First, this is NOT a guide.
Secondly, English is not my native language, I used a translator when writing the text. But since it is important for me to convey the idea, and not just throw out a lot of letters on the forum, any adjustments are welcome!
Rogue is my first character. I searched for information about him and in the most cases, the guides were reduced to the instructions “take this, this and this”. In addition, all this was limited to 300+ corruption at best. Very rarely, there were explanations why we take this or that node in the tree. Combinations were often used simply “because everyone does it.”
So there will be a long text below in which I will tell you how and what I did for my rogue, and why.
Up to 300 corruption I ran and tried different, but standard for rogue options. And… since I’m not a super mega pro player, I’m tired of DYING.
So I deleted rogue and created sentinel.
The End!
300-600 corruption
NO!
I wanted to play rogue, at high corruption, but not die. And for this it was necessary to come up with something.
To begin with, I excluded mechanics that do not give a 100% guarantee of damage reduction. That’s why I’ve eliminated the dodge mechanics, completely. Only a predictable decrease in incoming damage. No “chance to dodge” in any case. After all, if there is a chance that something will happen, then there is a chance that it will not happen, and I am tired of DYING.
I turned the whole chance of dodging into a chance to get a glancing blow (Apostasy node). I made up my mind that I would receive all hits. It didn’t work out very well, I didn’t die any less. Then I excluded the option of dual wielding so as not to receive additional damage and took a shield in my second hand. But the chance to block is very much like the chance to dodge. And this was unacceptable for me at that time.
Fortunately, the game offers at least two solutions:
- Corsair’s set - Allows you to convert the entire chance of a glancing blow into a block chance. Since the game cannot do double conversion, under certain conditions we get both a 100% glancing blow and a 100% chance to block.
- Bastion of honor - immediately gives a 100% chance of a block in a small (in fact, just a giant) radius.
Following the path of least resistance, I chose the second option, since for the first option I could not maintain the necessary conditions constantly. But from the first option I left the helmet. Up to 35% increase of block efficiency! (I haven’t played other characters yet, so I don’t know how much or little it is) Cosmic value, I thought (ha-ha…).
Thanks to this helmet, bleeding was chosen as the main damage mechanic.
Since we get every hit, without any chance to dodge, it was logical to invest in “HP on a glancing blow”.
- I got 27 HP from the affix from armor and 32 from the passive skill “Thefguard”.
- 500 dodge rating (15% dodge chance) converted to 30% chance glancing blow (Apostasy node).
- 60%+ glancing blow chance with passives in total. 100%+ chance with 4+ stacks of dusk shroud.
- Cap resistance, the maximum possible HP (2000 with my gear at that time).
- About 2000 block efficiency, which is another 50% reduction of incoming damage from hits.
- Death’s door - as an additional option (often helped).
- Without focusing my attention on the armor, I got about 400 armor, which is about 13% reduction in damage from hits.
- I didn’t have enough affixes for endurance, and by the time it came to endurance, my character’s life had already improved and I ignored it.
I will note that each additional layer of defense becomes less effective. Therefore, it is more profitable to concentrate on a smaller number, but higher quality. At that time, it seemed to me that it would be easier and more profitable to focus on the effectiveness of the block and the chance of a glancing blow. Unlike endurance, these two mechanics work for the entire HP pool.
I recreated approximately the same situation and recorded a video. 400+ corruption.
Showcase.
Of course, it doesn’t work so epic against heavy hits. But if you exclude small losses from the damage taken, then it’s easier to cope with big hits. Moreover, in the game you can get sky-high values of life leech. A bleeding heart will help you.
The popular flurry was chosen as an attacking skill.
At the end is a short list of key needs.
Bastion.
Blessing – grand bones of eternity (up to 800 flat block effectiveness).
100% glancing blow.
50+ HP on glancing blow.
HP as much as possible.
From that moment on, the comfort reached an exorbitant level. I did not even have to ask to “hold my beer” to pass the Echos.
Last Flurry cool fight
Until the moment happened…
Another OneShot!!!! 600-800 corruption
Starting with 600 corruption, I started getting OneShots more and more often.
The RNG gods were not kind to me, and there was no way I could get Ravenous Void.
I died 3-5-7 times per echo.
To be fair, I first tested various combinations of mods for echo.
Of those that I particularly remember:
Void enemies have increased damage by 832%, multiplied with 350%+ more damage
Or for example, enemies receive 50% less damage and have 45% increased resistances and… one more time increased by 45% resistances, and of course 300%+ more health.
In the end, I noticed that it all came down to the fact that I began to avoid certain nodes. This means that the build does not work as intended.
The apogee of what was happening was the bossfight on which I tested what I could withstand.
It was necessary to change something, and significantly.
OneShot Fest !!!
800-900 corruption
Remember I said that life got better and I ignored some of the defensive mechanics? What a fool I was)))
I began to experiment with increasing endurance - it did not give results.
I tried to gain as much armour as possible. But for rogue, this is not an easy challenge )
I raised the avoidance of critical hits to 100% - I didn’t feel the difference.
Looking ahead a bit - here's a video in which I have 0% crit avoidance
Original lyrics
It’s such a warm place, but there on the streets
where our footprints are waited for,
stardusted boots
sparkle and shine.
A soft arm chair, checkered plaid,
not pressed and not hurried.
A bright sunny day
above the dazzling dreams…
My blood type is on my sleeve.
My serial number is on my sleeve.
Wish me now some luck in the fight,
wish me…
I won’t stay in this field of green.
I won’t stay in this field of green.
Wish me now to be lucky,
wish me now…
to be lucky.
I am able to pay,
but I never want
a triumph at any price.
I never want
someone’s chest lying under my foot.
I would rather stay here with you,
just to stay here with you,
but the star that reaches high in the skies
still gives me the route…
My blood type is on my sleeve.
My serial number is on my sleeve.
Wish me now some luck in the fight.
Wish me…
I won’t stay in this field of green.
I won’t stay in this field of green.
Wish me now to be lucky,33
wish me now…
to be lucky.
The logic of thoughts is as follows:
Even if each next defensive mechanic is less effective. And what if we take all my current mechanics as a starting point, it turns out that if 3k damage is inflicted to my 3k HP now, then a 25% reduction of damage will allow me to survive!
As a result, I decided to add the passive skill “Evasion”, thereby adding a little reduction in incoming damage during movement.
And completely redesign the build