could even fall out of a Poison build. But with the buffs, it can solidfy itself in a Rogue build and easily go on a 2-hand or amulet if they arn’t occupied by a unique.

The Umbracrux - Dagger

* Affixes
  * + 50% Damage
  * + [76-90] Dexterity
  * + [30-40]% Vulnerable Damage
  * + [7-9]% Subterfuge Cooldown Reduction
  * + [2-3] to Innervation
* Power
  * Your Subterfuge Skills create an attackable Shade Totem for [3-8] seconds. Any damage it takes is replicated onto surrounding enemies at 20% effectiveness.
  * You may only have 1 Shade Totem active at a time. This damage counts as a Trap Skill.

People may throw rocks at me for this…but good. As I stated before, I don’t like it when a skill or unique becomes near mandatory in every build. The nerf to Umbracrux makes it lean more towards Trap builds and an item to consider for builds that have multiple split hits that won’t necceasrily all hit the boss and causing that build to struggle (i.e. Grenades, Barrage, Pen Shot). The dagger should be an option not mandatory as if it was some Mythic item. that being said, I think the nerf is a bit too much and it should at least be echoing 30-40% to compete more with the tempers of other items.

Of True Sight

* Damage to Inner Sight targets will always crit and deal additional 70-100% crit damage.

They buffed it so that you have 100% crit on targets that are marked. This is nicce…but still counterinutive to what Inner Sight builds would want. You want to build your Inner Sight Duration up so that you are always in it which conflicts with this aspect. Even if someone didnt care about Inner Sight duration. Having 100% crit less than 50% of the time kinda sucks imo.

Clandestine

* Gain +4-6 to Agility and Subterfuge Skills

Clandestine getting doubled is interesting. I like the skill initially especially in Subterfuge builds but the 3 ranks just didn’t cut it against other aspects and I eventually I dropped it. Now it is bumped to 6 and I have to reconsider. At minimum, thats 12% damage reduction via Dark Shroud and depending on your build can be more than 10% Cooldown reduction to Dash, Concealment, and Smoke Grenade. Solid aspect.

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Thanks for the summary. I just saw the patch notes, and it looks like the two builds I had in mind won’t be as good anymore.

I get the feeling they want every Rogue to play poison. I hope I’m wrong because I still want to play Windforce Barrage without using basic skills.

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TY for your review, im going to go cry in the corner

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This also made the Grenade ring much more interesting with Energy on stun grenades exploding, plus I assume Inner Sight overrides this negative quite a bit since Starless skies works with Inner Sight. Or possibly Beastfall boots becomes much more competitive with 25 energy per cooldown.

Druid will also have the new Cataclysm ring and fire Sorc can probably do perma Inferno to override the negative too. Seems like you’ll need very specific builds and even then with how crazy Shako is, not sure it will be the right helm in the end.

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Beastfall boots is an interesting catch. Dash and Shadow Step not having high cooldowns can make Beastfall be worth considering even in a build that isn’t using Ultimates.

Edit: Started theory crafting on Flurry Lucy and Tibaults will with Stolen Vigor and Shadow Step should be nice.

+9 on an amulet, which if you have Dark Shroud and +4 from shako and +8 from chest, that’s like an additional 65% effective DR from this aspect alone going from rank 17 to rank 26 Dark Shroud, a skill which got buffed quite a bit for season 5 AND Pit bosses doing less damage now. Crazy.

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Wonder if you can make Disciplined Dash worthwhile in dmg by pumping its ranks, Momentum, Stolen Vigor etc.

Fellow Flurry Rogue here!

I hate how both Advanced Flurry and Momentum work…successive casts/stacks means you can’t run Puncture, Combo Points, or Condemnation. Even if you decided to choose a melee basic- “successive casts” from Advanced Flurry prevents you from using a basic at all.

So I’m probably going to try the Combo Points, Condemnation & Poison Imbuement route with Creeping Death and see how it goes.

For sure. I am still theorycrafting on how to get it smooth and its not easy. I am close to solving at least one route, but the issue is wheter the aspects given up is worth going Lucion to begin with. Could be fun to play around with regardless though.

Still in very early stages but in my current my build I have over 200 energy and in theory I should be able to get 6-8 Flurry casts in a row. Once I am out of Energy, Advanced Flurry is useless, so I then use Shadow Step with Galvanized Slasher on Amulet for a 45% chance to get all my energy back.

If Galvanized goes off, great, repeat Flurry casts. If Galvanized does not go off, RIP ME, I need to activate Concealment which will give me 140 energy total via Tibault (40 Concealment + 100 Tibault Unstoppable Activations).

This is 4-5 casts I think. Ideally, Energy Regeneration from Momentum, Paragon, etc, and Stolen Vigor and Inner Sight will help fill in the remaining energy gaps while Shadow Step is still on cooldown. If not, Noxious Ice could be dropped for Ravager…but meh…I wouldn’t be thrilled about giving up the damage.

Could also go the Preparation route and just save Ultimate reset for when needed.

Edit: Actually, I forgot about Lucky Hit from other sources. Shadow Step should be able activate Galvanize 80-90% of the time for me.

And just found out they took back that creeping death and clandestine change as of a few hours ago lololol -_- Quite a few late changes they took back for other classes too. Heres link for anyone interested in the most up to date stuff.

https://www.wowhead.com/diablo-4/news/changes-to-all-new-legendary-aspects-in-patch-1-5-0-diablo-4-season-5-345638

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