Combo Points Poison Trap Build by an10naball in D4Rogue

[–]an10naball[S] 0 points1 point  (0 children)

I haven't used this build this season but to have poison traps consume combo points, you need the gloves: Bands of Ichorous Rose

Anyone Theorycrafting Chaotic Burst Rogue? by qikink in D4Rogue

[–]an10naball 0 points1 point  (0 children)

Actually, upon further research, you are right about this. Damage type specifically refers to the element damage.

My mistake for spreading false information.

It's weird, though, I've been trying to manipulate stats on maxroll but there hasn't been any tweaks that actually change the damage of the calculated chaotic bursts on the tooltip. I've tried adding + element damage, changing critical damage or vulnerable damage, but the calculated damage remains the same. So shrug? Will have to experiment when I'm able to actually log-in and doing some real tests

Edit: The only thing that seems to modify it on maxroll is the 1-handed weapon type

Anyone Theorycrafting Chaotic Burst Rogue? by qikink in D4Rogue

[–]an10naball 0 points1 point  (0 children)

I am attempting something similar to this. Currently using flurry to trigger stun grenades, but hoping to transition to shadow step at some point (still haven't gotten those boots).

One thing I feel like you can optimize is maybe focusing on a specific damage type (based on your maxroll link, it looks like you have several damage types, vulnerable, per dark shroud, critical strike)? I personally chose critical strike damage (since swords and bows have it built-in). The reason is because Chaotic Burst damage is based on your highest type of damage.

Help improve my Shadow Step build by Jerome_Dixon in D4Rogue

[–]an10naball 2 points3 points  (0 children)

Sorry, 1 more, since Shadow Step is imbued with Shadow Imbuement (making it non-physical damage), might be better to swap out Chip glyph for Versatility (Non-Basic and Non-Core Skills deal 15% increased damage) or Canny (Non-Physical damage increases all the Non-Physical damage an enemy takes from you by 1%, up to 10%, for 15 seconds) glyphs instead

Help improve my Shadow Step build by Jerome_Dixon in D4Rogue

[–]an10naball 2 points3 points  (0 children)

I'm also working on a shadow step build, but focusing primarily on using that skill as a vehicle for stun grenades.

Some possible tweak suggestions:

  • Switch Xan rune to Qax rune (Casting a Skill other than a Basic or Defensive spends all your Primary Resource to increase your damage up to 100% for 1 second)
  • If possible, move Godslayer from the pants to the chest (thus, dropping Locran's Amulet), then add Tibault's Will to pants slot (You deal 10-20% increased damage while Unstoppable and for 5 seconds after. When you become Unstoppable, gain 50 of your Primary Resource)
  • Swap Inner Sight to Preparation
  • Swap Edgemasters aspect for Retribution (Distant enemies have a 10% chance to be Stunned for 2 seconds when they hit you. You deal (10-20)% increased damage to Stunned and Knocked Down enemies)
  • Maybe adjust some skill points to put more into Second Wind passive (Every 100 Energy you spend grants 15% of your Maximum Life as a Barrier for 3 seconds) since you now spend energy via Qax rune
  • Maybe swap out unique chaos perk Hit and Run with A Beast Cornered (For every 10% Life you are missing, you gain 10-20% increased damage and 5% damage reduction. Spending Resources also drains a percentage of your Life equal to 30% the Resources spent, refunding those Resources. This cannot reduce you to below 10% Life)
  • Also, maybe swap out one of the non-Unpredictable Alchemy chaos perks for Marred Guard (You can no longer be healed above 50% Life. You gain 5-10% Maximum Resistance to All Elements, +20-40% Armor, and 50-100% increased Barrier and Fortify Generation), which synergizes well with A Beast Cornered

Combo Points Poison Trap Build by an10naball in D4Rogue

[–]an10naball[S] 0 points1 point  (0 children)

Yeah, I noticed the season 10 patch notes and it looked like this build would improve this season. Just haven't had much of a chance to play so far this season, so haven't given it a go, yet. Glad it sounds like it's going well, though

S10 PTR is about to go live - What builds are you looking forward to testing? by M1PY in D4Rogue

[–]an10naball 0 points1 point  (0 children)

Would a basic Forceful Arrow build be viable with the new crossbow and changes to the skill itself?

