Diablo 4 Guide – Complete Rogue Skill Tree

Diablo 4 Guide – Complete Rogue Skill Tree

The Rogue is an all-round class, successfully dealing loss of life at each melee and vary. The Rogue’s 23 expertise give attention to poison and imbuement of weapons with different elemental injury sorts.

Rogues wield an array of melee weapons in addition to bows and crossbows.

The Rogue’s most popular expertise improve the assault of melee and ranged weapons, like Heartseeker, Barrage, Speedy Fireplace, and Flurry. To offset their comparatively low HP, the Rogue has a choice of mobility expertise comparable to Blade Shift, and Shadow Step. Missing in space of impact assaults for probably the most half, Rain of Arrows is the go-to for the Rogue.

The Rogue’s full talent tree is listed under, with suggestions marked with an asterisk:

Fundamental Node

Blade Shift (5) *

Lively | Cutthroat | Bodily Injury | Requires Twin Wielded weapons

Fortunate Hit: 35%

Shortly stab your sufferer for [21%] injury and shift, permitting you to maneuver freely by way of enemies for 3 seconds.

Enhanced Blade Shift (1)

Damaging an enemy with Blade Shift grants +5% Motion Velocity whereas Blade Shift is energetic, as much as +20%.

Elementary Blade Shift (1)

Transferring by way of enemies whereas Blade Shift is energetic refreshes its length. After transferring by way of enemies 5 instances, your subsequent Blade Shift will Daze enemies for two seconds.

Main Blade Shift (1)

Whereas Blade Shift is energetic, you acquire 15% to all Non-Bodily Resistances and cut back the length of incoming Management Imparing Results by 20%.

Forceful Arrow (5)

Lively | Marksman | Bodily Injury | Requires a Ranged weapon

Fortunate Hit: 40%

Fireplace a strong arrow at an enemy, dealing [28%] injury. Each third solid makes the enemy Weak for two seconds.

Enhanced Forceful Arrow (1)

Each third solid of Forceful Arrow moreover has a 15% elevated Vital Strike Likelihood.

Elementary Forceful Arrow (1)

Forceful Arrow Knocks Again Non-Elite enemies if they’re Shut. In the event that they collide with one other enemy, each or Knocked Down for 1.5 seconds.

Main Forceful Arrow (1)

Forceful Arrows pierces by way of Weak enemies.

Heartseeker (5) *

Lively | Marksman | Bodily Injury | Requires a Ranged weapon

Fortunate Hit: 50%

Fireplace an arrow that seeks an enemy, dealing [31%] injury and rising your Vital Strike Likelihood in opposition to them by 3% for 4 seconds, as much as 15%.

Enhanced Heartseeker (1)

When Heartseeker Critically Strikes, acquire +8% Assault Velocity for 4 seconds. Double this quantity if the enemy is Weak.

Elementary Heartseeker (1)

Heartseeker additionally will increase the Vital Strike Injury the enemy takes from you by x5% for 4 seconds, as much as x25%.

Main Heartseeker (1)

Heartseeker ricochets to an additonal enemy, dealing 30% of the unique injury.

Invigorating Strike (5)

Lively | Cutthroat | Bodily Injury | Requires Twin Wielded weapons

Fortunate Hit: 50%

Melee assault an enemy, dealing [32%] injury and rising Power Regeneration by 20% for 3 seconds.

Enhanced Invigorating Strike (1)

Damaging a Crowd Managed or Injured enemy with Invigorating Strike will increase its Power Regeneration bonus to 30%.

Elementary Invigorating Strike (1)

Hitting an enemy with Invigorating Strike while you’re under 50% Power makes them Weak for 3 seconds.

Main Invigorating Strike (1)

Invigorating Strike moreover grants 8% Fortunate Hit Likelihood. Hitting a Crowd Managed or Injured enemy will increase this bonus to 16% Fortunate Hit Likelihood.

