Arrow Storms Rogue Endgame Build Guide
This build guide is currently archived, meaning it's not maintained for the current season. You may still use it and adapt it to your liking!
Welcome to the Arrow Storms Rogue Endgame Guide! This build focuses solely on the two legendary aspects, Arrow Storms and Vengeful, to deal damage. As such, we don't invest into scaling any of our skills and instead only include raw damage multipliers, lots of Attack Speed and Lucky Hit Chance in order to get the most out of these effects.
The best way to play this build early on is to simply spam Puncture as your catalyst for Lucky Hits, meaning we don't even have to manage our Energy. This is assisted by occasional Flurry casts that combined with 3 Combo Points gives us a formidable 45% Attack Speed bonus for 3 seconds. In addition, this build is highly mobile thanks to Improved Flurry, Dash and Shadow Step.
While not relevant early on, there is an even better version of this build that unlocks in the endgame, replacing Flurry with Barrage as your Lucky Hit ability in order to benefit from the higher base damage of Crossbows for your Arrow Storms and various other synergies such as Preparation, Second Wind, No Witnesses and more.
All in all, the Arrow Storms Rogue is a great allrounder and season starter that progresses through the entire game with ease. Let's jump in and see what it's all about!
Requirements for this build
- Arrow Storms
- Vengeful
This build guide assumes you have a Level 60 Character and unlocked Torment 1. To get there, level up with one of our Rogue Leveling Guides. See how this Build compares against others with our various Build Tier Lists.
Season Theme
Season 6 is the Season of Hatred Rising. It features the Zakarum Remnants faction which hunts Realmwalkers, massive behemoths that roam outdoor zones and beckon Mephisto's hellspawn. Participate in these zone events and take down the Realmwalkers to spawn a portal to a Seething Realm. There you can acquire Seething Opals, new consumables that stack with Elixirs for a XP buff and the chance to gather extra rewards when defeating enemies. The types of Opals are:
- Seething Opal of Equipment
- Seething Opal of Gold
- Seething Opal of Materials
- Seething Opal of Torment
- Seething Opal of Socketables
Use these Opals at all times to earn reputation with the Zakarum Remnants faction and unlock further rewards.
Learn more details about the season theme in our full Season Guide.
Skills & Gameplay
- To get started, Puncture is our main attack to trigger Arrow Storms and Vengeful, which is later replaced by Barrage.
- Flurry is a secondary trigger for these aspects and more importantly used to close gaps and grant a 45% attack speed buff with 3 Combo Points. This skill is later replaced by Death Trap to activate No Witnesses, Preparation and more.
- Dark Shroud is on the skill bar until Umbrous aspect is acquired, which automates this effect.
- Caltrops replace Dark Shroud on the skill bar. They apply extra damage taken and Deadly Ambush, which massively buffs our damage while pushing or against bosses. You can follow up with Evade (press it mid-air for a longer jump), Flurry, Dash or Shadow Step to close the gap immediately.
- Smoke Grenade increases damage taken and triggers our Poison effects like Alchemical Advantage and Debilitating Toxins.
- Dash and Shadow Step are our mobility tools and necessary to activate Close Quarters Combat.
- Note that bosses (and Unstoppable elites) take significantly less damage until they are staggered as we are forced to include many conditional damage multipliers such as Retribution, Frigid Finesse and more in order to scale our damage.
Skill Rotation
- Spam Puncture to trigger Arrow Storms and Vengeful.
- Use Flurry once every 3 seconds while in combat.
- Throw Smoke Grenade on elites & bosses on cooldown.
- On tough elites & bosses, activate Caltrops and keep them active for the entire fight.
- Use Dash and Shadow Step to move around.
- With Unstable Elixirs , use your potion as an active cooldown once every 10 seconds.
- Spam Barrage to trigger Arrow Storms and Vengeful.
- Activate Death Trap at least once every 10sec for No Witnesses & Preparation, ideally to pull large packs together.
