Welcome to my Rogue Absolutely Obliterates Everything build. I'm going to try to keep this as organized as possible. First I'm going to just give all the raw build data, then explain why I chose what I did and suggest (and encourage) alternate ways to go with the build. Fair warning, there won't be many pictures, at least none for flavor text. Sorry.
Active Skills
- Chaotic hex (Scarlet Witch)
- Molecular transport (Mister Sinister)
- Rubble slam
- Pyrotechnic burst (Human Torch)
- Recall overload
- Wrath of Muspelheim (Surtur) (Hell Rides from Robbie Reyes is a suitable non-raid skill alternative for the main skill as it functions nearly the same, though the initial damage is physical instead of energy, and has a 4 second longer cooldown).
- Ragin' Cajun (Gambit)
- Extreme drain
Passive Skills
- Beastial Rage (Beast - Spirit Regen and Crit Chance)
- Demolition (Crossbones - Sig damage and Cooldown)
- Clobberin' Time (Thing - Defense and Damage boost)
Traits
- Total Recall (-5 seconds on Recall Overload)
- Memetic Mutation (+damage and spirit cost reduction)
- Loose Gloves (auto Gloves Off on Recall Overload)
Slotted gear
- (I hate myself for this) Fragment of Twilight.
- X-Treme Bodysuit.
- Cloak of the Reaper
- Skrull Military Uniform.
- Anna Marie's Bomber Jacket
Slotted gear comes with all Durability challenge bonuses. Slots 1 and 5 have Area Damage, while 2-4 have Health
Legendary
The Power Cosmic No exceptions, this is the bread and butter
Relic
Relic of Subterranea Defense
Uru
Relic of Subterranea
The Power Doop
Ring
Medallion
Artifacts
- Gem of the Kursed
- Edge of Infinity
- A.R.M.O.R. M-26 Anti-Reality Grenade
- White Suit Jacket
For blessings, I have them split between 2 Blessings of Volstagg and 2 Blessings of Balder
Catalyst
This is just what I'm currently using, you don't have to use this if you feel like you have something better.
Insignia
Again, this is just what I'm personally using, use what you feel would be better.
Stat box out of combat
Stat box IN combat
Infinity
Individual gem nodes are in order of what I considering importance
- Power - Gem Potency for Sig Damage.
- Reality - Magic Bullets for Crit Damage then Tilt the Odds for Crit Chance.
- Soul - God Among Insects for base health then Strike Through for Brute Damage and Strike True for brute chance.
- Space - Micro Warps for base defense then Red Shift for Area Damage.
- Time - Time Flux for Cooldown on your teleport then Haste for Move Speed and then Temporal Loophole for Attack Speed.
- Mind - Deep Thought for much needed added spirit and then Calculated Efficiency for spirit cost reduction, and then Mind Over Matter for health regen.
Rotation
Your first instinct will probably be to open with Rubble Slam, you would be wrong.
Wrath of Muspelheim/Hell Rides + Ragin Cajun' > Rubble Slam > Channel Pyrotechnic Burst for 2 or 3 seconds > Extreme Drain > Resume channel of Pyrotechic Burst until 20 stacks > Rubble Slam > Dash 4 times > Wrath/Hells OR Chaotic Hex once > Reapply Rajun Cajin' if off cooldown . Recall Overload > Run around until duration is over > Reapply Rajin Cajun (if not cast before Sig) and Extreme Drain, recast Wrath/Hells then spam Chaotic Hex for the next 8 seconds > after 8 seconds rotation starts over.
