Rogue Builds in Season 6: Pit 100+ Clear Options

Let’s discuss the top Rogue builds that can clear Pit 100+ in Season 6. Feel free to add your thoughts!

1) Rapid Fire + Precision + Combo Points
Rapid Fire stands as the top Pit-pushing build for a reason. Precision remains unchanged, giving 15% (x) of your total critical damage, which scales incredibly well with Trick Attack. This combination makes Rapid Fire the highest damage build available. However, Trick Attack requires Pit bosses that summon minions to achieve maximum efficiency.

Gear Requirements: Cowl of the Nameless, Shroud of False Death, Starless Sky, Skyhunter, Condemnation, and Scoundrel’s Kiss.

2) Overpowered + Momentum + Preparation
This overpowered build might be inspired by Spiritborn players who use the Banished Lord’s Talisman. The most popular version uses Flurry, while a less common variant uses Twisting Blade. Since Rogues lack passive skills to increase maximum resources like Spiritborns, this build has demanding gear requirements. Stack as much maximum resource and maximum life (scales with overpowered damage) as possible.

Gear Requirements: Harlequin Crest, Shroud of False Death, Doombringer, Ring of Starless Sky, Beastfall Boots, Tibault’s Will, and Banished Lord’s Talisman.

3) Rain of Arrows + Precision /Alchemical Admixture + Preparation
There are two variations of the Rain of Arrows build, both focused on reducing its cooldown with Word of Hakan. The Precision variant has more potential due to Precision being the best damage-scaling key passive for Rogues.

Gear Requirements: Shroud of False Death, Word of Hakan, Beastfall Boots, Skyhunter, Starless Sky, Cowl of the Nameless.

4) Dance of Knives + Momentum + Preparation
While Dance of Knives can clear Pit 100, it shines more as a speed-farming build rather than a Pit-pushing option. The mechanics are challenging, requiring mastery and precise execution, especially for snapshotting while injured or crowd-controlled. This build might not be ideal for general players aiming to push high-level Pits.

Gear Requirements: Shroud of False Death and heir of perdition or cowl of nameless.

Rogue is no longer an easy-to-play build in Season 6, with top builds centered around Momentum and Precision. Any other build are you playing, fellow Rogue?

So, to sum it up…

NO BUILDS what so ever…

Got it…

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One of the worst season for Rogue for sure.

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The unnecessary complexity of all the additive/multiplicative/snapshooting/situational things is really starting to wear on me. I for one would just appreciate being able to easily know when one option is better than another and leave the advanced math to engineering where it belongs.
Anyway my DoK Rogue has reached it’s Pit endpoint and I’m moving to I guess RF because i just found a four GA Condemnation. Now if it wasn’t so hard to change all my 270 paragon points. Btw I don’t even like RF with it’s stand there and urinate effect but what’s a person suppose to do?

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Exactly. I can’t play any of the builds I enjoy this season because of the Pit bottleneck. Even though others can push through, it’s tough for a casual player like me. I’m not interested in the Pit leaderboard—I just want to level my glyphs solo without relying on a Spiritborn carry. Is that too much to ask?

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This is where I’m at. Sigh.

I am pretty much ready to move to T4, but I don’t quite have enough DPS yet. The main vector for progression I have left (after squeezing as much out of everything else as I can) is to level up the glyphs.

But because the pit levels I can clear don’t give me glyph experience, I need to go higher, but I can’t go higher because I don’t have the thing that I need, which is gated behind the thing that I can’t do… :rofl:

Feels a lot like the old “need experience to get a job” thing.

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Which build are you playing? Maybe we can help. Dance of knives even without snapshots should be able to get you to tormented 4.

Thanks, that’s very generous of you to offer. I’m just using my own YOLO grenade build. It has actually been surprisingly successful so far, but yeah, I’m maxing out at around Pit level 60 it seems.

I have no doubt your advice would get me there, or I can just go and copy the builds online, but I don’t want to go down that path. I want to play my way. (It’s the classic problem D4 has always had; the game is actually very successful at letting you play the way you want… until it isn’t.) Then there is the added fact that playing in HC means I have to be a bit more conservative with my choices sometimes.

Now, having said that, I don’t need or expect to be able to get to T4 quickly, or at all even, necessarily; the problem is that, after weeks of solid incremental progress, I’ve hit a wall, because I’m no longer really getting any XP gains at all in T3, and as mentioned I’ve hit the limit of how far I can progress in the Pit, so I can’t level up my glyps either. Having masterworked all my gear to the max and bizarrely not finding any upgrades for weeks (even though there’s plenty of potential room for improvement) I can’t even brute force it with incremental power gains.