- Throw Smoke Grenade on elites & bosses on cooldown.
- On tough elites & bosses, activate Caltrops and keep them active for the entire fight.
- Use Dash and Shadow Step to move around and to activate Close Quarters Combat at least once every 8 seconds.
- With Unstable Elixirs , use your potion as an active cooldown once every 10 seconds.
Rogue Specialization
Combo Points - Use Basic Skills to amplify your next Core Skill.
This build starts out with this to gain the Attack Speed buff from Flurry, then switches to Preparation once the Barrage setup is unlocked.
Learn more details and how to unlock this system in our full Rogue Specialization Guide.
Paragon & Glyphs
Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 at level 15 and from 4 to 5 at level 46. Some of them cannot be activated before reaching these thresholds! Progress through The Pit to rank up your Glyphs.
Use the slider to see the progression steps. At around Paragon 200, leveling slows down significantly and all important Rare clusters, Legendary nodes and Glyph sockets should be unlocked. Afterwards, you can min/max your build with minor tweaks and by picking up additional smaller nodes.
Arrow Storms Rogue Endgame Paragon
Some Glyph position swaps, board changes and other pathing adjustments may occur as you unlock your full potential. The setup displayed by default is the final version of the build before spending additional points that do not significantly impact your character's power.
Glyph Leveling Priorities
To Level 15
- Fluidity
- Chip
- Control
- Devious
- Pride
To Level 46
- Fluidity
- Chip
- Control
- Devious
- Pride
There are a total of 328 Paragon Points. After reaching level 60, you gain up to 300 Paragon Levels, 24 from Renown and 4 from Altars of Lilith. Check out our dedicated in-depth guides to learn more about Paragon Boards and Glyphs.
Runes
You can have up to two Runewords in your setup, each consisting of one Ritual and one Invocation Rune. Socket them in Two-Handed Weapons if your build calls for them, otherwise place them into your Armor pieces to replace normal gems. The Arrow Storms Rogue focuses on the following combos:
Best in Slot
- Lith + Wat - Decrepify helps with stagger, defense and allows execute at 10% HP. When combined with Xol in your other runeword it also generates large amounts of offering
- Xol + Yom - Petrify is a powerful crowd conrol, stagger contributor and triggers No Witnesses
- In the lategame version with Barrage, we replace Xol + Wat to go with Tam + Ohm and Que + Mot to gain War Cry and Dark Shroud (replacing Umbrous) for more damage
Alternative choices
As long as you haven't unlocked the final setup or found the top Runes, you can also benefit from these options:
- Cir - Generates offering with Puncture spam
- Xal - For extra defense
- Gar - To reach 100% crit more reliably
- Mot - Generates Dark Shroud without having to rely on Umbrous
Mercenaries
Mercenaries are unlocked during the Vessel of Hatred campaign and assist you in battle. There are 4 separate Mercenaries to choose from, each with their own skill trees and abilities. You can have one hired (permanent) mercenary during solo play and a reinforcement who assists you from time to time in certain situations.
Hired: Raheir
He provides us with extra all resistances and occasionally casts Bastion that gives us near invincibility for a short time. In addition, he prevents us from getting oneshot every 30 seconds thanks to Valiance. Beware that he's not present when playing in groups and make sure you remain resistance capped without him, e.g. by swapping gems, paragon nodes or using incenses.
Reinforcement: Varyana
We choose Earth Breaker for extra crowd controls and stagger.
Learn more about Mercenaries and how they work in our dedicated Mercenaries Overview.
Stat Priorities & Item Progression
To enable the Arrow Storms Rogue to perform optimally, hunt for these stats on your gear with good rolls and aim to Temper ⚒️ & Masterwork Crit ↑ them accordingly. Keep in mind that certain stats, such as Armor, Resistances, Extra Size Tempers, Attack Speed and more, have caps that may affect your priorities according to the items and Paragon points available at that moment.
