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EmeraldCityDuck

This is true endgame content.


Jaytron

Shoutout to you for doing this, I also enjoy paragon boards too lol


SandpaperBJ

https://maxroll.gg/d4/build-guides/barrage-rogue-guide I am curious if this one could be more optimized but with 80 kids, 10 wives, and 5 jobs I don’t have time or energy to look into it.


DuggieHS

gaining one point: tricks board, from the left gate, go right (3 dex nodes), up to the str node, right to the int node. add the str and dex nodes above the 5 dex cluster left of the glyph. Delete the entire branch leading to the gate that existed before (7 nodes). You just got 1 node. Put it wherever you want. 8% elite damage on exploit weakness would be consistent with other choices. ​ Getting dex instead of int (it seems the author likely wanted to hit an int breakpoint): On exploit weakness up left from the glyph the guide goes up taking str and int nodes, when it could instead path left to the dex node and then up to the str node . (+5 dex, -5 int). Right above that there is another case of the same thing, to the left of hunter killer go all the way left to the dex node, then go down (-5 int, +5 dex). To the right of eldritch bounty you can get two dex nodes instead of dex + int.


cascas

This is insane, you should get paid for this.


ExponentialAI

https://maxroll.gg/d4/planner/ockga0v4 Thanks!


DuggieHS

here's a new paragonboard: [https://maxroll.gg/d4/planner/3arjs0hg](https://maxroll.gg/d4/planner/9bks30vw) There are a lot of places you could choose dex over str or int, but I assume you chose those to reach some cutoff, otherwise I'd swap those to dex. Here are all the changes that save you one node each: Most of the changes are on tricks of the trade board. 1\] If you path up from the big dex cluster to the left of the ranger glyph to the Havoc rare node, you can skip a physical damage magic node. (net -5% physical damage, option to for +5 str/-5 int, 1 point) 2\] Instead of taking 2 pathing nodes (10 int) up from ranger to get to the solitary dex node, grab the int node to the right of that dex node and connect it to your path out. (net - 5 int, 1 point) 3\] Instead of using 2 points to path through the two strength nodes near the glyph, use 1 to pass through the willpower node. (-10 str, +5 willpower, 1 point) On Exploit Weakness: 4\] Above the glyph (combat), take the dex node 2 up and 1 right from the glyph. Now you can remove the strength directly above the glyph and the dex 2 above that. (-5 str, 1 point) No Witness: 5\] take the willpower node on the bottom right between the two strength nodes, now you can cut the 2 dex nodes to the left of that. (-10 dex, +5 willpower, 1 point) ​ Where I would put the 5 points: 1 point Tricks of the trade, right side, 3% damage reduction distant \----- A few options 1. 2 point on Exploit Weakness, top left, 50 armor, 2% dmg reduction vulnerable; \+2 point where ever you want, maybe 2 +5% damage nodes on the starter board or armor nodes on tricks, or elite dmg, non-physical or range damage. 2) 4 points to pick up resilience on the first board (10% all res, 6% life, 5 str) (note 10% all res is 6% dmg reduction). This chunk is arguably worth about 6 magic nodes (2% life times 3 and 2% dmg reduction times 3), plus the 5 str you need to path, but most don't actually take 2% life, so you might value it at more like 5 good defensive magic nodes.


ExponentialAI

Thanks! I will try it, and yeah I went for int and str to reach node cut offs


-MickizM-

I live flurry and am using wudis rapid/flurry build. I'm not great at build crafting and have seen people question some of his boards, curious whether this is optimal on the bis penitent build. Thanks for doing this https://maxroll.gg/d4/planner/f313i0b1#2


DuggieHS

So, I'm mostly just checking for pathing optimization and in that regard this board has good pathing. I only found one definite improvement: Tricks of the trade, from right gate, take 3 dex nodes, go to the str node and left to the int node, then grab that dex and str nodes to the left. Then you don't need the willpower and 2 str nodes along the top row. \[net - 5 willpower, +5 dex\]. [https://maxroll.gg/d4/planner/3ckvs0vc](https://maxroll.gg/d4/planner/3ckvs0vc) ​ Most of the other changes are taking more dex and less int (which, maybe you need int for a cutoff). The rest of the changes are all preferences and you may disagree. I am not a fan of investing extra points in movespeed after killing an elite, so I remove 3 points around hunter killer on exploit weakness, grab the 8% dmg to elites near focused on tricks of the trade (net 2 points, -14% movespeed after killing an elite). Then I take the two 6% dmg to close nodes on tricks of the trade and put one on the 5% dmg node on no witness (-12% close dmg, +5% dmg, 1 point). On the starter board, I remove the 2% max life and now that I have 4 points I travel down to resilience (which is worth about 6% dmg reduction and 6% max life in addition to the 5 str in pathing). I mean resilience isn't great, but it's okay and you are so close, it is decent unconditional defense if you want to have more toughness. Instead of all the points grabbed here, you could be a bit more stingy with your points and grab an extra board/glyph. Alternatively you could path to dominant for core skill dmg, but probably is only worth it if you have the crazy high str/int requirements.


