Dagger 101 – a Rogue Concept

[quote="langeweile"]

Dagger 101
– a Rogue concept –

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Others call it a knife – you call it an art.

 

Motivation
Evaluate and demonstrate the ability of the Rogue to perform in the top-tier league of Strikers, while retaining both their general Rogue identity as well as their superb debuffing abilities, and give Rogue players a framework to craft their own build from.

Constraints
— No multiclassing or hybriding is used, just resources naturally available to the Rogue.
— Material obviously broken or often unavailable is avoided.
— The race is largely left open, although the assumption of a basic optimal choice of Dex +2 is made.
— Any Rogue Tactics (class feature) can be add to this framework.

Framework
— Race: any with Dex +2
Attributes: 20+ Dex, 13+ Str/Cha, 13 Con, 10/10/8 the rest
Skills: Acrobatics, Insight, Intimidate, Perception, Stealth, Thievery (for full power access)
Weapon: Dagger (Subtle in Heroic, Bloodiron in Paragon, Bloodiron & Frost in Epic)
Paragon Path: Daggermaster
Epic Destiny: Deadly Trickster
At-Wills: Deft Strike (for mobility and the restealth and throw trick), Piercing Strike (can be retrained to Ripost Strike / Sly Flourish or Disheartening Strike after getting Deft Blade)
Encounters: at least one Minor Action attack (Low Slash L3 / Tumbling Strike L17), any two control powers (Dazing Strike / Positioning Strike L1, Imperling Strike / Sand in the Eyes L7, Stunning Strike / Tornado Strike L13, Scorpion Strike / Shimmering Blade / Steel Entrapment L23, Dance of Death / Safe Bet / Sheathe the Blade L27, Critical Opportunity (L11 PP), and remember you always can take / keep lower level powers instead
Dailys: Press the Advantage (L1), Bloodbath (L5) / …  / Assassin's Point (L29), Knockout (L9), Deep Dagger Wound (L20 PP)
Utilities: any one (L2), Ugly Finish (L6), Spot Weakness (L10 Skill Power), Meditation of the Blade (L12 PP), Insightful Riposte (L16 Skill Power), Seize the Moment (L22), Epic Trick (L26)
Feats (Heroic): Backstabber, Slaying Action, Weapon Expertise (Light Blades) [L4], Melee Training (Dex), Nimble Blade, Weapon Focus (Light Blades)
Feats (Paragon): Two-Weapon Fighting, Two-Weapon Opening [L12], Deft Blade, Rogue Weapon Mastery, any two other
Feats (Epic): Lasting Frost, Wintertouched, Epic Recovery (or Martial Mastery), Triumphant Attack, any two other
Noteable Equipment: Iron Armbands of Power as affordable; Ring of Giants (L13), War Ring (L16, a second copy by Epic), Ring of Free Time (L29); Gloves of Ice, Siberys Shard of Merciless Cold (two copys), Frozen Whetstones all as affordable by Epic; Dice of Auspicious Fortune (L11), Stone of Earth (L12) for extra rolling precision; any armor; any neck; any other items as affordable

Performance Evaluation

 

General Considerations

— At each check point level both nova and at-will expected damage is calculated.
— Novas are tested against a strong mob with L+4 normalised defenses to represant a sufficently worthy target. The set-up only expects the very minimum of party support and is provided in detail.
— Round to round damage is tested against a somewhat tougher but not out of the ordinary mob with L+2 normalised defenses. Nothing more than CA from flanking or other sources is assumed.

