Marksman Rogue Build Guide
Hi guys, I’m Asmo and this is a Marksman Rogue Build Guide for Diablo IV. The original idea for the build was to create a character with a focus on very fast clear speed that would also deal high single target damage for very quick dungeon farming. This build breaks away from the commonly followed idea of using only 1 core skill in favour of combining Penetrating Shot with Rapid Fire. By disposing of secondary utility skills, we are focusing on the simplicity of having the best single target damage skill, the best aoe clear skill, the best mobility skill, the best defensive skill and the best damage scaling skill.
If you want to see what the build looks like in action you can check out the video version of the guide with gameplay included at the beginning and at the end of the video: youtube /watch?v=DFR2z01CC0U
Aspects:
Out of all aspects this build uses, only one of them doesn’t come from a codex, which means you’ll be able to set this character up easily before World Tier 3.
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Umbrous aspect - this is our only aspect that does not come from a codex. It grants us dark shrouds on lucky hit criticals. Fortunately we are easily getting 100% lucky hit chance and 50%+ crit chance which means it will proc very reliably. You need dark shrouds allocated on the skill tree for it to work, but you don’t need dark shrouds on your skill bar, allowing us to use an extra ability.
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Aspect of Might - with 6 second duration, this aspect provides us with 20% generic damage reduction that stays up at all times in combat due to how combo playstyle works.
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Aspect of the Protector - simple barrier generation when hitting an elite - very useful for sustain and makes us significantly tankier.
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Vengeful Aspect - with the use of Exploit glyph and 100% lucky hit chance, we’re instantly stacking this aspect with a single penetrating shot to grant us an additional 9% crit chance
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Wind Striker Aspect - Up to 16% movement speed buff. Combining this with the Stutter Step passive gives us 31% extra movement speed whenever we crit. For that reason, you always want to “tag” monsters as you’re running by and hit them for the crit proc even if you’re not intending to kill them as it will make you run faster.
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Aspect of Arrow Storms - AoE damage field that procs from Lucky Hits. We’re putting this aspect on our two-handed weapon to double the flat damage value which can get up to 13.6.k. The reason we’re putting this instead of Trickshot Aspect on our crossbow/bow is that the Trickshot only benefits our AoE clear while this aspect helps with AoE as well as the single target damage.
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Trickshot Aspect - this is what gives Penetrating Shot the splitting arrows. We’re putting this on our amulet to amplify the damage of secondary projectiles.
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Aspect of the Expectant - very straightforward choice for any combo point based build.
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Edgemaster’s Aspect - since we’re staying high on energy most of the time, especially during single target fights, this gives us another powerful damage increase. (Since it’s currently disabled due to a bug, you can try instead: aspect of bursting venoms or aspect of corruption).
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Rapid Aspect - very large attack speed bonus for our puncture. Our core skills don’t benefit that much from attack speed, but it does matter for the basic generator.
With most of these aspects you should try to get as high rolls as possible (the only aspects where rolls don’t matter that much is the Vengeful Aspect)
Honourable mention - Eluding Aspect - This aspect will save you from dying in nightmare dungeons especially. It makes you unstoppable if you become injured while crowd controlled. 9 out of 10 times if you die you’re going to be crowd controlled, so this is a very powerful aspect to add to your build if you find yourself dying or if you play in Hardcore.
Unique Items:
Condemnation Dagger - this unique is a core part of the build and gives us a huge damage increase from its unique modifier and some decent affixes.
Other uniques:
Grasp of Shadow is a good leveling item. Unfortunately it doesn’t have any crit so our end game gloves will still be legendary.
Skyhunter - decent for leveling if you don’t have a decent crossbow but not worth using overall.
Penitent Greaves - not worth using in this build, the modifiers on these are terrible for us.