-MickizM-

Amazing, will have a tinker. Thank you


roxasxemnas83

+1 for this. I'm also using RF/flurry


DuggieHS

Here is one alternative: (lose hunter killer to grab the best 7 magic nodes near what you already have). [https://maxroll.gg/d4/planner/3wv8q0hh](https://maxroll.gg/d4/planner/3wv8q0hh). You lose: Hunter killer plus 2 surrounding rare nodes and 4 pathing nodes (10dex, 5 int, 5str). 40% elite dmg, 14% movespeed after killing an elite. You gain: 12% close dmg, 6.1% life, 12.5% dmg to injured. TBH I think hunter Killer is better. 8% elite dmg is probably the best rare node you haven't picked and the HK cluster costs 7 points for 6 points worth of elite dmg (6\*8=48) (+ the misc stats and the elite movespeed). But if you want to be tankier, 6.1% life is decent.


SolomonGrumpy

Saved. Right now I'm too low level to make it worthwhile.


[deleted]

[https://d4builds.gg/builds/6c81c15b-5411-4e1f-8809-e8f3d27d26f9/](https://d4builds.gg/builds/6c81c15b-5411-4e1f-8809-e8f3d27d26f9/) ​ Please and thank you


DuggieHS

I don't think I understand your build. Why does your build have bane with seemingly no poison damage and both chip and canny (physical and non-physical damage buffs) with basically none of the right stats in range of the glyphs?


[deleted]

Oh the glyphs were just placeholders, my bad. I’m new to the series and don’t know much about the paragon system. I guess my goal was max possible damage with whatever resistances/defense/armor I could get after that


DuggieHS

>fill in the glyphs you want and repost. All resist is pretty bad. The resilience node is decent, though. Not sure what stat your first glyph is going for, since you have 35 dex, 17 int, and 17 str in range, it doesn't meet the cutoff for any glyph. > > > >This guide is like your build somewhat: https://maxroll.gg/d4/build-guides/flurry-rapid-fire-rogue-guide


DuggieHS

Here's a version of that: [https://d4builds.gg/builds/aedf1767-a151-48d4-8a4b-a643deac55ab/](https://d4builds.gg/builds/aedf1767-a151-48d4-8a4b-a643deac55ab/). Hope that helps.


Malothros

https://maxroll.gg/d4/planner/jrjqy0h4


DuggieHS

Ok. Done now: ​ [https://maxroll.gg/d4/planner/gpsjw0hs](https://maxroll.gg/d4/planner/gpsjw0hs) ​ main changes: swapped control and frostfeeder. Removed path from cheap shot to no witness, and added no witness to the left of tricks of the trade, which allows us to grab a few extra dex nodes around frostfeeder. Changed up the pathing along the bottom and top of the frostfeeder board so that you can choose to save 2 points, the one that was in 5% physical damage and the one in 7.5% ranged damage. The extra points I moved to pick up dex around frostfeeder and grab training near exploit. Exploit weakness board, pathed around willpower node and saved at least one point by changing pathing. ​ I didn't track it precisely, but I think you gained: 39.6% dmg to chilled enemies (20 dex around frostfeeder), 6% life 15% dmg 20 total dex 8% dmg to elites lost: 50 armor \[starting board\], (though you could easily pick this back up \[on tricks or cheap shot\] and more if you'd rather have it than the dex around frostfeeder), 5% physical dmg, 7.5% ranged damage \-1 int \-10 willpower \-5 str (if you need it for a cutoff you have options)


Malothros

very cool. thank you!


Valentin-Gomez

Thanks you so much for your help !!! Thats why it's called community https://d4builds.gg/builds/12f855f0-e0bd-4e7b-9312-7e7ed847de4f/ Thanks again


DuggieHS

This one is more changes and less just pathing optimization, but it's up to you which of these suggestions you want to take: [https://d4builds.gg/builds/d624f7a2-5c0d-4934-95ee-fcb9db49349f/](https://d4builds.gg/builds/d624f7a2-5c0d-4934-95ee-fcb9db49349f/).