 

Stabbing an Owlbear (Level 4)

Nova
— Set-up: We move adjacent to a mob granting CA and fire away.
— Basic to-hit: +5 Dex +2 level +1 enhancement +4 Dagger +2 CA +1 Expertise = +15
* vs AC 22: 30% miss, 65% hit, 5% crit
* vs NAD 20: 20% miss, 75% hit, 5% crit
Basic damage: +5 Dex +1 enhancement +1 subtle +2 item = +9
* W die: d4 = 2.5 (4 on crit)
* Sneak Attack: 2d8 = 9 (16 on crit)
* Crit bonus damage: 1d6 = 3.5
— Attack Sequence:
* Low Slash (minor): 0.75 * 11.5 + 0.05 * (13 + 3.5 crit) = 9.5
* Piercing Strike (standard): 0.75 * 11.5 + 0.05 * (13 + 3.5 crit) = 9.5
* Piercing Strike (standard, with AP): 0.75 * 11.5 + 0.05 * (13 + 3.5 crit) = 9.5
** Apply Sneak Attack up to two times: 0.09 * 9.5 + 0.76 * (9.5 + 9.5) + 0.14 * (9.5 + 16) = 18.9
* Press the Advantage (should have triggered by now, free): 0.65 * 14 + 0.05 * (17 + 3.5 crit) = 10.1
Total expected damage (average): 57.5
This almost kills a typical tough mob we face at that level.

At-Will
— Basic to-hit: +5 Dex +2 level +1 enhancement +4 Dagger +2 CA +1 Expertise = +15
* vs NAD 18: 10% miss, 85% hit, 5% crit
Basic damage: +5 Dex +1 enhancement +1 subtle +2 item= +9
* W die: d4 = 2.5 (4 on crit)
* Sneak Attack: 2d8 = 9 (16 on crit)
* Crit bonus damage: 1d6 = 3.5
Piercing Strike: 0.85 * (11.5 + 9 SA) + 0.05 (13 + 16 SA + 3.5 crit) = 19 DPR
This usually kills a regular mob we face at that level in three rounds.

 

 

Stabbing a Mindflayer (Level 12)

Nova
Set-up: The Leader / Controller helps us to get adjacent to the mob and the allys in general grant us CA, preferably by application of Dazed to avoid immediate defense powers (drop Low Slash from the sequence if you need to move yourself). Meditation of the Blade was activated for the combat and Spot Weakness (and any other short lived buff) just in time during the round before. Your own tricks, items or similar and the help from allies also ensures that the core power Knockout hits. (The latter also keeps the math at a manageable level.)
— Basic to-hit: +6 Dex +6 level +3 enhancement +4 Dagger +3 CA +1 Expertise = +23 (+22 off-hand +2 Subtle Dagger)
* vs AC 30: 30% miss, 55% hit, 15% crit
* vs NAD 28: 20% miss, 65% hit, 15% crit
Basic damage: +6 Dex +3 enhancement +2 item +2 feat +1 TWF +4 power = +18 (+19 off-hand +2 Subtle Dagger)
* W die: d6 = 3.5 (6 on crit)
* Sneak Attack: 3d8 = 13.5 (24 on crit)
* Crit bonus damage: (2x 3d10 bloodiron) + (0.6 * 22.5 + 0.05 * (25 + 7)) TWO = 48.1
— Attack Sequence:
* Knockout (standard): (0.65 * (25 + 13.5 SA) + 0.15 * (30 + 24 SA + 48.1 crit)) / 0.8 re-rolling miss = 50.4 
* Bloodbath (Coup de Grace, with AP): 24 + 24 SA + 24 (ongoing SA) + 48.1 crit + 21.5 effect = 141.6
* Ugly Finish (triggered, free): All mobs within 5 sq are at -2 to attacks and grant CA (teont).
* Critical Opportunity (triggered, minor): 0.55 * 28.5 + 0.15 * (36 + 48.1 crit) = 28.3
* Low Slash (minor): 0.65 * 21.5 + 0.15 * (24 + 48.1 crit) = 24.8
* Press the Advantage (should have triggered by now, free): 0.55 * 25 + 0.15 * (30 + 48.1 crit) = 25.5
Total expected damage (average): 270.7
This usually kills a typical Elite we face at that level.

