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Diablo 4 Death Trap Rogue Endgame Build Guide
来自 Jezartroz
[Last Updated]:
2024/07/15
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Discontinued Build Guide
This is a discontinued build guide from a past season. To see all current Rogue builds, check out the guide below.
Best Rogue Builds in Season 5
The Death Trap Rogue is a build focusing on Traps, Crowd Control, and cooldown reduction. What the demons can't catch, they can't kill - that's the overarching philosophy of this build. Between Slowing with , knocking enemies down into a bruital DoT with , and spamming over and over with the cooldown reduction provided by , this build is both mechanically satisfying and incredibly fun. You'll be leaping into the fray, daggers flying, taunting enemies while they're helplessly yanked to and fro with knockbacks and pulls - because what's more satisfying than 100-to-1 odds and coming out without a scratch?
This build is excellent for open-world farming and Nightmare Dungeons. While a pure Twisting Blades build may be the best for pushing cutting edge Nightmare Dungeons, this variant will certainly prove to be no slouch either!
Death Trap Rogue Overview in Diablo 4
While the leveling version of this build focused on a Ranged approach, it was noted that the skills chosen were suboptimal for the end game process. Swapping out Ranged abilities for the incredibly powerful transforms this build from a casual leveling romp into a room clearing powerhouse, shredding everything in your path.
The class fantasy of this build was imagined as a love letter to Diablo II's Trapsin build, with different eras of Diablo Rogue mixed in. The nature of traps requires that you get up close and personal, but their powerful crowd control capabilities coupled with , quite possibly one of the most powerful movement abilities in the game, allow for you to vault away then leap into the fray quickly à la Diablo III's Demon Hunter.
With the adjustments to better focus on clear speed and cooldown reduction, this build certainly isn't a slouch - it's able to more than hold its own in both Single Target and AoE situations. It also scratches the itch of old and beloved classes from every era of Diablo: whether you remember the original ranged Rogue in Diablo, the Assassin in Diablo II, or the Demon Hunter in Diablo III, you'll find flavors of them all within the Death Trap Rogue, making for a fun, powerful, and satisfying trip down memory lane while also walking into the bright (or should we say dark?) new future of Diablo 4.
Death Trap Rogue in action.
Any good ARPG player knows that the most important affix they can possibly build is speed. Whether that means the time it takes to travel through a Nightmare dungeon for a clear or the time it takes for a skill to come off cooldown, the faster you can clear content, the more loot you'll obtain. Couple that with a flashy Ultimate that has the power to suck enemies into its vortex of death and you've got a fun - and powerful - build on your hands.
Whether you're debuffing enemies with Vulnerability, Slow, and Knockdowns or simply deleting them from existence with Critical Hits and Lucky Hits, you'll be seeing nothing but damage numbers scrolling up your screen with this incredibly fun build - well, that and the trail of loot and demon bodies behind you. allows for massive pack clear while and coupled with Preparation let you cast it again and again. Add in and for mobility, and you've got a deadly assassin on your hands able to wipe out demon armies and bosses alike!
Anticipated PTR Changes for Death Trap Rogue
With the upcoming Patch 1.4.0, Diablo 4's first PTR allowed for testing of new systems, Aspects, and mechanics, and gave us a sneak peek of how Death Trap will look heading into Season 4. Overall, due to the massive Itemization changes being made to the base system in the game, all specs - not just Death Trap - will be adjusting their BiS recommendations to accommodate the changes in affixes, Tempering, and Masterworking.
Aside from Itemization changes, which cover by far the majority of expected changes to the build, Death Trap inadvertently received quite a lot of potential changes heading into Season 4. While the buff to Preparation is very welcome, the far more interesting concept comes from the buffs to Grenade skills and Aspects across the board. A true Trap build has been difficult to justify until now due to the flat damage nature of previous Grenade damage, but with changes taking place in Patch 1.4.0, many of those issues may be alleviated - and this leaves a whole new world of exploration open to us in terms of Aspects, Skills, and rotation.
Overall, Death Trap Rogues will likely see entirely new iterations of their build in Season 4, with a much larger Trap flavor and influence.