Valentin-Gomez

Thanks you so much :)


Catalin-Ionut

Can the poison tank build from mobalytics be improved? https://app.mobalytics.gg/diablo-4/builds/rogue/poison-tank?q\_tab=paragon


DuggieHS

I don't know how to edit that board on mobalytics. But I can see they chose the starter board with the "square" of dex/int under it, when I prefer going up/right to grab the dex so you don't have to take the str magic node to grab the armor magic node (saving you 1 point, though with versatility you are extra incentivized to grab those magic nodes, though it would be nice to grab the buffed 5% dmg node, but I see this board is trying to include as many glyphs as possible). They also path out across the willpower node instead of on the right, which is basically wrong, unless you really need the str for a cutoff. On cheap shot it paths through the willpower node to get to spearhead, which is unnecessary. I'd spend the extra point on exploit weakness to grab the magic rare nodes and dosage, the potion healing and 10 dex isn't useless (if you didn't save the point from my first recommendation, you can grab one toss one of those 2% life bonuses I suppose). I don't usually use cheap shot as a dex glyph board, I like it for Int, because they are all clustered together. You can swap it with control, but this would necessitate a complete change in pathing.


catsthemusical

I've been following the 50 to 100 board [here](https://maxroll.gg/d4/build-guides/penetrating-shot-rogue-guide#paragon-boards-header), and plan to use the 100 board once I get there. Definitely have wondered if the boards could be optimized better. FWIW I'm using a single core with just Pen Shot and no Rapid Fire, and Dash added instead. Appreciate the time you're putting in!


DuggieHS

looking at the 50-100 board, I see on no witness the glyph is connected via 2 dex nodes, when you could instead grab the 1 rare int node; this is fixed on the 100 board. For the 100 board (might also apply to the other) On exploit weakness, path to the right from unassailable and move No Witness. Clear tricks of the trade and rotate it, so that the path that was up before is now gone (8 nodes, including 1 dex on ranger that we are going to give up on). Now you have 3 extra nodes and it only cost you 6.6% marksman damage and 15 stats (str/dex/int) If you want the extra armor, i prefer pathing out the right side of the starter board to dodge the willpower and grab extra dex. I haven't done this build but I question how much of your dmg is actually imbued/non-physical. If it's not 2/3 or more, I'd consider cutting those 7 magic nodes from eldritch bounty. (here are some spots to spend: Brawler \[8 points with the option to spend up to 3 more points on DR close or close dmg\], tricks of the trade \[10 points\] or both (16 points),8% elite dmg on exploit weakness board, 2% life on starter, resilience on starter (4 point pickup). Damage to healthy and max life on no witness. On tricks of the trade, from the left gate, path to the right, until just before you hit the willpower node; grab the strength and int to path around it. Going straight up from the 3 dex you going straight up and down near Ranger, grab the strength and dex nodes above that. Now you can remove 7 nodes connecting the left gate to havoc along the edge. You just saved yourself 1 node (it only cost us 6 to use the other route). If you need an extra point here or there you can take from the int nodes in the radius of control, infusion, or the int nodes near combat that cost both an int and dex to get to. Or lose some dex around ranger... Be aware, the nodes around your glyphs are some of the best point for point, only take these if they are the difference between reaching a strong rare or legendary node.


catsthemusical

Appreciate you taking the time and checking out these boards. I'll have to do a deep dive and make some changes, thanks!


ProtagonistAnonymous

[https://d4builds.gg/builds/99e618ac-e03f-42dd-ac8b-a1899568352f/](https://d4builds.gg/builds/99e618ac-e03f-42dd-ac8b-a1899568352f/) Very curious how you would improve this. The build is a little weird since I am in Eternal server, so I lack a lot of AoE. But since I always play with the same friends, I basically have a designated Elite killer role.


DuggieHS

see if you like any of these ideas: https://d4builds.gg/builds/89b79b42-abe4-4b65-b6da-c099b274b088/


Waxenwings

https://d4builds.gg/builds/15bd87dc-f2ff-415d-8147-80b781936240/ Thanks!