Puncture (5)

Lively | Marksman | Bodily Injury | Requires Twin Wielded weapons

Fortunate Hit: 35%

Throw blades a brief distance, dealing [29%] injury. Each third solid Slows enemies by 20% for two seconds. Vital Strikes will all the time Sluggish.

Enhanced Puncture (1)

Acquire 2 Power when Puncture damages a Crowd Managed enemy.

Elementary Puncture (1)

Punture now throws 3 blades in a diffusion, every dealing 35% of its Base injury. Hitting an enemy with not less than 2 blades without delay makes them Weak for two seconds.

Main Puncture (1)

Each third solid of Puncture may also ricochet as much as 2 instances. Vital Strikes will all the time ricochet.

Core Node

Barrage (5) *

Lively | Imbueable | Marksman | Bodily Injury | Requires a Ranged weapon

Power Price: 30

Fortunate Hit: 16%

Unleash a barrage of 5 arrows that expands outwards, every dealing [29%] injury. Every arrows has a 20% likelihood to ricochet off an enemy as much as 1 time. Ricochets deal 40% of the arrow’s Base injury.

Enhanced Barrage (1)

Barrage’s ricochet likelihood is elevated to 100% for arrows that injury a Weak enemy or Vital Strike an enemy.

Superior Barrage (1)

Each time a single solid of Barrage ricochets not less than 4 instances, your subsequent solid good points 20% elevated Vital Strike Likelihood.

Improved Barrage (1)

Each third solid of Barrage makes enemies Weak for two seconds.

Flurry (5) *

Lively | Imbueable | Cutthroat | Bodily Injury | Requires Twin Wielded weapons

Power Price: 25

Fortunate Hit: 10%

Unleash a flurry of stabs and slashes, placing enemies in entrance of you 4 instances and dealing [84%] injury to every.

Enhanced Flurry (1)

Every time Flurry damages a Crowd Managed or Weak enemy, you might be Healed for 1% of your Most Life, as much as 12% Most Life per solid.

Superior Flurry (1)

Evading by way of an enemy will trigger your subsequent Flurry to Stun enemies for two.5 seconds.

Improved Flurry (1)

If Flurry hits any Weak enemy it’ll make all enemies hit by that solid Weak for 3 seconds.

Penetrating Shot (5)

Lively | Imbueable | Marksman | Bodily Injury | Requires a Ranged weapon

Power Price: 35

Fortunate Hit: 50%

Fireplace an arrow that pierces by way of all enemies in a line, dealing [98%] injury.

Enhanced Penetrating Shot (1)

Penetrating Shot offers x10% elevated injury per enemy it pierces.

Superior Penetrating Shot (1)

When solid with full Power, Penetrating Shot will Sluggish all enemies hit by 50% for 3 seconds. Elite enemies may also be Knocked Down for 1.5 seconds.

Improved Penetrating Shot (1)

If Penetrating Shot damages not less than 3 enemies, your subsequent Penetrating Shot has a 20% elevated Vital Strike Likelihood.

Speedy Fireplace (5) *

Lively | Imbueable | Marksman | Bodily Injury | Requires a Ranged weapon

Power Price: 25

Fortunate Hit: 20%

Quickly hearth 5 arrows, every dealing [42%] injury.

Enhanced Speedy Fireplace (1)

Every subsequent arrow from Speedy Fireplace has 5% elevated Vital Strike Likelihood, as much as 40% for the eighth arrow.

Superior Speedy Fireplace (1)

Speedy Fireplace offers x30% elevated Vital Strike Injury for 3 seconds after you Evade.

Improved Speedy Fireplace (1)

Acquire 15 Power per solid of Speedy Fireplace when it damages a Weak enemy.

Twisting Blades (5)

Lively | Imbueable | Cutthroat | Bodily Injury | Requires Twin Wielded weapons

Power Price: 30

Fortunate Hit: 33%

Impale an enemy together with your blades, dealing [63%] injury and making them take x8% elevated injury from you whereas impaled. After 1.5 seconds, the blades return to you, piercing enemies for [101%] injury.