Recommended Endgame Stat Thresholds
- 100% Chance to Puncture Twice
- 90%+ Critical Strike Chance buffed
- 170%+ Lucky Hit Chance Bonus
- 500%+ Damage vs. Close
- 3,000+ Dexterity
- Armor Capped 1,000
- Resistance Capped 70%
- 10,000+ Life
- 160%+ Movement Speed
- 50%+ Caltrops Duration
Item Progression Goals
Before you dive into the Endgame with the Arrow Storms Rogue, take a look at this overview of the items used in the build. See below for further details about the different progression steps and variants. Some of your Skill Tree choices depend on what Legendary Aspects and Unique items are available to you. Keep in mind that while we can guarantee that everyone has access to the same Codex of Power Aspects, the exact progression is different for everyone.
Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.
Build Variants
This section is designed to guide your Arrow Storms Rogue from a fresh level 60 into the very late endgame using the three variants Starter, Ancestral and Mythic. At the final step, you should be fully decked out with a great all-rounder build. From there, follow the other min/max variants if you want to optimize around certain activities such as Pit Pushing, Speedfarming and more.
If you are fresh in Torment 1 coming from a leveling guide, this is where you begin. Since only some Aspects can be guaranteed from Dungeon unlocks for the Codex of Power, focus on acquiring the additional aspects via gambling with Murmuring Obols.
Gear & Skills
- Early on in your progression, focus on Armor & Resistances to survive. Each Torment difficulty adds a penalty of -250 Armor and -25% all Res and it's recommended to keep both capped (1000 Armor, 70+ Res) at all times. As you unlock higher power gear, masterworking levels and more Paragon points, you naturally scale your character into the higher difficulties and can start replacing some of these rolls with offensive or utility stats.
- Umbrous is an important survivability tool for many Rogue builds. As long as you haven't found it, use either Mot or Dark Shroud on your bar for extra defense.
- As soon as you acquire this aspect, you can replace Dark Shroud on your bar and Stutter Step on the skill tree with Disciplined Caltrops to use as an extra damage boost against elites and bosses. At that point, aim for one Caltrops Duration temper on any of your items to improve the overlap.
- Almost none of the other aspects or tempers really have an impact on your gameplay and mainly provide damage buffs. If you are still missing some, just use whatever you got until you complete the above setup.
- One temper of Elemental Surge - Poison on a weapon helps us to keep Alchemical Advantage active without the need to use Smoke Grenade all the time.
The goal here is to progress through the Torment difficulties as you unlock Ancestrals, Paragon points, all Legendary Aspects, Temper mods and the most important Uniques to pilot this build. Some Legendary Aspects are used temporarily to fill slots that may be replaced with more Unique items later on.
Gear & Skills
- As you upgrade your gear to Ancestrals with more masterworking levels and reach higher paragon, you can focus more and more on replacing Armor & Resistance rolls with better stats, but ensure to stay capped at 1000 Armor and 70%+ Resistances for the difficulty you're currently in.
- Fists of Fate helps us greatly with staggering and taking down bosses in addition to offering a sizable damage bonus. With its high Lucky Hit Bonus we also trigger Arrow Storms much more consistently. Farm this item until you get a good roll of Lucky Hit, Chance to Crowd Control and the unique effect combined.
- Cowl of the Nameless provides extra ranks to Trick Attacks, a powerful damage buff especially in AoE combat. With it in the build you immediately start doing a lot more damage in all situations where you can crowd control enemies, which also widens the gap between AoE damage and boss damage. Whenever you fight high tier bosses with additional monster spawns, try to make use of them by stacking Trick Attacks with Smoke Grenade.
- If you still haven't found Umbrous at this point, invest all your Obols into Helm, Chest or Pants to get it.
This is the final version of the build's progression, including all regular Unique items, Mythic Uniques, Legendary Aspects, Temper mods and Masterworking, leaving you with a great all-rounder build for all content in the game. Additional variants use this as a baseline to optimize around certain activities.
