Some general notes on stealth adventurers:
- One thing that's weird about a stealth adventurer compared to most other adventurers -- you don't want to have Beyond the Flesh active with a melee weapon in your TK slot, because the BtF attacks break stealth. So, either you want something else in that slot (usually a gem), or you want BtF off... and since the latter has implications for which stats you're focusing on, you basically want to make that decision near the beginning of your game. (As opposed to waiting to see if you find a weapon with, say, 40+% all-pen on it.)
- Most actions break stealth, so you're generally focusing on instants, passives, sustains, and inscriptions. (Beware: Blink runes break stealth. There may be others, but that's the only non-instant rune/infusion that I've noticed lacking the no_break_stealth tag.)
- Virtually all of your attacks that can crit will do so even in the very beginning of the game. This makes abilities like Raze and Arcane Destruction more useful than normal. (The combination of always critting and leaning heavily on inscriptions suggests that Ogres are likely to be better than normal even without Ogrewielding... especially if running Raze. Drem are also particularly useful because you generally want to squeeze in a bunch of stealth-breaking nukes during Shadow Dance, and Frenzy means you can use each that you have twice.)
- GrayStillPlays took Armor of Shadows partially for the extra passive stealth. If you have a plan that really wants that prodigy for something else, you can get a comparable amount of stealth from Cursed/Predator. The catch is that the Predator category does not give you Hate as a resource and Savage Hunter only triggers if you have Hate. ...so if you want stealth from Predator you'll need to take another Cursed category. Shadows is probably the best option, but I kept on being annoyed at them blocking my shots so I ended up settling on Endless Hunt (Stalk is useful, and I assume Surge is as well).
The second, and perhaps more hilarious, approach that I've identified is using Artillery. For this to work, you need a gun in either of your mainhand or TK slots. Having Rocket Pods turned on means you can continue to dish out damage while running away (though sadly it doesn't include the Awesome Toss behavior of firing every move regardless of move speed). Given that Rocket Pods count as gun attacks, you can use Psytech Gunnery to add a melee attack to them if you have a mindstar in your offhand. Looking for synergies, once Rocket Pods are getting a melee attack I'm personally tempted to add Torture to this for the (now-)ranged AoE burn-based stun; however, if you're going that route you probably want to hold off on taking Torture until you've got your mindstar mastery from Zigur. Also of note: Mechanical Arms do not break stealth, so you can add those to this build (or run them without Artillery, for that matter). One downside of Artillery: Rocket Pods drain a lot of steam; six per turn plus two per rocket fired.
That's what I've come up with so far. What other options are there?