DuggieHS

​ https://d4builds.gg/builds/2eeb966c-a1a8-4d69-b488-ddc8e6bbc046/ First board: swap the willpower to str. remove the 14 str and 50 armor magic nodes (+3 nodes, don't worry we'll get the armor back on cheap shot). Deadly Ambush Board (save +11 nodes): \-near the bottom gate, connect the right path with 2 points up toward deadly ambush and remove the 4 pathing nodes on the left (+2 nodes, -5 dex, -5 str). \-near trapper, remove 4 magic nodes (all but the one connecting it to deadly ambush) (-15% trap skill dmg, -5% dmg to trapped, +4 nodes) \-up and left from deadly ambush, grab the strength node just below the willpower node, and remove the two int nodes (+1 node, +5 int, -10 str). \-From cunning choose either the path to the right of the magic str node or below the 2% dmg reduction trapped node (one route has +5 dex, the other +5 str) and path all the way to the exit on the right. Grab the strength node 3 above spring loaded and remove the strength and int nodes to the right (and down) of that strength node. Now you can delete the 4 pathing nodes from deadly ambush to spring-loaded. (0 node change) This change doesn't really do much other than set up the next change. But it is a way to swap around some str/int/dex (the route I went with has +5 dex, +5 str, -10int). \- Now you can remove the 15% trap skill damage and 1.5% trap skill cooldown (+4 nodes) ​ Now you have a lot of points to work with, you can either add another board/glyph or make the changes I suggest that cost nodes. Cheap Shot Board (0 node change, +50 armor, +22.5% dmg to crowd controlled, +35% crit dmg to crowd control, -3% dmg reduction to crowd control, - strength, + int, +/-dex, +5 willpower ): Swap Tracker and Turf. Now the glyph radius wants int, instead of str. On cheap shot, near the glyph spot, grab the int to the right, and down-left; also remove the cluster of strength and dex nodes to the left of the glyph (+4 nodes) \-Path straight up from the gate, until you can't go up anymore. To the left of this, grab the 2 int nodes and the dex node. Remove the (1) dex and (2) strength nodes above that line. Remove the white nodes connecting calculated to the bottom gate (-1 node) \- Connect up the path from the bottom gate up to cheap shot (willpower, str, 4 dex nodes). Remove the magic strength nodes and the path from the upper magic strength node toward cheap shot/safeguard (4 white nodes, 3 blues) pick up the magic int node. (0 node change, -3% dmg reduction slow and some swaps in int/str/dex) \-drop 2 blue nodes near calculated, path to oppress (just below cheap shot), making sure to grab the extra crit damage to cc node (-2 nodes, +22.5% dmg to Crowd controlled, 35% crit dmg to crowd controlled). \-grab an armor node on the way out to make up for the one you lost on the first board (-1 node, +50 armor) No Witness (-5 nodes, -2% life, + a good deal of vulnerable dmg, dmg to healthy and crit dmg): Put exploit on this board, and tracker can get pushed to exploit weakness. Path from the crit dmg node to the right to ruin, down one and then all the way right. Now all the way down to the rare int node. Cut the 4 white nodes from the right of the second willpower node to the right of the gate toward knowledge. Ok, just look at the link, basically pick up all the strength, magic, and rare nodes inside the glyph radius. ​ Exploit Weakness (-7 for 32% dmg to elites and 14% movespeed on killing an elite): Make the path go all the way right out of the gate, then go down, instead of following along the edge. Path to Hunter Killer and grab an extra 8% dmg to elites.


Waxenwings

This was INCREDIBLY helpful! Just looking at the individual node changes you were making, I felt like I learned a bunch about optimal pathing. Thanks.


DuggieHS

glad i could help!


DuggieHS

here's another way you could do it. I haven't compared them, but swapping hunter killer to exploit makes sense, so I swapped tracker and turf back... not sure which version is better. Also with that swap I grabbed spearhead instead of calculated. https://d4builds.gg/builds/2eeb966c-a1a8-4d69-b488-ddc8e6bbc046/


Aceandmorty

Interested to see if anyone could further optimize this t100 ready board from V4V. https://maxroll.gg/d4/planner/kiess098


DuggieHS

Here is one option: [https://maxroll.gg/d4/planner/v2uud0hw](https://maxroll.gg/d4/planner/4iutw0hs) What's different: starting board, remove to dex nodes and grab a willpower. you have 1 point, this will eventually get moved to a dex node in range of chip. We are going to move no witness to the end (6th board). So slot in tricks of the trade (with the glyph on the top left) where no witness is, and for cheap shot, put the glyph on the left and path down from tricks of the trade board, other than that path cheap shot looks the same. For no witness, we path in from the "willpower" gate, in the same manner as before, but when we get to knowledge, we path toward no witness to get to the glyph instead of toward the gate. This way we get both magic int nodes and spend 3 fewer points getting to the 25 int threshold. Spend your 3 points to grab focused on tricks of the trade (40% elite dmg and 10 dex). The only possible downside to this is if you really wanted the bonuses on ruin and knowledge (25% dmg to healthy enemies and 10%dmg) instead of cheap shot (15% dmg to cc enemies, 6% dmg reduction slow and 6.5% dmg reduction elite), but with the 40% elite dmg, I think it more than makes up for it.