Enhanced Twisting Blades (1)

Twisting Blades offers x30% elevated injury when returning.

Superior Twisting Blades (1)

When your Twisting Blades return, your energetic Cooldowns are diminished by 0.1 second per enemy they handed by way of, as much as 2 seconds.

Improved Twisting Blades (1)

Enemies are Dazed whereas impaled with Twisting Blade.

Stutter Step (3)

Passive

Critically Putting an enemy grants +5%/+10%/+15% Motion Velocity for 4 seconds.

Sturdy (3)

Passive

You acquire x4%/x8%/x12% Shut Injury Discount.

Siphoning Strikes (3)

Passive

Heal for 1%/2%/3% of your Most Life while you Critically Strike Shut enemies.

Agility Node

Caltrops (5)

Lively | Entice | Bodily Injury

Fees: 2

Cost Cooldown: 12 seconds

Fortunate Hit: 25%

Leap backwards and throw caltrops on the bottom, dealing [56%] injury and Slowing enemies by [62%] . Lasts 6 seconds.

Enhanced Caltrops (1)

Enemies take x3% elevated injury from you every second they’re in Caltrops.

Methodical Caltrops (1)

Caltrops now deal Chilly injury and Chills enemies for 20% per second.

Disciplined Caltrops (1)

You’ve got 5% Vital Strike Likelihood in opposition to enemies inside your Caltrops. Double this quantity in opposition to Weak enemies.

Sprint (5)

Lively | Imbueable | Cutthroat | Bodily Injury | Requires Twin Wielded weapons

Fees: 2

Cost Cooldown: [9.8] seconds

Fortunate Hit: 25%

Sprint ahead and slash enemies for [52%] injury.

Enhanced Sprint (1)

Enemies broken by Sprint take x15% elevated Vital Strike Injury from you for five seconds.

Methodical Sprint (1)

Dealing injury to Crowd Managed enemies with Sprint reduces its Cost Cooldown by 0.5 seconds, as much as 3 seconds per solid.

Disciplined Sprint (1)

Sprint Slows enemies hit by 30% for 3 seconds. Any enemy already Slowed shall be Dazed for two seconds as a substitute.

Shadow Step (5) *

Lively | Imbueable | Cutthroat | Bodily Injury | Requires Twin Wielded weapons

Cooldown: 9 seconds

Fortunate Hit: 100%

Turn into Unstoppable and shortly transfer by way of the shadows to stab your sufferer from behind for [101%] injury. Acquire +50% elevated Motion Velocity for two seconds afterwards.

Enhanced Shadow Step (1)

Damaging an enemy with Shadow Step will increase your Vital Strike Likelihood in opposition to them by 8% for 3 seconds.

Methodical Shadow Step (1)

Enemies broken by Shadow Step are Surprised for two seconds.

Disciplined Shadow Step (1)

Shadow Step’s Cooldown is diminished by 3 seconds when it damages an enemy you haven’t hit with Shadow Step within the final 4 seconds.

Concussive (3)

Passive

After Knocking Again or Knocking Down an enemy, you acquire +5%/+10%/+15% elevated Vital Strike Likelihood in opposition to them for 3 seconds.

Speedy Gambits (3)

Passive

Your Evade Cooldown is diminished by 0.5 seconds while you Daze an enemy.

Dazed enemies can not assault or use Expertise however are nonetheless capable of transfer.

Trick Assaults (3)

Passive

Fortunate Hit: As much as a 5%/10%/15% likelihood to use a random outfitted Imbuement Talent impact when dealing direct injury.

Rugged (3)

Passive

Acquire x5%/x10%/x15% Injury Discount in opposition to Injury Over Time results.

Reactive Protection (3)

Passive

Acquire x4.5%/x9%/13.5% Injury Discount whereas inflicted with Management Impairing Results.