Open by simultaneously using Rajin Cajun' and Wrath of Musplheim/Hell Rides, THEN jump in with Rubble Slam. Start channeling Pyrotechnic Burst for about 2 or 3 seconds, then use Extreme Drain and quickly resume channeling Pyrotechnic Burst (you have 2 seconds before the stacks fall off after casting). Channel until you hit 20 stacks. DON'T activate Recall Overload yet. First you want to dash 4 times in a row, refilling any lost spirit AND buffing your crit chance by 10%. If your Wrath/Hell has 1 second or less of cooldown left, wait, if not, cast 1 Chaotic Hex, recast Ragin Cajun if you can (don't wait for the cool down) then immediately activate Recall Overload. It's important to keep moving because you'll also be leaving a trail of fiery damage thanks to Pyrotechnic Burst. When Recall Overload ends, your Chaotic Hex will be buffed to max efficiency for 10 seconds (Yes, the buff starts AFTER the Sig ends and it's 5 bolts at 10k damage each). Recast Wrath/Hell (if you can), reapply Ragin Cajun and Extreme Drain and then dash once before you start the Chaotic Hex spam. Spam this until the duration ends. After that the rotation more or less starts over. This sounds way more complicated that it sounds. There are a lot of things to take into consideration in order to really maximize your damage. But once you slip into the rhythm, it's actually quite simple.
Elephant in the room stuff
So this is where I try to pre-emptively address any questions and explain my though process behind this build.
No, I didn't forget about hero synergies. There are way too many build possibilities here. This is quite literally a time where you just pick what you like and go crazy.
First of all, I love this build. There is so much synergy here between the skills and items. It's partially why the rotation is seemingly so complicated. There's a lot of different stats to juggle. This is a very active build, not a hold left click to win build.
Let's talk quickly about how things synergize. At 20 stacks, Pyrotechnic Burst gives you a 20% damage boost for 10 seconds. Everytime you teleport, the midtown signet gives you up to 30% base damage. If you dash 4 times in a row, Beast's passive gives you 10% crit rate. You're getting +4 Fighting from a Cosmic War Skrull medal, which is even MORE crit rate. The Power Cosmic gives you 1500 DR per element AND + 3 to all Stats. The Reality Grenade is giving you Crit and Brute rate and a huge area damage rating. We're also getting damage boosts from Thing's passive and Memetic Mutation. Recall Overload buffs Chaotic Hex. Which in turns increases the crit rate of Rajin Cajun' since it procs for each bolt that hits (5 bolts), which in turns feeds back and increases the damage of Chaotic Hex which already has high base damage for that 10 seconds after Recall Overload ends.
So, why so much defense? The Shield of Perseus is out of the question, without the Power Cosmic, this build loses a lot of it's power. Since this is a melee range AOE build, we need more than just stacks of HP and the medkit shield to protect ourselves. Even with 35k HP, bosses can and will kill you out of nowhere if you don't have some form of damage mitigation. Secondly, the reason we're stacking so much durability on our slotted gear is because it adds an extra 2600 HP as opposed to the 2.5% crit rate. The more health you have, the more health Extreme Drain heals. That skill is basically a second medkit for you.
I don't know what my TTK is, I've never really tested it. All I know is I'm clearing cosmic terminals quite easily and that's good enough for me.
Why not Doop Ectoplasm? Honestly, this could go either way. GoK is pretty much the ONLY item there that I used simply because I didn't know of or have anything better to put here. When I tested it against a Doop Ectoplasm, the clear times really didn't feel any different to me. I'm open to giving it another chance, I don't think I'll ever be "finished" with this build.
I really really wanted to use a Skrull Mighty Hammer for the Slot 1, but when all was said and done, while the damage was more or less the same, the FoT had the edge in survivability, not because of the LoH (because that mechanic doesn't seem to liek this build), but because of the sheer amount of health and auto-ress it had over the Hammer. The only other bit of Rogue's personal uniques that I felt weren't all that useful was the Slot 3. The power duration alone on the Military Uniform makes this an invaluable items. Between all her slots and the medallion I have just about 100% uptime on Ragin Cajun' (need better rolls on some gear).
I personally didn't think an Essence of Jinn was an improvement over her own Slot 5
Sooooooo I think that's everything. This is my first build so be gentle, but feel free to ask any questions. More importantly, feel free to make this build your own. I encourage anyone to take this idea and really improve upon it.