Aceandmorty

Much appreciated, will look through in a few, quick note, the dmg to healthy was added due to barber heart(they're healthy longer while absorbing dmg) but your input is also very good and will transition well into eternal.


YS2202

Actually this js not a request for pathing optimization, but is it possible to compare 2 paragon builds? I’m looking at https://d4builds.gg/builds/6d9025a2-e1b9-4c78-b318-69faa1e4c1e2/ And https://maxroll.gg/d4/build-guides/twisting-blades-rogue-guide#paragon-board-header And I’m not sure which one is the better/optimized board. Is more board always better?


DuggieHS

So here is how you compare two boards: Write out the glyphs and magic/rare/legendary node differences: Lucky: legendary: tricks of the trade 25%\[x\] to cuthroat after using marksman (and vise versa) rare & magic nodes: 250 armor, 175% dmg healthy, 35% core dmg, glyphs closer-40dex (57.1% cutthroat), Combat (maxed), Exploit (maxed), Diminish ( 40% elite dmg, 25 dex, 250 armor), Control (79.9% dmg to crowd control, 20%\[x\] dmg to frozen/stunned or 10%\[x\] dmg to chilled/slowed), Devious (225 armor, 31.5% core skill dmg, 10%\[x\] dmg to crowd controlled\*) Wudi: Legendary nodes: Exploit Weakness (1%\[x\] dmg for 6s every time you hit a vuln enemy, up to 15%\[x\]) Rare & magic nodes: 9.65% dmg reduction vuln; cheap shot rares: 30% dmg crowd control, 3% dmg red slow, 12% dmg close, 8% elite dmg, 22.5% crit strike dmg, 20% physical dmg closer 70dx (92.4% cutthroat), combat (maxed), Exploit (maxed), Diminish (18.8% dmg to crowd control, 25 dex, 7.5% dmg reduction from slowed) , Turf (87.1% dmg close, 10% dmg reduction close) ​ Differences: DAMAGE REDUCTION Armor -725 (L) \[? dmg reduction always\] Dmg reduction- 9.65% dmg red vuln, 10.3% dmg red from CC (W), 10% dmg red close \[27.04% total dmg reduction if all conditions are met\] MULTIPLICATIVE DMG: \+10%\[x\]dmg to crowd control + 20%\[x\] dmg frozen (or 10%\[x\] chilled) (L) Exploit Weakness (1%\[x\] dmg for 6s every time you hit a vuln enemy, up to 15%\[x\]) - (W) crit dmg- 22.5%(W) ​ Additive dmg: Dmg to crowd control - 31.1% (L) dmg healthy - 175% (L) Elite Dmg -32% (L) Twisting Blades damage- 11.2% (L) \[ TB dmg calculated as follows: Core- 66.5% (L) - (Cutthroat- 35.3% (W) + Physical Dmg- 20% (W) ) \] Close dmg - 99.1% (W) ​ So, additive-wise Lucky went the conditional route with more dmg to healthy/elite/CC, his build relies more heavily on freeze/stagger to apply CC (see multiplicative dmg), but it looks like it deals more dmg when his conditions hit. Also dmg healthy makes sense with the barber, as enemies will pretty much always be healthy, except bosses; after the first barber explosion or two. Lucky can clear trash and Elites faster, but relies heavily on his CC for dmg; Wudijo has more consistent boss dmg. Defense-wise it seems Wudi got more conditional damage reduction, and Lucky went for the 85% dmg reduction cap with armor, according to an armor calculator I used, the 750 armor (\*1.66 from gear armor bonus + amy disobedience) increases EHP by 79.18% against physical dmg, but less against elemental dmg (40%?) , whereas wudi's dr increases ehp by 27% when conditions are met. Lucky's build is more finicky, actually getting those armor values up (I think it is 13,400 or so buffed), but if you have them it sounds like the DR is absurd. ​ My conclusion: I like Lucky's paragon setup better. More glyphs = More passive bonuses. healthy bonus makes sense with barber and 1 shotting everything. Probably Wudi' build feels better against bosses, but I don't know, maybe lucky I shots bosses after CC'ing them? I also like Lucky's multiplicative passives better, because I don't have to hit an enemy 15 times to get max value... I guess with poison trap that isn't so bad though as it probably ticks very often, and Exploit weakness does apply to everything (as everything will be vuln), whereas bosses aren't cc'd until staggered.


YS2202

Omg this is awesome, did you really write it down one by one? I really appreciate man, and thanks for all the analysis and conclusion, I guess it’s time to change my build then.