Gear & Skills
- Min/max the setup further for example by adding/removing Armor/Resistances Paragon nodes and putting them into more damage when you can.
- Shroud of False Death is a powerful choice as it adds many small perks from various sources, increasing our damage by 40-50% while adding extra utility and defense.
- Heir of Perdition replaces Cowl of the Nameless. It's a comparable damage increase but unlike its regular counterpart, the mythic works in all situations including single target boss fights. It also comes with a range of great stats for the build.
- At this point you should have the tools required to play the Barrage Version comfortably and in order to scale further you have to switch to that to maximize your damage.
This Speedfarming variant optimizes the build for easy activities like Helltides, Whispers, Nightmare Dungeons and lower Pit Tiers after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
This setup optimizes the build to push the highest possible Tiers in The Pit after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
- When fighting monsters in high tiers of the Pit, remember that after crowd controlling elites for 5 seconds, they become Unstoppable for 8 seconds. This may be the right moment to start kiting them around because your damage done goes way down and they can freely retaliate.
- In high tier boss fights, beware that many of your conditional damage and damage reduction modifiers cannot activate outside of stagger phases. This means they generally deal more damage against you than regular monsters and you have to prioritize dodging the attacks from shadow bosses while you can barely scratch them outside of stagger bursts.
This is an alternative, more powerful way to play the build. Instead of Puncture + Flurry, we focus on Barrage to trigger Arrow Storms + Vengeful and fit in Death Trap on top. The advantages are:
- Higher base damage for each Arrow Storm from Crossbow
- More total Lucky Hits in AoE combat
- Second Wind procs
- Preparation procs
- No Witnesses procs
- Access to more damage aspects/uniques
- Pulling enemies together for better AoE clear
Gear & Skills
- All in all, switching to Barrage ultimately improves the build significantly but it requires extra investment into Energy recovery and to pay some more attention. It's best to wait until you have 8+ ranks to Innervation and 100%+ Lucky Hit Chance Bonus before starting with this version. However, if you have Ring of Starless Skies available or otherwise include extra resource generation or cost reduction, then you can switch way sooner.
- Remember to switch your Specialization to Preparation as we run with Death Trap and have no Basic Skill anymore.
- Close Quarters Combat can now only be activated via Dash & Shadow Step. Hit at least one target with one of these skills every 8 seconds.
- Our Runes setup changes. Now that we use a Core Skill, we can make use of Tam to generate offering, opening up more possibilities.
- Activate Death Trap at least once every 10sec for No Witnesses & Preparation, ideally to pull large packs together.
FAQ & Mechanics
Once a guide is released, many players have questions on why and how we are approaching certain choices. In this section you can find the answers to the questions that have been asked the most.
The build works really well when you decimate everything in seconds, but may get overwhelmed if fights are long against high level monsters. There are several adjustments you can make when you have trouble with more difficult content:
- Check if your Armor & Resists are capped.
- Use defensive consumables.
- Roll Maximum Life instead of offensive stats on as many pieces as possible.
- Kite enemies when they become Unstoppable.
Rogues don't have many sources of Unstoppable but a good way to break out of crowd controls or trigger Tibault's Will is with Shadow Step.
Generally hardcore and softcore share the same builds. Outside of being more prudent in your gameplay, you can also tweak the setup slightly to raise your survivability:
- Focus more on Armor & Resists, making sure that they are always capped especially as you transition into higher torment difficulties.
- Focus more on maximum life rolls, for example replacing DPS stats like main attributes, attack speed, critical strike chance and additive increased damage rolls. Also masterwork life more than normal if no other crucial stats have priority.
- Focus on adding defensive skills, passives and paragon nodes first as you level up.
- Play on a slightly lower difficulty than normal, don't push into difficult territory. As long as you can deal with all enemies swiftly, they can't retaliate.
- Include a source of Unstoppable if possible to get out of crowd controls.