Strengths and Weaknesses for Death Trap Rogue
The Death Trap Rogue finds itself in a bit of a unique niche - unlike many Rogue builds which forgo Ultimate abilities altogether and feature Imbuements, Death Trap Rogue does the exact opposite, putting its eggs squarely in the basket with no Imbuements to speak of. While different, that doesn't mean bad - this build is quite competitive and can certainly hold its own in Nightmare dungeon runs.
With incredible speed - both physical movement and clear alike - your time never feels wasted with this build, unlike other builds that may take more time to reach their potential. Cooldown Reduction for this build is also unmatched, meaning you're hitting your buttons far more often and not just spamming a Basic ability as filler. It also just
feels
good - while some builds can feel clunky and awkward, the flow of into and vice-versa rarely feels unsatisfying.
That's not to say Death Trap Rogue is perfect - far from it. With so much focus on , CDR not triggering when you need it can make you feel like you're moving at a snails pace, weakly batting at enemies as they attempt to eat your face. Positionally, this can also be a challenging build, since requires spatial awareness to maximize the CDR from returning blades. Not only that, but being in Melee range comes with Melee problems, namely the fact that it's much easier for an enemy to inflict damage that a Ranged player could avoid.
Strengths
Weaknesses
Death Trap Rogue Skills in Diablo 4
The Death Trap Rogue aims to deal the brunt of its damage with while also chain-casting as much as possible. Cooldown Reduction is a key concept for the build - the more you can reset your cooldowns, the more comes into play!
Using our Aspects, our uptime on Vulnerability will be close to permanent. As such, it's far less important to have skills that inflict this debuff, and more important to focus on Trap skills and Critical Strike - these will both trigger our Vulnerability applications as well as multiply our overall damage.
In terms of defensiveness, the Death Trap Rogue endgame build swapped out an Imbuement for - a critical method of movement, debuffing, and Crowd Control mitigation. is a controversial choice as a secondary movement ability; however, the extra Critical Strike Chance and the fact that as a Trap we can use this as an extra layer of Vulnerability application makes this a powerful, balanced choice.
Rogue Skills Overview
Death Trap Rogue Skill Tree
The Standard Endgame Build for Death Trap Rogue is the build you'll be using most of the time for a wide variety of content -- Tree of Whispers, Helltides, dungeons, and most other normal activities.
Death Trap Rogue Rotation
Due to the nature of Cooldown Reduction and 's interactions with Preparation, our Specialization choice, Death Trap Rogues have less of a rotation and more of a priority list for their abilities - that priority being "if it's off cooldown, use it".
is our primary skill, dealing both a large amount of damage and serving as the primary vehicle to reset . , in turn, can reset the cooldowns on all of our other skills - leading to a satisfying feedback loop with a large amount of actions per minute compared to other builds.
The biggest thing to remember about this build is that if your skills aren't being used, they're being wasted - we'll be resetting cooldowns often, and if an ability was already reset and ready to be used, we've effectively lost damage and utility by missing a cast.
- We'll be using during times where everything is on cooldown and your energy is low enough that you can't cast - so realistically, not often! That being said, it's still important to use as a filler ability: try not to use it more than once or twice in a row when possible.
- Our primary ability, will be used as much as possible - cast this whenever your other skills are on cooldown. Providing a serious single target damage source on Elites and Bosses, also acts as a key method of Cooldown Reduction. Positioning is key with this ability - you'll want to pair it with movement abilities when possible to reposition and strike as many enemies as possible with the returning blades. Not worrying about positioning turns an incredible build into a just mediocre one.
- Our primary movement ability, provides both a source of Crowd Control with its stun, an incredible movement speed boost,
and
is the only native ability possessed by Rogues to apply Unstoppable - it's incredible how much value you get out of just three points total. Use this in tandem with frequently to better reposition blade returns, but don't forget to use it to break out of Crowd Control in a pinch.
- The first of our two utility skills, serves as a vehicle for both movement and debuffing. While the Trap tag means it can help us trigger Vulnerability through , also provides a valuable source of extra Damage and Critical Strike Chance. Use this to reposition and debuff, keeping in mind that you'll have two charges. Using it before is also recommended, as can bring you back into melee range, while is harder to angle.
- Our second utility trap, functions much in the same ways as without the movement aspect. Dealing not-insignificant damage, knocking enemies down, and triggering Vulnerability are all part of the extremely important services provides. Using it in combination with - pulling enemies in first, knocking them down second - is an incredibly strong combination - whatever didn't kill, the ticking poison DoT will soon finish off.