That’s the part that feels bad. Slamming the door in your face after 100 hours of gameplay. :rofl:

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The worst season for all original classes.

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Definitely. I farmed all the gear with the right Greater Affix for an overpowered build, but after seeing how complicated it was to execute, I didn’t even bother upgrading my gear to try it out.

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I think there a general disconnect between the dev team and the player base in what they want vs how we feel. They wanted pits to feel hard and rewarding and probably didn’t us to blast though them and work up to 100. The issue with this is that builds in theory that should work but doesn’t will never reach T100 even with optimize gear. The issues could be with the stat squish while not realizing that we will not be able to reach that level of dmg required for T100+. I posted about Alchemical Admixture and I’m seriously doubting that key passive, I guess maybe it works with Rain of Arrows but I would think its a serious dps loss due to it only increases potency and you will need to scale elemental on gear/glyphs.

My suggested changes to Dev team

  1. rescale the pits, go back to 200 for the pushing and make T100 around T80s.
  2. look as all the aspects and glyphs and ask the team why they are not being used. The game changed a lot since launch and still nobody uses any elemental glyphs except bane/tracker but 2 glyphs slot it’s too high of a cost now. The aspect that increases potency is never used. The LH to do X cold/poison explosions is hardly used and won’t be able to clear t100.
  3. recreate past builds and see if they can clear t100. If not, then figure out why. Poison TB was fun but I doubt any poison build will be able to clear t100 as is.
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Also please stop with all this “conditional” nonsense. My RF shouldn’t be able to do 132 billion damage and then in the next heartbeat only 18k damage. DoK is in a similar boat.

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These two aspects visually are fun to use. If Alchemical Admixture did something better it would be a fun way to proc it. Sadly potency is pretty much useless.

The game has evolved so much from the original design that imbue charges don’t work with builds that spam core skills and they do nothing with Basics. With just ‍Asheara’s and Alchemical Advantage, my Flurry Rogue is doing 3 attacks per second. Takes around 6 seconds for the Petrify rune to reset Imbue charges. Only need 15 charges of an imbue to keep up your elemental damage! I’d really just like to see Imbuements change to a X seconds and imbue all abilities.

Alchemical Admixture could be more interesting if it just applied all Imbuements like the ROF Amulet does.

I’ve really only played melee builds on Rogue and all of them suffer from needing to Stagger Bosses to do damage. Which when you trying to push a pit and get hit with the Stagger resist on a boss the fight takes forever.

Also Flurry has flat out lost it’s identity now that Dance of Knives is here. DoK literally does everything better than Flurry. With Shadow Imbued DoK you can clear a room easily since it can hit targets across the screen. It’s comparable in mobilty even when you have the Flurry teleport. DoK is also miles ahead on Bossing (Don’t have the gear to try the Flurry Overpowered Build, which we shouldnt have to rely on to do damage with Flurry).

I have 0 desire to play overpower on Rogue thematically doesn’t fit. Overpower was supposed to be a tank stat but somehow become bis for literally almost every class/build.

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I totally agree. I don’t consider a 10-minute Pit 100 clear an actual ‘clear,’ since it’s often tied to Glyph leveling. Most players who’ve cleared Pit 100 already have their glyphs at level 100.

Someone managed to clear Pit 100 with a Poison Twisting Blade build, but it took them 14.5 minutes. Potency and several skills definitely need a closer look—they don’t scale well in Torment 4.

Same. I’m not interested in playing a “piano” build.

I play a poison TB build and the highest that I can do is level 80 and my gear is decent (Maxroll TB build with mystics). Glyphs are around 86 currently with 240 Paragon. I just can’t crank out enough damage, the HP is ridiculous on the mobs.

That level 80 pit completion is borderline making it as well with barely any time left.

I don’t think that SB should be nerfed but output and survivability on the other classes definitely need to be brought up to speed, especially with the way the current season/game has been tuned.

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It seems most Rogue players are around Pit 80-90. Anything higher requires complex mechanics, which isn’t really my style for playing Rogue. I’d rather play my Rogue the way I enjoy. At Paragon 275 with decent gear, the highest I can manage is Pit 90. I’ve given up on pushing higher and instead just speed-run Pits 65-75 for Paragon levels. Let’s wait for the next campfire to see how they plan to balance Rogue.

I mean Spiritborn bugs need to be fixed so it will be nerfed eventually