Skill Tree:
You can find the full skill tree, aspects paragon board and notes here: d4builds /builds/2206d8ce-a385-4688-ace2-c4cc8156de6e/
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We’re starting off by rushing to Fundamental Puncture - this will result in the fastest boss kill at level 4 in the first dungeon. We don’t put any more points in Puncture beyond the first rank.
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Next we put a couple of points in Penetrating Shot and one point in Rapid Fire. You want to level them side by side. Pick Enhanced Penetrating Shot and Improved Rapid fire after having a couple of points in each skill.
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As soon as possible grab 1 rank in Dash unless you have an amulet which gives you the skill. If you need a source of unstoppable, you can temporarily grab shadowstep however I find that unstoppable is not necessary in Softcore until you start doing nightmare dungeons.
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After that you want to start speccing into poison imbuement and during leveling - before you get the trickshot aspect - I recommend picking up shadow imbuement as a temporary boost to your clear. You don’t need the concealment early so that frees up an extra slot on your action bar, and shadow imbuement is the best replacement for early leveling. If you have an amulet with +1/+2 to all imbuement skills it’s enough to use the shadow imbuement without putting any points in it.
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Pick Mixed Poison Imbuement early (we swap it to Blended Poison imbuement once we get 50%+ crit chance on our puncture).
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As soon as possible take 1 point in Adrenaline rush and 3 points in Haste - this bonus works even in town, making your progression much faster.
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Next take Improved penetrating shot and 3 points in stutter step.
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For our key passive we’re picking Precision (even though some people claim it is not good because puncture is a marksman skill and will consume the guaranteed crit chance frequently it still ends up being the best key passive in practice and the damage increase is noticeable).
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In the end game we put 1 point in concealment + subverting or countering concealment (you can also skip the extra 2 points and put them in a passive of your choice), and 1 point in dark shrouds + Subverting Dark Shroud which will be activated by our aspect.
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Lastly we will in our passives: Deadly Venom 3/3 → Debilitating Toxins 3/3, Exploit 3/3 → Malice 3/3, Innervation 3/3
Paragon Board:
The exact pathing can be found in the d4 build config linked earlier. Here I will go over the board and glyph choices:
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Starting Board → Ranger Glyph: With huge dexterity in radius this gives us a lot of generic increased damage and some tankiness. This is a very simple choice.
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Cunning Stratagem → Exploit Glyph: You want to start using the exploit glyph as early as possible. The on-hit vulnerable proc will help your clear a lot. The board has a lot of strength in the radius to support the glyph and the legendary node will give you 100% lucky hit chance on Penetrating Shot and extra single target damage from additional arrows on Rapid Fire.
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Exploit Weakness → Combat Glyph: The exploit weakness legendary node gives you a source of “increased damage taken by enemies”* which is a very good way to increase your damage. The board has a lot of Int to support the glyph which scales our crit damage and helps with energy regeneration. The board itself also has a lot of “vulnerable damage” nodes which will path through.
- A note about Vulnerable, “damage buckets” and damage calculation. It is baffling to me how a bad interpretation of bad data in the beta ended up spawning this silly, KFC inspired idea of “damage buckets”. There are no magical buckets and the damage calculation in this game is actually pretty straightforward. Diablo IV does not use the distinction that POE does between “more” and “increased” instead they specify if something is a multiplier with an [x] or increase with a [+]. All damage increased “multipliers” are additive with each other. Vulnerable however is NOT an increase or a “multiplier” to YOUR damage dealt. It is an increase to “damage taken by enemy”. Therefore, for the engine to calculate how much does it need to increase the damage taken by enemy, it first has to know how much damage you would have dealt, so your damage increases and multipliers are calculated first, applied to the monster and then increased again by various modifiers that increase their damage taken. This is very clear from the wording and is not only the case with Vulnerable but also other mechanics such as the Exploit Weakness legendary paragon node and the Chip Glyph’s additional bonus. It also doesn’t make sense that attack speed or critical strike damage would be somehow lumped together with damage increases, they’re part of a different calculation and behave exactly as you would expect them to. Please stop hallucinating buckets.