- Our Ultimate ability acts as the perfect compliment to - pulling everything straight into the blender that is your blades. should be used on cooldown as much as possible, since we're focused on reducing the length of time this ability is unusable - it will in turn reset your other abilities, allowing for more of the same combinations above.
Death Trap Rogue Active Skills
This section describes the Active skills you'll be taking for this build, along with any modifiers.
Invigorating Strike
(1/5)
Basic
Modifiers:
fills our Basic Skill slot and functions as our filler skill. While it will be rare that everything is on cooldown at once and you're out of energy, you don't want to be caught without a single useable skill - and not only does it provide Energy regeneration to us, it also grants additional Lucky Hit chance when striking a Crowd Controlled or Injured enemy, which dovetails nicely with , our Keystone Passive.
The energy regeneration and additional Lucky Hit chance compliment our build the best; we don't really need the extra Vulnerable chance, as our Aspects take care of that uptime for us. Lucky Hit will allow us to trigger our Keystone Passive more often, while energy regeneration gets us back to casting faster.
Twisting Blades
(5/5)
Core
Modifiers:
is our primary damage dealer in conjunction with . While theoretically any skill could be used with , enables this build to spam-cast our traps - no other Core Skill does this. The cooldown reduction is a keystone for this build as much as its namesake is.
We take as the most important modifier, for obvious reasons - without this, the skill doesn't provide the necessary cooldown reduction at all. , on the other hand, allows us to deal actually devastating single target damage to bosses and enemy packs alike - especially when it critically strikes a vulnerable enemy.
Shadow Step
(1/5)
Agility
Modifiers:
Quite possibly one of the most powerful movement abilities in the game, is key for our positioning, and as such functions as a key component of our cooldown reduction. Adding defensive layers with Unstoppable and movement speed on top of a way to instantly move to an enemy's location, we'd be significantly weaker without the utility this movement skill provides.
is excellent for our build, seeing as we'll want more critical strike chance wherever possible. , while not as critical, adds an extra layer of crowd control to the build, meaning the perils of melee are mitigated - especially when facing hard-hitting monsters.
Caltrops
(1/5)
Agility
Modifiers:
Another movement based utility skill, serves an important function of adding another way to trigger abilities that hinge on Trap-based skills. While the movement portion of the ability is lackluster compared to some other options, it is still useful for repositioning when needed - particularly to move yourself out of a cluster of enemies.
and are solid choices for this skill, adding both flat damage as well as increased critical strike chance. Much like , when we're affected by , the crit chance rises - meaning you can increase critical strike chance against both singular enemies as well as groups caught in the area of 's effect.
Poison Trap
(1/5)
Subterfuge
Modifiers:
Another Trap that provides utility, may not be a movement skill, but it serves both damage and crowd control purposes. Combined with our other Traps preventing enemies from leaving the damaging poison, this skill isn't a slouch at all.
is the only modifier we really need - we'll want the knockdown to both boost the time enemies remain in the pool, as well as helping ensure that can maximize hits. Enemies can't run away if they're flat on the floor!
Death Trap
(1/1)
Ultimate
Modifiers:
The namesake of the build, is our very flashy Ultimate ability. Designed to wipe out entire packs in one cast, it is very efficient - you'll watch enemies spit out gold like a slot machine from the center of one of your triggered traps. Coupled with our Specialization choice, this doubles as a full reset of our skills - meaning we can double or triple our damage in the same amount of time.
While we don't exactly have a slew of choices for modifiers, the ones we're given dovetail perfectly with the build - both are worth the points. Cooldown reduction is a cornerstone of what we're hoping for, and drawing enemies into a nice, tight cluster lets and wreak havoc.
Death Trap Rogue Passive Skills
Passive skills are important for tying a build together, as well as building on the synergies for the Death Trap Rogue build.
Sturdy
(3/3)
Core
With fewer innate defensives than other classes, Rogues need all the help they can get - and is exactly that help. While it's extremely useful, you'll want to focus on damage based active skills first, since the best defense is, in fact, a good offense. They can't hit you if they're dead.