At-Will
— Basic to-hit: +6 Dex +6 level +3 enhancement +4 Dagger +3 CA +1 Expertise = +23 (+22 off-hand +2 Subtle Dagger)
* vs AC 28: 20% miss, 65% hit, 15% crit
* vs NAD 26: 10% miss, 75% hit, 15% crit
Basic damage: +6 Dex +3 enhancement +2 item +2 feat +1 TWF = +14 (+15 off-hand +2 Subtle Dagger)
* W die: d4 = 2.5 (4 on crit)
* Sneak Attack: 3d8 Str = 13.5 (24 on crit)
* Crit bonus damage: (2x 3d10 bloodiron) + (0.7 * 17.5 + 0.05 * (19 + 7)) TWO = 46.6
Piercing Strike: 0.75 * (16.5 + 13.5 SA) + 0.15 * (18 + 24 SA + 46.6 crit) = 35.8 DPR
This usually kills a regular mob we face at that level in four rounds.

 

 

Stabbing a God (Level 30)

Dualwielding Frost and Bloodiron
At first these two seem mutually exclusive. But although the investment in both feats and items is significant, both are strong options and can be exploited well enough together. Usually we use the Cold Dagger, while under special circumstances we can exploit both using the Bloodiron Dagger.
— Maintenance:
* Any time TWO triggers due a crit when using Bloodiron.
* Provided by allies who also use Frostcheese.
* Prepared ourselfs to ensure CA next round or open a combo.
— Exploitation:
* Using a Frozen Whetstone (costs a Daily Item usage).
* A few buffs and other none-class sources that employ cold damage.

Nova (Bloodiron Dagger)
— Set-up: We use our superb stealth (gain concealment with items or the like if cover isn't available) to hide somewhat close to our target. We prepare a our Bloodiron Dagger with a Frozen Whetstone and activate Meditation of the Blade. Just before our allies approach the mobs and trigger Initiative, we activate Spot Weakness (and any other short lived buff).
— Basic to-hit: +9 Dex +15 level +6 enhancement +4 Dagger +3 CA +3 Expertise +2 power = +42
* vs AC 48: 25% miss, 60% hit, 15% crit
* vs NAD 46: 15% miss, 70% hit, 15% crit
** special: Due the multitude of other attack bonuses (Insightful Riposte, racial, items, allys), re-rolls (ED L21, items) and debuffs (Triumphant Attack, Coup de Grace) at our disposal we can reasonable assume to hit with every attack. The estimated ratio of normal hits to crits works out to about 80:20.
Basic damage: +9 Dex +6 enhancement +6 item +3 feat +1 TWF +4 power +5 shard +4 gloves +5 cold vul = +43 Frost / +49 Bloodiron Dagger (due Frozen Whetstone)
* W die: d6 = 3.5 (6 on crit)
* Sneak Attack: 5d8 = 22.5 (40 on crit)
* Crit bonus damage: (2x 7d10 bloodiron & war ring) + (3d6 high crit) + (0.8 * 50 + 0.2 * (55 + 35)) TWO = 145.5
— Attack Sequence:
* Seize the Moment (triggered, free): We win initiative (45 minimum before rerolls or any other bonuses) and gain some extra bonuses (already factured in).
** Special: Due our ED L30 feature we can reliably negate any attempt of the mob to mount an out of turn defense or saving throw.
* Tumbling Strike (minor): 0.8 * (59.5 – 5 not-cold-vul-yet) + 0.2 * (62 + 145.5 crit) = 85.1
** Special: We just shifted 10+ sq (ignoring enemies and terrain) before the attack adjacent to the mob. It also grants CA now due being hit by a cold attack, and we got CA on this attack because we were hidden at the start of it. 
* Knockout (standard): 0.8 * (56 + 22.5 SA) + 0.2 * (61 + 40 SA + 145.5 crit) = 112.1
* Assassin's Point (Coup de Grace, with AP): 49 + 2x 40 SA + 2x ((2x 9d10 blood iron & war ring daily) + 3d6 high crit) + (0.8 * 50 + 0.2 * (55 + 35)) TWO = 406
** Special (War Ring, after 1st Milestone): 49 + 2x 40 SA + 2x ((2x 90 blood iron & war ring daily) + 18 high crit) + (0.8 * 50 + 0.2 * (55 + 35)) TWO = 583
* Triumphant Attack (triggered): The mob is -2 to attacks and defenses (teoe).
* Ugly Finish (triggered, free): All mobs within 5 sq are at -2 to attacks and grant CA (teont).
* Epic Recovery (triggered): We regain Tumbling Strike.
* Critical Opportunity (triggered, minor): 0.8 * 59.5 + 0.2 * (67 + 145.5 crit) = 90.1
* Tumbling Strike (minor from Ring of Free Time): 0.8 * 59.5 + 0.2 * (67 + 145.5 crit) = 90.1
** Special: We shift 10+ sq (ignoring enemies and terrain) back to safety.
* Press the Advantage (should have triggered by now, free): 0.8 * 56 + 0.2 * (61 + 145.5 crit) = 86.1
Total expected damage (average): 869.5 (1046.5 after 1st Milestone)
* Epic Trick (and our second War Ring) lets us repeat this nova a second time each day.
This easily kills every Elite in the game and puts even the toughest Solo well into bloodied.