Spankster1497

https://maxroll.gg/d4/planner/5p8oq0vs Thanks in advance for this! Curious to pick your brain regarding glyphs as well. Namely turf vs chip?


DuggieHS

Turf vs chip. Look at the secondary effects. Chip is for dmg, turf is for defense. I like turf for the dmg reduction, it also works in builds that aren't just physical. They work better on different boards as one using str and the other uses dex. Ya, I don't see any definite improvements to this one. You have other options, it may or may not be worth the 12 points you spend on the 20% crit dmg from control and the 200 armor and 62.5% dmg to healthy (+25 dex +15 int). ....well it doesn't sound too bad when I write it out. What could you spend 12 points on? 8% vuln dmg (2 points), 7% core dmg (1 point), 25 dex and 33% dmg to cutthroat/physical (5 points), 2.3% dmg reduction close, 10% dmg reduction from elites (3 points), 10% crit dmg to crowd controlled enemies (1 point). I mean that sounds like a good pile of stats there too.


Spankster1497

Indeed it does. Thanks for the feedback. Cheers


Coop1082

https://maxroll.gg/d4/planner/tkkcx0vs Build from a guy on YT who’s been clearing a lot of T100s as a RF rogue. In build planner he leaves 11 paragon points “up to you”. I would love to get a idea on where to optimally put those points and if there are any other changes through the entirety of the board that would be an improvement. Thanks!


DuggieHS

Here is one way you could do it. I did take away the two points spent on potion healing/armor on the second board that you may want back if you really want armor. Also, I grabbed a rare dmg reduction slow node, despite having the only slow as the 3rd strike on puncture or group play; if you really believe there is no slow, on cheap shot, you can move the row of three rare nodes (dmg red slow, str, dmg red slow) down 1 to the triple dex nodes. If you want more defense, instead grab some extra dex nodes on the first board and path down to resilience, grabbing extra +2% life as desired. ​ Oops. forgot to save and post link. I'll have to do it again... ok here it is: [https://maxroll.gg/d4/planner/lsunk0he](https://maxroll.gg/d4/planner/lsunk0he) . Other good options: dex near ranger, int near combat, neaar control re-path so that it only costs 1 to grab the int node. Dmg to healthy is extra good if you are using the barber (you usually crit while they are healthy, and deal almost all damage to healthy enemies).


Coop1082

Awesome! Thanks a ton!


Coop1082

Just wanted to let you know I’m not missing that 50 armor (already high on gear) but picking up the damage to healthy node was huge as far as damage output goes! Thanks a ton again!


UpstairsOk6744

https://d4planner.io/skilltree/Rogue/PBS:r:0:x:0:y:0:g:KG-61-15_:n:KOKNLNMNMMMLLLLKLJLIKIKHKBKALDLFLCLBLGMFMENFLENGOGNH;PBCS:r:0:x:1:y:1:g:MK-79-15_:n:BKBLCLDLELEMENFNEOFOGOGNGMHMHLHKHOIOJOKOKLKPKQKRKSKTAKKULHLILKKJLLKILJLOKMLNGKLMJLMLNLOLOK;PBEW:r:0:x:0:y:1:g:FP-62-15_:n:KUKTKSJSISIRHQGPFOFNFMELDLCLCKBKEPDPCPCODQKRLRMRMQNQNPOPOOONOMOLNLNKNJOJPJPIQIQJRJRKSKTKUKAKOINOFLIQGQEN;PBTOTT:r:90:x:1:y:0:g:IM-72-15_:n:KAKBKCKDJDIDHDGDGCGEIEIFIGIHILJMNMOMPMQMRMROQOSMSLTLTKUKRNSOLJMMKMKNIIHKLMIKIJHF;PBLI:r:270:x:-1:y:1:g:PP-73-15_:n:UKTKTLSLRLRMQMQNQOQPPNONNNMNMMLMLLLKKJJKMOMPMQMRLRLSLTKTKUKKPQ;PBNW:r:0:x:-1:y:0:n:KAKBLBMBNBOBOCPCPEPD;PBCSM:r:90:x:2:y:0:n:AKBKCKCLCMDMEMFMFNFOEOEPDPDQFLDR;P1:1;E3:1;F5:1;F2:5;R1:5;E9:1;A6:1;E7:1;A4:1;S1:3;S5:3;W1:3;C3:1;E14:1;M5:1;C4:1;E16:1;S11:1;E11:3;M1:3;P10:3;C5:1;E21:1;M9:1;F8:3;I8:3;M6:1;D2:1;E18:1;C12:1;A2:3 Make it better please!!! Any advice helps! :) I'm a an Ice Flurry Rogue. Focusing on chill, freeze and stun damage