- Use defensive elixirs and incenses instead of offensive ones.
Elixir of Advantage II gives us the most benefit as we really want to maximize both of these stats. Once you reliably cap out at 7 Arrow Storms, you can also go with Elixir of Fortitude II for more survivability.
Mechanics
- Arrow Storms, Vengeful and Iron Rain all count towards the same global cap of 7 active Arrow Storms.
- Arrow Storms deal damage based on the currently held weapon.
- Crossbows are slower than melee weapons with equal DPS, meaning they have a higher damage per hit and thus increase the damage output of Arrow Storms when reaching the cap.
- Dark Shroud stacks damage reduction additively for each active shadow. Due to the additive stacking, each increase in the skill's rank and active shadows boosts your survivability exponentially.
- Shadows have a 1.5 seconds cooldown between losing stacks, but the damage reduction still applies depending on how many are active at all times.
- At maximum stacks, your effective hit points (EHP) scale as follows in these examples:
- Rank 1: 66.6% more EHP
- Rank 5: 92.3% more EHP
- Rank 10: 138.1% more EHP
- Rank 15: 215% more EHP
- Rank 20: 354.5% more EHP
- Rank 31: Invincibility
- Weapon Mastery only works for the damage done by skills using that weapon to attack. This bonus applies twice for dual-wielded attacks as two weapons are used (either 1 + 1 or 2x the same), making it very powerful choice for melee builds.
- This means that secondary effects and procs such as Andariel's Visage, Arrow Storms, Victimize, Elemental Surge and more don't interact with the passive as they don't directly originate from a weapon attack.
- The same applies to Poison Imbuement which only uses the skill's base damage as a starting point for further scaling. This base damage is not affected by Weapon Mastery as the passive's condition (using a specific weapon to attack) is not met.
- While all the exact mechanics are much more nuanced, there are two separate Attack Speed Bonus caps of +100% that apply to all builds for a total potential of +200%. For Rogues, these two caps are distributed in the following way:
Cap 1
- Gear rolls
- Paragon nodes
- Elixirs
- Flurry combo points buff
- Close Quarters Combat (Cutthroat portion)
- Moonrise
- Artillery Shrine
Cap 2
- Close Quarters Combat (Marksman portion)
- Enhanced Heartseeker
- Alchemical Advantage
- Haste
- Accelerating
- High Velocity
- Asheara's Khanjar
Read up more on Attack Speed in our dedicated guide by Ava.
Bosses are immune to Crowd Control (CC) effects and instead take Stagger Damage when hit by one. The amount of stagger damage dealt depends on the type of CC and is proportional to its duration. After being hit by a CC effect, the Boss will temporarily take less Stagger Damage from a CC of the same type.
Effectively, this means that when you're just spamming one type of CC you don't need to spam any more of it than what you need to keep a normal enemy permanently CC-d. To stagger the Boss quickly you need to use as many different types of CC as possible. After the Boss is staggered it gains a certain amount of stacking Stagger Damage Reduction for the rest of the fight:
- After 1st Stagger: 20%
- After 2nd Stagger: 40%
- After 3rd Stagger: 60%
- After 4th Stagger: 90%
Bosses naturally regain 1% of their Stagger HP every second and when that regen is combined with 90% Stagger Damage Reduction it becomes borderline impossible to Stagger the Boss again unless you bring a serious amount of crowd controls.
Video Guide
Coming soon.
Summary
The Arrow Storms Rogue is a super fast, fun to play leveling build that scales very well into the lategame.
- Unlock the two Codex Powers Arrow Storms and Vengeful and start blasting!
- Focus on scaling generic damage modifiers instead of skill-specific effects to boost your damage.
- Crowd control enemies to stay safe and increase your output.
- Gather critical strike chance, attack speed & lucky hit on your gear.
- In the lategame, switch to the Barrage version to go EVEN... FURTHER...BEYOND!
Credits
Written by wudijo