Weapon Mastery (3)

Passive

Acquire a bonus when attacking primarily based on weapon kind:

  • Daggers: x5%/x10%/x15% elevated injury to Wholesome enemies.
  • Swords: x3%/x6%/x9% elevated injury.
  • Bows: x4%/x8%/x12% elevated injury to Weak enemies.
  • Crossbows: x5%/x10%/x15% elevated Vital Strike Injury.

Subterfuge Node

Concealment (5)

Lively

Cooldown: [16] seconds

Vanishes from sight, gaining a complicated type of Stealth for 4 seconds that won’t be eliminated by taking injury.

Concealment additionally makes you Unstoppable, grants +30% Motion Velocity, and permits you to transfer freely by way of enemies for its length.

Utilizing an assault Talent throughout Concealment will break Concealment.

Enhanced Concealment (1)

You acquire 40 Power while you enter Concealment.

Countering Concealment (1)

The Talent that breaks Concealment will all the time be a assured Vital Strike.

Subverting Concealment (1)

The Talent that breaks Concealment all the time makes enemies Weak for six seconds.

Darkish Shroud (5)

Lively

Cooldown: 20 seconds

Encompass your self with as much as 5 protecting shadows. Acquire [9.6%] Injury Discount per energetic shadow. Every time you’re taking direct injury, that injury is diminished and a shadow is consumed.

Enhanced Darkish Shroud (1)

Darkish Shroud’s shadows have a ten% likelihood to not be consumed.

Countering Darkish Shroud (1)

When you have not less than 4 energetic shadows from Darkish Shroud, acquire 8% Vital Strike Likelihood.

Subverting Darkish Shroud (1)

Every energetic shadow from Darkish Shroud grants you +4% elevated Motion Velocity.

Poison Entice (5)

Lively | Entice | Poison Injury

Cooldown: 10 seconds

Fortunate Hit: 20%

Place a lure that arms after 1.25 seconds. It prompts when an enemy strikes inside vary, making use of [482%] Poisoning injury over 9 seconds to enemies within the space.

You possibly can have 4 armed traps out without delay.

Enhanced Poison Entice (1)

Pọison Entice Knocks Down enemies for 1.5 seconds when it prompts.

Countering Poison Entice (1)

Pọison Entice has a 30% likelihood to reset your Imbuement Talent Cooldowns when activated.

Subverting Poison Entice (1)

You deal 10% elevated Poison Injury to enemies standing inside your Pọison Entice.

Smoke Grenade (5) *

Lively | Grenade

Cooldown: 15 seconds

Throw a smoky concoction at enemies that Dazes them for [5.6] seconds.

Enhanced Smoke Grenade (1)

Enemies affected by Smoke Grenade take x15% elevated injury from you.

Countering Smoke Grenade (1)

Fortunate Hit: Dealing direct injury to enemies affected by Smoke Grenade has as much as a 25% likelihood to cut back its Cooldown by 1 second, or by 3 seconds as a substitute if the enemy is Weak.

Subverting Smoke Grenade (1)

If an enemy is Weak, Slowed, or Chilled then Smoke Grenade will Daze them for 20% longer.

Agile (3)

Passive

Utilizing a Cooldown will increase your Dodge Likelihood by x3%/x6%/x9% for two seconds.

Mending Obscurity (3)

Passive

Whereas Stealthed, you Heal for 1% Most Life per second.

Stealthed characters can’t be immediately focused by enemies. Utilizing an assault or taking injury will immediately take away Stealth.

Exploit (3)

Passive

You deal x6%/x12%/x18% elevated injury to Wholesome and Injured enemies.

Malice (3)

Passive

You deal x3%/x6%/x9% elevated injury to Weak enemies.

Imbuement Node

Chilly Imbuement (5)

Lively

Cooldown: 13 seconds

Imbue your weapons with frigid energies. Your subsequent 2 Imbueable Expertise deal Chilly injury and Chill enemies for [35%] per hit.