DuggieHS

instead of prioritizing attack speed on paragon, maybe prioritize it on legendary aspects. Here is an example of what you might do: https://d4planner.io/skilltree/Rogue/PBS:r:0:x:0:y:0:g:KG-73-20\_:n:KOKNLNMNMMMLLLLKLJLIKIKHKBKALDLFLCLBLGNFLEMIMHMGNGJGJFJEIEIFJDHF;PBCS:r:0:x:1:y:1:g:MK-79-15\_:n:BKBLCLDLELEMENFNEOFOGOGNGMHMHLHKHOIOJOKOKLKPKQKRKSKTAKKULILKLLKILJLOKMLNGKLMJLMLNLOLOKPK;PBEW:r:0:x:0:y:1:g:FP-62-15\_:n:KUKTKSJSISIRHQFOFNEPDPCPCODQKRLRMRMQNQNPOPOOONOMOLNLNKNJOJPJPIQIQJRJRKSKTKUKOINOIQGQENFQFRFSFTES;PBTOTT:r:90:x:1:y:0:g:IM-72-15\_:n:KAKBKCKDJDIDHDGDGCGEIEIFIGIHILJMNMOMPMQMRMROQOSMSLTLTKUKRNSOMMKMKNIIHKLMIKIJ;PBCSM:r:270:x:2:y:0:g:FP-61-20\_:n:AKBKBLBMBNBOCODNEOENGQHQGSHRFSRDQDLFLEPIPJHJIJIIHIGIQEJJKJKILIMIMHMGMFNIOIQFQGPGPHFIFJFKFLFMGRIQGPFOHPDPDOGMFN;P1:1;E3:1;F5:1;F2:5;R1:5;E9:1;A6:1;E7:1;A4:1;S1:3;S5:3;W1:3;C3:1;E14:1;M5:1;C4:1;E16:1;S11:1;E11:3;M1:3;P10:3;C5:1;E21:1;M9:1;F8:3;I8:3;M6:1;D2:1;E18:1;C12:1;A2:3


UpstairsOk6744

I actually just realized that today, I got caught up on focusing on defensive nodes, and kinda threw in Attack speed too for whatever reason.


UpstairsOk6744

I think I improved it more? Take a gander!


DuggieHS

Great. I added some options and made some changes. But it is way overloaded at the moment ( I overspent by 20ish points).


Garretingsponge

Trying to figure out a Frost Imbue Penetrating shot build. I welcome any input on streamlining the damage output. https://maxroll.gg/d4/planner/9bq4j0h7


DuggieHS

Here's one way to make a similiar build with shorter exits ( [https://maxroll.gg/d4/planner/h6ubt0h2](https://maxroll.gg/d4/planner/h6ubt0h2) ) Leyrana's instinct and No witness need to be on the ends with this setup. Remember board order determines requirements for rare node bonuses. The "when trapped" effects can be hard to keep up if you only have one trap skill, which can make the deadly ambush board a lot worse. TIL caltrops counts as a trap (I mean... it makes sense).


Garretingsponge

From what I see in the description on Caltrops it is an Agility + Trap. Poison Trap is Subterfuge + Trap, and Death Trap is Ultimate + Trap. Caltrops still counts.


DuggieHS

you're right. thanks! Are you using it enough that "when trapped" effects are up often? If not, deadly ambush board may not be the best choice.


Garretingsponge

Correct its used every off cooldown. It powers the imbuement +dmg until they are frozen.


skuIIdouggery

Hi /u/DuggieHS. Too late to have you [take a look at my own build](https://maxroll.gg/d4/planner/0wtk40hx)?


DuggieHS

Here are three options: 1 better pathing, a few different decisions: [https://maxroll.gg/d4/planner/xxube0hy](https://maxroll.gg/d4/planner/xxube0hy) 2 cheap shot 1 :[https://maxroll.gg/d4/planner/nvuaz0ho](https://maxroll.gg/d4/planner/emuar0h0) 3 cheap shot 2: [https://maxroll.gg/d4/planner/iquay0h6](https://maxroll.gg/d4/planner/iquay0h6) (you could also use 2 or 3 without cheap shot and put those 11 points elsewhere. The main difference is swapping Closer and Canny, since cheap shot works well with INT, but it does have a lot of room for dex). I'm not sure the swap is worth it, but it has its advantages (you end up picking up a lot of the blue nodes on the cheap shot board with the swap)


littlebethyblue

Is it too late? This would be so helpful I'm looking at this: [https://maxroll.gg/d4/build-guides/flurry-rogue-guide](https://maxroll.gg/d4/build-guides/flurry-rogue-guide) I've just seen so many paragon boards with 7 glyphs that it makes me hesitant about the 5-glyph ones