At-Will (Frost Dagger)
— Basic to-hit: +9 Dex +15 level +6 enhancement +4 Dagger +3 CA +3 Expertise = +40
* vs NAD 42 (L30): 5% miss, 80% hit, 15% crit
Basic damage: +9 Dex +6 enhancement +6 item +3 feat +1 TWF +5 shard +4 gloves +5 cold vul = +39
* W die: d4 = 2.5 (4 on crit)
* Sneak Attack: 5d8 = 22.5 (40 on crit)
* Crit bonus damage: (6d6 frost + 12 ring of giants) + (3d4 high crit) + (0.8 * 30 + 0.15 * (33 + 85.5)) TWO = 82.3
Piercing Strike: 0.8 * (44 + 22.5 SA) + 0.15 * (47 + 40 SA + 82.3 crit) = 78.6 DPR
This kills every regular mob in the game in four or less rounds.

 

 

Daggers vs Other Weapons

Comparing Melee Weapon Statistics
* Dagger: +4 +3 CA = +7 / d4 (Nimble Blade)
* Short Sword: +3 +3 CA = +6 / d6 (Nimble Blade)
* Rapier: +3 +3 CA = +6 / d8 (Nimble Blade, Proficiency)
* Longsword: +3 +2 CA = +5 / d8 (Versatile Duellist)
* Bastardsword: +3 +2 CA = +5 / d10 (Versatile Duellist, Proficiency)
Conclusion: We see that each increase in damage die size is paid either with a reduced accuracy or an extra feat. The latter are already in high demand, and the former is crucial for the Rogue, as we rely on high static damage and have compartively little weapon dice.
Furthermore we lose less if we opt for control oriented power with less Ws. And at last the Dagger has the supreme quality of not only allowing us to go Daggermaster, but being the sole choice that can be used as thrown weapon for flexibility and improved targeting capacity.
There are a few builds that employ either Rapier or Bastardsword and an appropriate set of weapon specific feats. While they perform well enough, they won't hold up against a classic Dagger build and are more limited both in combat and in power selection.

Comparing Ranged Weapon Statistics
* Dagger: +4 +3 CA = +7 / d4 (Nimble Blade)
* Shuriken: +3 +3 CA = +6 / d6 (Nimble Blade)
* Sling: +4 +2 CA = +6 / d6, high crit (Deadeye Slinger)
* Hand Crossbow: +3 +2 CA = +5 / d6
* Repeating Crossbow (two-handed): +3 +2 CA = +5 / d8
* Surperior Crossbow (two-handed): +4 +2 CA = +6 / d10 (Proficiency, Speed Loader)
Conclusion: The Surperior Crossbow is the only weapon for Rogues that can compete with the Dagger, although it requires two hands to use. Together with high-W ranged attacks the damage output can turn out higher, but the price is again the inability to go into melee, less control and more problems to gain CA. Some feats and good teamplay can solve that, and all crossbow users can benefit from Harrowing Swarm Student with Cha and the Cload Sniper PP.
The Sling has a niche use with its own powers and Daring Slinger PP dedicated to it, which offer more control than usual ranged builds.

