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TOPIC: Groundhog Day

Groundhog Day 2 months 3 weeks ago #13

Can we get a Spirit Pet: Groundhog

lets your re-run any 1 adventure over and over again :P
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Groundhog Day 2 months 3 weeks ago #14

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Feels like I should have I Got You Babe playing in the background at the start of each run.

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Groundhog Day 2 months 3 weeks ago #15

Fizzikx wrote: Can we get a Spirit Pet: Groundhog

lets your re-run any 1 adventure over and over again :P


Or Cursed Spirit Pet: Groundhog
If you would die or take push damage, instead stay in the room and try again with the next party to enter.
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Groundhog Day 2 months 3 weeks ago #16

Iross wrote: Sure, and all it costs you is:
Poor saves and HP
Only getting to attack for top 3-6 damage (spellcasters can deal 200+ as well) up to twice per combat
Less Special Powers than every other class except Fighter
Not able to equip a bunch of tokens other melee and ranged classes get
A "combat support ability" which frequently isn't worth using


If we look at the build in Fred's sig
truedungeon.com/forum?view=topic&catid=569&id=245490#287189

or the build I would plan to run if we didn't have a rogue in the party:
tdcharactercreator.com/#/character/edit/456fa7e9-048e-4514-9860-7621d3a9fe1c

Both builds see durability similar to other classes with 60-70 HP and 20+ saves (my build has more hp and higher save's than fred's), but when you're running 16 times in the same weekend, 15 of those runs will be tweaked to exactly be what you need (ex: drop 2 damage for +6 save if you need it).

Number of combat rounds is going to vary based on party size I think. It's a rare combat where I see more than 2 rounds with a full 10 person group, but double downs can take a little longer. Flank gives 3 rolls in VTD (setup the monk to stun) and in PTD is decent for setting up a crit, so it's really only at round 4+ that the Rogue is middle of the pack for damage and not supporting people.

In the context of how TD functions, if you're running 16 times in a weekend, the treasure from Rouge outweighs basically anything else after the first run. Could be dealing the worst damage in the party and it would still be a top (if not THE top) choice to take.

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Groundhog Day 2 months 3 weeks ago #17

Endgame wrote:

Iross wrote: Sure, and all it costs you is:
Poor saves and HP
Only getting to attack for top 3-6 damage (spellcasters can deal 200+ as well) up to twice per combat
Less Special Powers than every other class except Fighter
Not able to equip a bunch of tokens other melee and ranged classes get
A "combat support ability" which frequently isn't worth using


If we look at the build in Fred's sig
truedungeon.com/forum?view=topic&catid=569&id=245490#287189

or the build I would plan to run if we didn't have a rogue in the party:
tdcharactercreator.com/#/character/edit/456fa7e9-048e-4514-9860-7621d3a9fe1c

Both builds see durability similar to other classes with 60-70 HP and 20+ saves (my build has more hp and higher save's than fred's), but when you're running 16 times in the same weekend, 15 of those runs will be tweaked to exactly be what you need (ex: drop 2 damage for +6 save if you need it).

Number of combat rounds is going to vary based on party size I think. It's a rare combat where I see more than 2 rounds with a full 10 person group, but double downs can take a little longer. Flank gives 3 rolls in VTD (setup the monk to stun) and in PTD is decent for setting up a crit, so it's really only at round 4+ that the Rogue is middle of the pack for damage and not supporting people.

In the context of how TD functions, if you're running 16 times in a weekend, the treasure from Rouge outweighs basically anything else after the first run. Could be dealing the worst damage in the party and it would still be a top (if not THE top) choice to take.


If you take those same tokens and equip them on other classes, they will have higher saves and HP than Rogues do. Rogues have among the lowest base stats in the game. They can be increased with the relevant tokens, but those tokens are not specific to Rogues and are just as helpful to other classes.

Using Flank to set up a crit means that one player is skipping their turn to have another player deal double damage, which is essentially the same as both players just hitting with regular attacks. There are some other benefits like setting up a monk for stun as you mentioned, but there are some other risks as well as well from other players' slides inadvertently interfering with the setup, or the monk just not hitting the 20 while sliding two pucks and trying to hit a specific target, both of which mean you're in a significantly worse position than not using Flank at all as the Rogue skipped their turn for no benefit. I think the only time I've ever used it is when I'm either playing with a group with much weaker characters than me, or when there has been a very good reason to set up a crit from a certain character, e.g. a Paladin against an Evil Outsider, and whenever I've played other classes in PUGs I've never seen any other Rogue players use it (although I'm aware that there are players out there who do regularly use it).

Extra treasure is a nice benefit which is on-theme for Rogue and very nice to have, but it's not the same thing as extra treasure pulls as it's not from the same treasure mix - my understanding is that with very occasional exceptions for things like Skull of Batterak, the Rogue boxes only contain rares and uncommons.

At any rate I don't really want to derail this thread any further, so good luck Dave and I hope your runs come to an end before you do :laugh:
I play Rogue. Occasionally I even play Rogue well.

Current Rogue Build

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Last edit: by Iross.

Groundhog Day 2 months 3 weeks ago #18

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Thank you Paul for a truly memorable Epic Weird run at the end of Sunday. In room 7 we had to fight the evil groundhog that had me caught in a temporal loop. We were told that the source of the Groundhog's power was in his shadow, which we couldn't see. Enter Scroll: Light, which allowed us to see his shadow. We focused our attack on the shadow. We eventually learned that physical attacks couldn't hurt the shadow, so we had to split our party with spellcasters on the shadow while others attacked the Groundhog. The shadow went down first, but that didn't end the combat.

Then the Groundhog hit my elf wizard with a 30pt damage attack (I was down to 6hp thanks to MEC). I was wearing Shadowskin, but allowed myself to die hoping that would break the temporal loop. All it did was reset it with a refreshed Groundhog. The cleric used resurrection on me and then we piled on the Groundhog until it was defeated once and for all. Super fun!

I woke up this morning and was no longer on the Silver Ship. Yay! Temporal loop and 16 really fun dungeon adventures are behind me. Thanks True Dungeon! And special thanks to all the volunteers that make it happen! Now, it's back to stalking my mailbox waiting for treasure.

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Groundhog Day 2 months 3 weeks ago #19

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Honestly I'm just glad they resurrected you before the intro video ended.

(I was fully prepared to start the run over with emergency images & slight puzzle variations XD)

Semper Gumby, Always flexible.

Sartre sits in in a coffee shop and asks for a coffee without cream. The barista apologizes “Sorry, we don't have any cream. Can I offer you a coffee without milk instead?”

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Last edit: by Picc.
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