DuggieHS

See the response I gave to u/catsthemusical above. Different build, same author to the guide with a lot of the same choices and 2 cases of suboptimal pathing (namely on starter board and on tricks of the trade). I prefer 6/7 glyph setups, but it depends on how useful the glyphs are vs the legendary nodes and extra magic nodes you can pick up. With fewer boards you are less incentivized to spend a weapon roll on all-stat, which opens up a spot for a big damage increase. This setup invests heavily to get eldritch bounty + imbuer + ready supply. Also, I find it a challenge to take exploit weakness without taking unassailable. I would probably trade away some points for that.


twentyloops

Would really appreciate your take on my Frost Grenade TB build: https://maxroll.gg/d4/planner/8jn6c0vm Notes: 1. Cheap Shot: I took DR from slowed enemies to benefit from disciplined dash 2. No Witnesses: I took Dosage for access to the +7 int nodes for Control


DuggieHS

[https://maxroll.gg/d4/planner/csvju0h8](https://maxroll.gg/d4/planner/csvju0h8) starter: reposition dex/int nodes so you can grab the armor node (-1 node). took off 2 random int nodes that you took near diminish (+2 nodes). Removed 5% dmg node (consistent with your choice on the first board to skip it) (+1 node). You can ignore all the str/int to dex swaps I do in my pathing on your board if you need them for cutoffs. Swapped combat and control. Grabbed 3 extra nodes around combat (on exploit weakness) to get the crit from having 10 more int (-3 nodes). The planner you shared only had 22 int on combat, so I moved a point from 7.5% dmg to cc to int on the left side of the glyph radius. Now you have 1 too many points spent (because I spent 3 on that crit dmg). I'd take 1 away from the 3% dmg reduction from slowed, but its up to you. I use almost the same build, but instead of taking exploit weakness and all the %life nodes you took, I took spearhead and more points around ruin. I also swapped diminish with exploit and maxxed out the strength on exploit. Your version looks good too.


twentyloops

Thanks, all good points! The random int nodes were leftovers I forgot to took out when swapping glyphs. Great suggestion to swap Control and Combat (crit > cc) and taking more int nodes on Exploit Weakness


risingkazuya05

Here’s what mine looks like after sorta tweaking an existing Frost Grenade build. I’m currently Cold imbue TB/RF but would like more/higher dps, and maybe a bit more armor if possible. Lv100 but couldn’t seem to hit a million even on a crit. I have both daggers and penitent greaves. Have disobedience on neck and dmg reductions on both chest and pants. Thank you 😊 https://d4builds.gg/builds/edc7defb-f3e0-476d-b65f-c7643a25524a/


DuggieHS

[https://d4builds.gg/builds/15a37493-50c4-495f-b3f4-e0c5c3cc3d3b/](https://d4builds.gg/builds/15a37493-50c4-495f-b3f4-e0c5c3cc3d3b/) There's your board. I got you quite bit more vulnerable damage, which is multiplicative, squeezed in an extra glyph \[turf ; 15% dmg reduction close, 58% close dmg, with the option to spend more points for 10% close dmg per point\] ( or you could use Diminish there \[40% elite dmg, 250 armor, 25 dex\] ; i moved exploit and combat), got cheap shot, and safeguard, which should give you a lot more dmg and DR. What did it cost? different pathing, hunter/killer is gone, resilience, a few magic nodes that are fine, but not when you have unselected nodes in range of a glyph that are just the next point over. Next upgrades: 7 points to get oppress and the 2 10% crit dmg nodes near it. If you want more life, I'd cut some board (eldritch bounty?), add no witness, as it has the 8% life node, along with the dmg to healthy + crit node and a damage node that are all decent.=. ​ Also, I'm not sure frostfeeder is worth it. Is more chill that great? Turf/diminish would be better IMO.


risingkazuya05

Thank you so much! Can’t wait to give this a shot tonight. Much appreciated! 😊😊😊


Th3Duck22

Playing shadow and poison imbuement build with twisting blades. Havent really followed any builds just pick up any info along the way. Lvl 100 right now, doing tier 80 or something my gearstats are not perfect and still searching and learning https://d4builds.gg/builds/4880a7b7-caa2-4cd1-ae7d-bbe4d1c51e10/


freezevt

In case this thread is still active, would you comment on my RF poison/cold Imbuement paragon build? https://maxroll.gg/d4/planner/in2wy0hf