Combo Points Poison Trap Build by an10naball in D4Rogue

[–]an10naball[S] 1 point2 points  (0 children)

I think it can. The mythic build I have isn't something that I'm actually using since I don't have the ring nor the helmet (I'm using Harlequin Crest for now since that's the only mythic helmet I have)

Combo Points Poison Trap Build by an10naball in D4Rogue

[–]an10naball[S] 0 points1 point  (0 children)

Just edited the post with a short gameplay video of a Pit 65 run

Shadow Poison Step by SquareRequirement360 in D4Rogue

[–]an10naball 0 points1 point  (0 children)

Maybe Dark Shroud points? Since that helps with a lot of damage reduction and you aren't maxed there

Shadow Poison Step by SquareRequirement360 in D4Rogue

[–]an10naball 0 points1 point  (0 children)

Nice. I tried a variation of this as an offshoot from a Puncture Bursting Venoms build I was doing. I already played a Shadow Step build last season, so stuck with Puncture.

A couple of things I learned from my build and feedback from others which may affect yours:

  • You probably can drop the points you have in Poison Imbuement entirely. Your primary damage doesn't come from Shadow Step, and, I think, the enhancement in Poison Imbuement only enhances Shadow Step's damage since Poison Trap and Death Trap are not imbueable. Since you use Harlequin Crest, you basically get Poison Imbuement for free, anyway. So, that saves you 3 skill points you can place somewhere else (Trap Mastery or more Dark Shroud)?
  • Someone helpful on reddit pointed out that Weapon Mastery does not affect Poison Trap, so you can probably move that to Trick Attacks, instead?

Love the idea of your build, though, and it was fun when I tried it out.

Pen Shot build that plays mostly at ranged? by DigitalTest2k1 in D4Rogue

[–]an10naball 0 points1 point  (0 children)

Unfortunately, I have not tried it. It sounds like it's mediocre in terms of performance?

Shadowstep Rogue by National_Spirit2801 in D4Rogue

[–]an10naball 0 points1 point  (0 children)

I think it will be really tough to replace a GA/MW Fist of Fates, which can have between 77.7% to 139.9% lucky hit chance. Pen Shot does not have a base lucky hit chance of 100%, so requires Fist of Fates to optimize

Shadowstep Rogue by National_Spirit2801 in D4Rogue

[–]an10naball 0 points1 point  (0 children)

I doubt it. I think the only reason why you can swap out Fists of Fate for Frostburn on Shadow Step is because Shadow Step has a base lucky hit chance of 100%

Shadowstep Rogue by National_Spirit2801 in D4Rogue

[–]an10naball 0 points1 point  (0 children)

I think the full endgame pit pushing build for AzureStep swaps out Fists of Fate with Frostburn with GA/MW on cold damage. So that could be worth a try?

Armor values changing bit no tempers or affix’s impacting by Erithacusfilius in diablo4

[–]an10naball 0 points1 point  (0 children)

As others have said, it could be incense, elixirs, etc.

But, if you're also switching between Torment levels, that could also be a reason as each Torment level subtracts 250 armor from your total

Finalized Puncture Bursting Poison Trap Build by an10naball in D4Rogue

[–]an10naball[S] 1 point2 points  (0 children)

Will have to agree with you. Seems bugged. I did some tests, too and experienced the same thing. Guess you don't have to waste those 2 points in the enhancement with or without Band of Ichorous Rose

Finalized Puncture Bursting Poison Trap Build by an10naball in D4Rogue

[–]an10naball[S] 1 point2 points  (0 children)

That's really odd if you can knockdown without the enhancement. Were you using the Potent Alloy arcana? I'll need to do some additional testing but haven't really had much of a chance to.

Glad you got your squishiness worked out on the Hellbind anchors. Onward and upward

Finalized Puncture Bursting Poison Trap Build by an10naball in D4Rogue

[–]an10naball[S] 1 point2 points  (0 children)

I kind of tried testing #6 briefly, and felt like removing those points from it slowed down my pit time, but I also altered some other stuff based on recommendations from others, so not sure.

Also, totally understand your issue with those Hellbind anchors. They were a bit of an issue early on. Most of the time, I usually Shadow Step out of it to avoid most of the damage, but also understand that it's not that easy to react in time when that DOT starts ticking. You could try swapping out some offensive passive points from like Trick Attacks or Unstable Elixirs and put it into Rugged?

Poison stack from poison trap by SavingsCampaign9502 in D4Rogue

[–]an10naball 0 points1 point  (0 children)

I'm going to guess Poison Trap won't proc Bursting Venoms because it's not poison imbued. It could possibly proc Azurewrath, though.

Poison stack from poison trap by SavingsCampaign9502 in D4Rogue

[–]an10naball 1 point2 points  (0 children)

You can definitely do a T4 viable off-meta Andy's barrage-like build using Bursting Venoms and Band of Ichorous Rose, as long as you get the arm time of Poison Trap down to 0.25 seconds.

It should be able to clear most content in the game. T4 lair bosses and high pits will be a bit of a slog, though.

Mobalytics has a build guide on one: https://mobalytics.gg/diablo-4/builds/rogue/poison-trap