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Tricks of the Trade → Chip Glyph: The legendary node on this board is not really worth picking up however it has really good rare paragon passives and a huge amount of dexterity in the glyph radius which is needed for the Chip glyph. The glyph itself gives us a huge increase to physical damage which is the base damage we’re dealing and the additional bonus is one of the most powerful bonuses of any glyph.
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Leyrana’s Instinct → Tracker Glyph: Again we’re picking this board for the stats available in glyph’s radius to maximise its benefits. The glyph itself gives us a lot of increased damage to poisoned targets and extra poison duration which synergizes with a lot of our modifiers and passives.
We leave a few paragon passives as flex points to fill in stat requirements for rare nodes depending on our current gear. I highly recommend planning your builds that way, so that your character is fully functional before level 100.
Useful modifiers on items:
Movement Speed (top priority for me on boots and amulet)
“+ Ranks to Imbuement Skills”
“+ Ranks to Poison Imbuement”
“+ Ranks to Penetrating Shot”
“+ Ranks to Rapid Fire”
Dexterity
Intelligence
Strength
All Stats (very useful for paragon rare node requirements)
Offensive:
Vulnerable Damage
Critical Strike Chance
Critical Damage
Core Skill Damage
Marksman Damage
Damage to Poisoned
Physical Damage
Imbuement Skill Damage
Poison Damage
Damage Over Time
Defensive:
Dodge Chance
Dodge Chance Against Close
Armour
Damage Reduction From Distant
Damage Reduction From Close
Damage Reduction While Injured
Damage Reduction From Poisoned
Heal on Lucky Hit (this is an extremely powerful modifier for our build which gives us incredible sustain, unfortunately it’s very hard to get in combination with Crit Chance, + Ranks to Pen Shot and + Ranks to Rapid Fire which is what we would need on our ideal gloves. I’ve spent probably 30 million gold rerolling potential gloves to try and get this combo and no luck so far, so good luck )
Poison Resistance (resistances in general are very bad, but extra poison res on 1 or 2 items is very helpful because how how much damage poison deals compared to other sources of damage in the game).
Gems:
In Jewelry we use the Skulls as armour is the best defensive stat we can get.
In Armour sockets I recommend Topaz, since 90% of the time if we’re in danger it’s because of crowd control.
In Weapons I recommend Skulls for sustain (my personal preference), or Emerald if you’re lacking damage but have good crit chance (50%+ effective crit on pen shot)
Gameplay Tips:
The ability setup on our bars is going to look like this:
Puncture, Penetrating Shot, Rapid Fire, Poison Imbuement, Dash, Concealment. Put them in whatever order is most comfortable for you.
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Try to always use your core skills with 3 combo points. As you play with the build you’ll learn how much damage you’re doing and know when it’s not necessary to stack up to 3, but if you want to maximise your damage you should puncture first and then use core skill once and repeat.
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When to use Pen Shot and when to use Rapid Fire: In general Pen Shot is for hitting multiple enemies and Rapid Fire is for hitting one enemy. If you’re fighting the Butcher, with a pack of other monsters around him - you want to use Penetrating Shot and aim it through the Butcher (same thing with Elites). If there is a fat little mob with extra health bothering you by himself, you Rapid Fire him in the face. Always Rapid Fire a boss.
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When running to the boss room, immediately use all charges of dash and then use Poison Imbuement right after. That way by the time you get to the boss and rapid fire him twice, your poison imbuement cooldown will come back up and you can use 4 rapid fires in a row with the imbuement.
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You can do the same thing when entering the dungeon. Spam dash (dash consumes the imbue that’s why you want to use it first) and evade immediately and then use poison imbuement to get the cooldown ticking.
And that wraps it up. I’ve enjoyed the build tremendously and hope you will too. Cheers! - Asmodeus.