Enhanced Chilly Imbuement (1)

Fortunate Hit: Chilly Imbued Expertise have as much as a 30% likelihood to make enemies Weak for 3 seconds.

Blended Chilly Imbuement (1)

Fortunate Hit: Vital Strikes with Chilly Imbued Expertise have as much as a 20% likelihood to immediately Freeze enemies for 3 seconds.

Blended Chilly Imbuement (1)

Chilly Imbued Expertise deal 20% injury to Crowd Managed enemies. Double this bonus in opposition to Frozen enemies.

Poison Imbuement (5) *

Lively | Poison Injury

Cooldown: 13 seconds

Fortunate Hit: 33%

Imbue your weapons with deadly poison. Your subsequent 2 Imbueable Expertise deal Poison injury and apply [140%] of their Base injury as extra Poisoning injury over 5 seconds.

Enhanced Poison Imbuement (1)

Pọison Imbuement’s Poisoning Period is elevated by 1 second.

Blended Poison Imbuement (1)

Vital Strikes with Pọison Imbued Expertise deal 75% elevated Poisoning injury.

Blended Poison Imbuement (1)

Fortunate Hit: Pọison Imbued Expertise have as much as a 30% likelihood to use double the quantity of Poisoning injury over time.

Shadow Imbuement (5)

Lively | Shadow Injury

Cooldown: 13 seconds

Fortunate Hit: 33%

Imbue your weapons with festering shadows. Your subsequent 2 Imbueable Expertise deal Shadow injury and infect enemies for six seconds. Contaminated enemies explode on loss of life, dealing [56%] injury to all surrounding enemies.

If the an infection expires earlier than the enemy dies, it’ll deal [56%] injury to solely that enemy.

Enhanced Shadow Imbuement (1)

You’ve got 15% elevated Vital Strike Likelihood in opposition to Injured enemies contaminated by Shadow Imbuement.

Blended Shadow Imbuement (1)

Shadow Imbuement’s major explosion makes enemies Weak for two seconds.

Blended Shadow Imbuement (1)

Enemies contaminated by Shadow Imbuement take 12% elevated Non-Bodily injury from you for 8 seconds.

Precision Imbuement (3)

Passive

Imbued Expertise acquire +5%/+10%/+15% elevated Vital Strike Likelihood.

Shadow Crash (3)

Passive

Fortunate Hit: Shadow injury has as much as a ten% likelihood to Stun for 0.5/1/1.5 seconds.

Consuming Shadows (3)

Passive

Every time you kill an enemy with Shadow Injury, you generate 10/20/30 Power.

Lethal Venom (3)

Passive

You deal x3%/x6%/x9% elevated Poisoning injury.

Debilitating Toxins (3)

Passive

Poisoned enemies deal 5%/10%/15% much less injury.

Alchemical Benefit (3)

Passive

You acquire +1%/+2%/+3% elevated Assault Velocity for every enemy you’ve Poisoned, as much as +15%.

Frigid Finesse (3)

Passive

You deal x5%/x10%/x15% elevated injury to Chilled enemies. This bonus will increase to x10%/x20%/x30% in opposition to Frozen enemies.

Chilling Weight (3)

Passive

Chilled enemies have their Motion Velocity additional diminished by as much as 10%/20%/30%.

Final Node

Loss of life Entice (1)

Lively | Entice | Shadow Injury

Cooldown: 50 seconds

Fortunate Hit: 4%

Place a lure that arms after 1.25 seconds. It prompts when an enemy strikes inside vary, dealing 250% injury to every enemy within the space.

Prime Loss of life Entice (1)

Enemies are Pulled into Loss of life Entice when it prompts.

Supreme Loss of life Entice (1)

If Loss of life Entice kills an enemy, its Cooldown is diminished by 10 seconds.