Siphoning Strikes
(3/3)
Core
With a build that focuses on critical strikes, along with having us get up close and personal with our foes, can provide a much-needed defensive layer. We'll be healing almost constantly, reducing the spikiness of being hit while within a large pack, as well as reducing the need to slam a healing potion. even brings enemies closer to us to make sure that they're within the range to make this trigger - how considerate!
Stutter Step
(3/3)
Core
Remember how we said that Speed is one of the strongest stats in the game? Let's get more of it! We'll be critically striking constantly, so this is a no-brainer; we'll have enormous uptime on this movement speed bonus, which lets us get where we're going at a much faster pace.
Weapon Mastery
(3/3)
Agility
provides bonuses to equipped Weapon types on top of their inherent traits. For us, this means that
Swords
and
Crossbows
will be ideal, however the most important thing is maximizing your weapon power - if you have a massive Melee weapon upgrade in your bags, but it happens to be a Dagger, use it!
Rugged
(1/3)
Agility
Especially at higher levels, being in Melee range is perilous - you're surrounded on all sides, being pummeled by enemies, and all of their abilities are hitting you at once. In particular, it can be hard to see damage over time ground effects underneath all the bodies - so will help mitigate that damage before you even have to worry about it.
Concussive
(3/3)
Agility
A passive that augments what we're already good at, plays with the knockdown synergy of the modifier we take.
More critical strike chance means more damage - and more damage means more dead enemies. Rinse, repeat, reap the rewards.
Exploit
(3/3)
Subterfuge
is a great damage bonus for us at the third rank, with a large increase against Healthy (high health) and Injured (low health) enemies. It allows for huge burst damage at times when it matters most - before enemies know you're there, and just before their death, when they generally become the most dangerous.
Malice
(3/3)
Subterfuge
Another great damage boost, is something we'll want to utilize due to our build focus on Vulnerability. When almost everything you'll be hitting is debuffed, this is basically a flat damage boost!
Deadly Venom
(1/3)
Imbuement
While the slight boost to poison damage is nice, it's certainly not what we're looking for here - we're only putting one point into this passive to get to the real prize that it's blocking.
Alchemical Advantage
(3/3)
Imbuement
Attack Speed is a huge bonus for this build, since can benefit massively from it. When we'll be poisoning huge packs of enemies by combining and , it makes for an excellent uptime on the maximum buff value for our build.
Innervation
(3/3)
Ultimate
squeezes more Energy regen into our build, which is sorely needed. We'll want to keep casting as often as possible, so any bit of regen helps - and we'll be getting Lucky Hits fairly often, so we'll see good return on investment for these points.
Trap Mastery
(3/3)
Ultimate
With a build focusing on Vulnerability and Crowd Control while also using Traps, this passive skill is a no brainer. Increasing our Critical Strike chance against our two most common debuffs is a simple, elegant way to deal absolutely massive damage to hit them while they're down.
Adrenaline Rush
(1/3)
Ultimate
Another piece of our Energy regen gains, grants us increased base regen rate while moving. We'll be moving a lot - after all, Speed is super - so this comes in very handy.
Haste
(3/3)
Ultimate
No matter what we do, this passive benefits us - at high energy levels, we'll move faster to get from pack to pack and location to location; at low energy levels, you're clearly in combat, so our attack speed rises. Whether it's fleet footwork or flashing steel, speed is king.
Exposure
(1/1)
Keystone Passive
This Key Passive was absolutely made for this build - not only are we getting a free cast of Stun Grenades (meaning there's no need to allocate points into ), but we're getting cooldown reduction on our Trap skills. This means is going to be seeing a lot more use - and a lot more carnage!
Death Trap Rogue Specialization Selections
The Death Trap Rogue faces an interesting choice when it comes to their Specialization Class Mechanic. Out of three options, only two are technically viable - Inner Sight and Preparation. While Combo Points can be incredibly powerful, they are just outclassed and outgunned by the other options for this particular build.
Our preferred choice is Preparation due to the additional Cooldown Reduction and and the ability to reset other cooldowns via using our Ultimate. However, the argument can be made for Inner Sight as well - if you're truly starved for energy to the point that you find yourself not able to use anything but past one or two strikes, consider swapping to see how it feels.
For more information about Specialization, please see our guide:
Rogue Specialization Guide
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