 

 

Rogue Tactics

The Losers
— Cunning Sneaks are very focusd on stealth, and are's good at it. The problem is that Int is a bad choice for Rogues (although we don't need to push it as far as we would Str or Cha). The special power set is also rather weak, and enough of the benefits can be replicated in other ways (Deft Strike, Secret Stride). It's helps a ranged Rogue, but still an avarage choice at best.
— Ruthless Ruffians are broken in a bad way. Except a few rare riders they have nothing to offer a Brutal Scoundrel couldn't do better, and their weapon choice is horrible.

Artful Dodger vs Brutal Scoundrel
— Artful Dodger advantages:
* higher mobility (more flanking, better target selection)
* better control / debuff powers
* more defensive options
* social skills
** some feat replacement for damage (Deft Blade & Sly Flourish) and Athletics (Duelist's Panache)
— Brutal Scoundrel advantages:
* higher damage
** L4: +3.8 dmg / +6.5% nova, +1.8 DPR / +9.5% at-will
** L12: +9 dmg / +3.5% nova, +2.7 DPR / +7.5% at-will
** L30 (with with Brutal Advantage): +40 dmg / +4.5% (+4%) nova, +5.5 DPR / +7% at-will
* Athletics
* better for weapon based MCs
* Light Blade Mastery at Epic (if not a Daggermaster)

Detailed Damage Comparison
We now know the bounds of the damage increase of a BS. The relative difference is lower for novas, because the base damage is already so big, and higher for at-will attacks, because that's the least damage we can throw out.
But so far we have neglected that ADs also recieve a very combat relevant ongoing benefit. Our goal now is to construct a realistic scenario that let's us translate that mobility into damage.

Deriving the Formula

We assume that usually a Rogue gets CA in one way or another. But every so few rounds he is in a position from where he could reach the required CA only by triggering an OA.
The forumla we seek will tell us at how many rounds that break even point occurs.

For (rounds – 1) a BS does (hit-chance) * (Str + SA) over his base damage. In the remaining one round he only does base damage.

An AD can risk to trigger an OA and thus does his (hit-chance) * (SA) extra damage for (rounds). In one round he also gets CA when a BS doesn't, and thus has a 15% increased hit chance.
Now we use (rounds) as measuring stick for how crowded and hard to navigate the combat is. Because we expect that once in (rounds) the BS can reach his target, but only be employing Deft Strike, while an AD can just walk there and use the more precise Piercing Strike. In the worse case the BS's reduced mobility might even force him to attack a secondary target, either to gain CA or for other reasons. Damaging secondary targets is by approximation about half as useful as damaging the primary target. We expect the former to happen twice as often as the latter.
At last we need to introduce a dampening factor, to acknowledge that a +2 Cha bonus will mean we often cannot risky move either, or if we do might still be hit. Experience tells that a +6 Cha bonus on average removes all concerns about being hit by an OA. The scaling is linear due the flat distribution of the d20.

The Formula:
(BS dmg) = (AD dmg)
(rounds – 1) * (to-hit) * (Str + SA) = (rounds – 1) * (to-hit) * (SA) + [(to-hit) * (SA) + 0.15 * (damage) + 2/3 * 0.15 * (damage) + 1/3 * (to-hit) * (damage)] * (Cha / 6)

Simplification: 
(rounds – 1) * (to-hit) * (Str) = [(to-hit) * (SA) + [5/3 * 0.15  + 1/3 * (to-hit)] * (damage)] * (Cha / 6)
(rounds) * (Str) – (Str) = [(SA) + [1/4 * 1/(to-hit) + 1/3] * (damage)] * (Cha / 6)
(rounds) = [(SA) + [1/4 * 1/(to-hit) + 1/3] * (damage)] * (Cha / 6) * 1/(Str) + 1
(rounds) = [ [(SA dice * 5) + [1/4 * 1/(to-hit) + 1/3] * (damage)] * (Cha)] / [6 * (Str)] + 1

Running the Numbers

We just learned:
(rounds) = [ [(SA dice * 5) + [1/4 * 1/(to-hit) + 1/3] * (damage)] * (Cha)] / [6 * (Str)] + 1

If we need to use the AD class feature to increase our mobility every so many (rounds), then ADs and BSs have roughly the same damage output. Relying on the increased mobility even more often, and ADs win, but if we can get by longer without falling back to the mobility option, BSs win.
The to-hit value contained in the formula is of course the average expected value, and the damage is the base damage on a hit, rounded up somewhat to account for extra damage on crits and encounter powers and to somehow integrate other effects like de/buffs into the formula in a meaningful way.