Rain of Arrows (1) *

Lively | Imbueable | Marksman | Bodily Injury | Requires a Ranged weapon

Cooldown: 60 seconds

Fortunate Hit: 2%

Arrows rain down over a big space 2 instances, every wave dealing 100% injury.

Prime Rain of Arrows (1)

lmbuement Talent results utilized by Rain of Arrows have 20% elevated efficiency.

Supreme Rain of Arrows (1)

Rain of Arrows’ second wave Knocks Down enemies for 3 seconds.

Shadow Clone (1)

Lively | Bodily Injury

Cooldown: 60 seconds

Your shadow mimicks your actions for 15 seconds.

This Shadow Clone offers 60% of your injury.

Prime Shadow Clone (1)

You might be Unstoppable for five seconds after casting Shadow Clone.

Supreme Shadow Clone (1)

Your Shadow Clone offers a further 20% of your injury.

Innervation (3)

Passive

Fortunate Hit: As much as a ten%/20%/30% likelihood to achieve 8 Power.

Second Wind (3)

Passive

Each 100 Power you spend grants you +5%/+10%/+15% elevated Fortunate Hit Likelihood for five seconds.

Alchemist’s Fortune (3)

Passive

Non-Bodily injury you deal has a +5%/+10%/+15% elevated Fortunate Hit Likelihood.

Entice Mastery (3)

Passive

When Poison Entice or Loss of life Entice prompts, you acquire +4%/+8%/+12% elevated Vital Strike Likelihood in opposition to Weak and Crowd Managed enemies for 4 seconds.

Aftermath (3)

Passive

After utilizing an Final Talent, restore 25/50/75 Power.

Adrenaline Rush (3)

Passive

Whereas transferring, you acquire x5%/x10%/x15% elevated Power Regeneration.

Impetus (3)

Passive

After transferring 15 meters, your subsequent assault offers x7%/x14%/x21% elevated injury.

Haste (3)

Passive

Whereas at or above 50% most Power, acquire +5%/+10%/+15% elevated Motion Velocity. Whereas under 50% most Power, acquire +5%/+10%/+15% elevated Assault Velocity.

Key Passives Node

Momentum (1) *

Passive

Cutthroat Expertise grant a stack of Momentum for 8 seconds in the event that they both:

  • Hit a Surprised, Dazed, or Frozen enemy.
  • Hit any enemy from behind.

Whereas at 3 stacks of Momentum you acquire:

  • 20% elevated Injury Discount
  • 30% elevated Power Regeneration
  • 15% elevated Motion Velocity

Shut Quarters Fight (1)

Passive

Damaging a Shut enemy with Marksman or Cutthroat Expertise every grant a ten% Assault Velocity bonus for 8 seconds.

Whereas each Assault Velocity bonuses are energetic, you deal 20% elevated injury in opposition to Crowd Managed enemies.

Precision (1)

Passive

Vital Strikes with Marksman Expertise grant you Precision. You acquire 4% elevated Vital Strike Injury per stack of Precision, as much as a most of 20%.

Once you attain most Precision, your subsequent Marksman Talent is a assured Vital Strike that offers 40% elevated Vital Strike Injury, then consumes all stacks of Precision.

Victimize (1) *

Passive

Fortunate Hit: Dealing direct injury to a Weak enemy has as much as a 30% likelihood to trigger an explosion, dealing 23% of the unique injury to them and surrounding enemies.

Publicity (1)

Passive

Fortunate Hit: Dealing direct injury to an enemy affected by a Entice Talent has as much as a 25% likelihood to:

  • Cut back the energetic Cooldowns of your Entice Expertise by 20%
  • Drop a cluster of exploding Stun Grenades that deal 40% complete Bodily injury and Stun enemies for 0.50 seconds

That’s each energetic and passive talent within the Rogue talent tree in Diablo 4.


Be the first to comment

Leave a Reply

Your email address will not be published.


*