Using the numbers from up the thread we get:
* L4: (rounds) = [ (2*5 + (1/4* 1/0.9 + 1/3)*15) * 2] / [6*2] + 1 = 4.2
* L12: (rounds) = [ (3*5 + (1/4 *  1/0.9 + 1/3)*25) * 3] / [6*3] + 1 = 6
* L30: (rounds) = [ (5*5 + (1/4 * 1/0.95 + 1/3)*60) * 5] / [6*5] + 1 = 11

Some first results, but the formula is still somewhat complicated and we only have somewhat specific results for one character build. To simplify it some more we can assume Str = Cha for the respective builds and average the factor to the damage to 0.6 .
(rounds) = [ (SA dice) * 5 + 0.6 * (damage) ] / 6 + 1

Now that's something simple enough to work with !
Using some numbers from experience we can find a more general expected values for each tier of play.
* Heroic: (rounds) = [2*5 + 0.6*18] / 6 + 1 = 4.5
* Paragon: (rounds) = [3*5 + 0.6*30] / 6 + 1 = 6.5
* Epic: (rounds) = [5*5 + 0.6*45] / 6 + 1 = 9.5

An interesting fact is, that the final formula is completely independent of the actual value of our attribute, as long as it would be the same for both builds. It merely depends on our overall damage output, and becomes more favourable for ADs the higher it gets.
This suggests that due the slower scaling of the Str bonus compared to the base damage, the increased mobility becomes more and more the deciding factor of in-play results.
There's a further consequence, which is very intriguing. The optimal character choice tends to always drift towards an equilibrium. A BS is thus actually better off picking mobility or control options, while an AD should consider higher damage weapons and encounter powers, even if they can't make the full use of some of these options.

You can of course vary the parameters of the formula to your own needs and possibly different table experiences, and you can account for things like non-equal expected attributes due race or build.
If you want to include OA defenses from other sources, simply substract them from the respective Cha bonus. This accounts for the fact that the relative advantage of the AD drops. But also consider that a BS who picks up Defensive Mobility is one feat behind to an AD, who could have picked a damage oriented feat earlier, which hence also needs to be included.
To account for Brutal Advantage at Epic, we can reasonably assume two standard action attacks for one non standard action attack. Thus the Str would recieve a factor of 1.5 that translates into replacing the 6 with a 9 in the denominator in the final forumla, which would bring our values to 7.8 (L30) and 6.8 (general Epic). But again we are one feat behind compared to a similar AD.
In the end most of these variations amount to a zero sum game.

Conclusion: The Brutal Scoundrel only pulls ahead in over-time damage compared to the Artful Dodger, if he can manage to avoid triggering an OA for 5 (Heroic) / 7 (Paragon) / 10 (Epic) rounds, while always attacking his primary target with CA. From experience we know that the avarage combat runs for 6 to 8 rounds, with quick or lucky encounters finishing as fast as 4 and hard encounters often exceeding the 10 rounds mark, with a slight decline in total combat length for higher level play.

Customisation
— Race: Half-Orcs make excellent Brutal Scoundrels and can be built for some particularly good novas (get a cheap Blood Fury Weapon), and Bugbears have the highest sustained damage output. Drows are good Artful Dodgers and have strong control and damage options. The Rogue's thirst for feats, defenses and skills can be well fulfilled by Humans. Halfling are very defensive, and together with Kobolds and Goblins are the kings of mobility, as their small size also lets them walk through spaces of larger mobs.
— Skills: Acrobatics is highly recommended due its usefulness and being a common requirement. All other skills can be chosen by preference and in our build were just selected them to aquire certain utility powers, although Intimidate as prerequesite for Rattling attacks is of particular interest.
— Other Classes: As every class, Rogues can well use MCing to improve their performance. The Fighter for Battlefury Stance (L2) and the Kensai PP is a good choice, as is Ranger for extra Quarry damage, the many non-standard action and multi-attacks and the very stylish Giantslayer PP. But almost every Striker has something to offer for the Rogue, and the Paladin has a strong MC feat to screw with a mob and access to some strong damage boosting powers. Hybriding is possible as well, but you always need to keep your Light Blade / Crossbow requirement in mind.
— Paragon Path: While no other PP is as much a damage powerhouse as the Daggermaster, about all Rogue PPs are solid choices, and all come with a cool flavour. For good damage and particularly more steady damage your best alternative is the Fighter's Kensai or Shock Trooper, and for mobility it's hard to beat the Ranger's Giantslayer.
— Epic Destiny: The Deadly Trickster is probably the most versatile choice available and the only way to nova twice per day, and as such well suited for every Rogue. Alternatives are about any ED that gives a Dex boost, Punisher of the Gods to maximise crits and Eteneral Seeker to cherrypick powers from other classes.
— Encounters: These are your bread and butter choices to get by between novas and at-will spamming. The three minor action attacks are the strongest choice for damage, and all offer good other benefits as well, and can even help to recover your SA damage after a miss. What they lack is some strong control effects, which is a very worthy part of the Rogue, and they neither offer good straight de/buffs, so pick up powers that do.
— Dailys: Your core nova relies on using a high damage attack on your target, which you can guarantee to crit thanks to preparation with Knockout. From allys to yourself taking other classes' powers and even sometimes items, there are a few other ways to do such preparation, and about any high damage main attack you fancy will do. Beyond that it's just piling as many other attacks on the target in one round, but maxing that with Press the Advantage is probably not very necessary. You instead have access to a wide range of devastating control powers and others with encounter long benefits, which all make strong contenders.
— Utilities: Use these to fill any gaps in your build, or if you don't feel you have any, refine it like we did here. You should in particular consider both powers from other classes, as mentioned there, and the huge range of tricks Skill Powers offer (there's even the Skill Power feat to pick up an extra one).
— Feats: The selection of Heroic feats provided up-thread is what all Rogues should get eventually, but everything else is just icing the cake. Your second concern is definately picking up some defensive boosts, of which Toughness / Durable, Paragon / Robust Defenses / Combat Anticipation and Two-Weapon Defense / Parrying Dagger are the most common options. But you can find endless feats to sink into oozing out a bit more damage, too. Also consider MCing, racial feats, Secret Strike, Quick Draw / Improved Initiative / Danger Sense / Surperior Initiative, Critical Ambush to improve your first strike capacity, CA improvements like Distant Advatage / Vicious Advantage / Expert Sneak and anything skill and non-combat related.
— Equipment: For weapons you probably want to stick to the ones discussed, although any featuring Radiant damage has its use if your allys (or you) exploit Divine means of imposing such vulnerability. Again your second concern should be defense, particularly against conditions. Also consider Solitaires to make the most out of your regular crits, and combined with a Belt of Titan Strength you can push your L30 nova as far as 1224.6 expected damage (1270.6 for Brutal Scoundrels), but you'll blow about all your daily activations on that one. As for utility powers, use items to close gaps, refine your favourite points and add improve your non-combat performance. Just remember that you should fill every slot by Paragon and that Wondrous Items like Scabbards can, while often high priced, give you benefits without taking up a valuable slot.

Further Readings
The Art of Striking (by mkill) for strategies how to fulfill the job as Striker well
The Rogue Handbook (by lordduskblade) for further opinions and options, such as racial feats, items, etc
Critical Hits (by AA_Metatron) for a list of ways how to crit and how to abuse them

Feedback, in-play experiences, criticism and suggestion are always welcome.[/quote]