![]() ![]() If you want hybrid, you can also try shadowblade style with Dex/Int investment so you can get Thunder Jump because that skill is hands down the best gap-closer/opener for melees, period. Perception also boosts ranged attack accuracy as well as your starting AP. If you want to put points elsewhere just give your pyromancer Burn my eyes and have lots of perception pots handy. Having completed the game once, I recommend you having at least one person in your team with high Perception, because yes, it is quite important for some side quests. If I delay his turn, he can get a decent kill with just Fast track + backstab. With gears on, his movement right now is 4.90, meaning for 1 AP he can move 4.90 m, so he has no problem backstabbing people. Right now with 12 Dex/ 11 Speed/ 9 Perception he starts with 12 AP and gains 9 AP per turn. Outside of combat, Winged feet also allows you to breeze through trap surface like lava and poison.įor example, I'm building Wolfgraff into a pure rogue. Let your enchanter/warrior (like Jahan) open with disabling skills (stun, freeze, knock down.). Fast track increase your movement and APs per turn, while Winged feet carries you safely across surfaces created by mages, especially if you have a magic-heavy team. Cloak and dagger is another mobility skill that let you teleport to safety if things go south and your steal is on cooldown. They cost 4 APs combined and are good openers for rogue because you generally want to wait until the enemies get close to you to save APs. Pick up Fast track and Winged feet as soon as you can. Another thing you should keep in mind is that Adept and Master skills have level requirements, so bumping your Scoundrel to level 4 before lvl 12 is a waste. ![]() And yes, investment in dual-wield is critical for the penalty reduction and AP save. Dex does not boost damage, just chance to hit and chance of applying status effect of your skills so there's no reason to focus on Dex above all else. With enough speed you can relocate behind an enemy with only 1 AP, with haste I can move on foot across the battlefield in 3 - 5 AP. I cannot stress the importance of Speed enough on a classic rogue build. Therefore, if you want a pure rogue build and save your talent point for other options like defence/crafting/personalities, spread your ability points between Dex and Speed. Starting AP is decide by Speed + Perception while only Speed can improve AP per turn. Constitution only increase maximum AP allowed, not AP per turn or starting AP. It is great for initiation, speed is better for stealthy aproach. Αναρτήθηκε αρχικά από NFWar:Having extra constitution will allow you to do lots of actions after first turn when you buff yourself or getting buffed. Perception is not needed in this case as you have automatical criticals from backstabs. Having extra constitution will allow you to do lots of actions after first turn when you buff yourself or getting buffed. You may not level up strength at all and keep 1 point in man at arms to access talents and Battering ram (melle power stance maybe even, but be sure to have lots of dexerity to somehow compensate penalties), or you can actually increase it with dexerity in close balance, which will allow you to wear heavy armor and improve Man At Arms skills if you happen to need them. If you have inteligent witchcraft character with you to buff your rogue (Oath of Desecration), you can erase a target on turn 1 and even get away from getting hurt in distant future.Īs for stats, it depends, kind of. Enemies who try walking away (ranged enemy mostly) will get a free backstab on their turn if they run from you directly and not to someone else. Also think of Oportutionist trait you may consider taking. Besides, if your AP capacity is high enough and dual weilding improved, you can even stealth away after this combo. Normally runing on foot would cost more AP. If knockdows works it is a bonus for Bully talent you may have, if not, you just spent 4 AP to relocate behind an enemy with a knockdown chance and you can stab it. Battering Ram relocates you very far into battlefield, knocking enemies (with low strength is is worth skill as you can him ALOT of enemies). Thunderstrike in air magic does the job, but in my opinion it is worth only as you increase inteligence later on and it also problematic. Rogue needs mobility to relocate yourself behind an enemy. You want a hybrid with ranged weapon, but equiping 1 dagger costs 2 AP. Daggers are made to backstab and it takes way too much ap to go around and backstab a foe with 1 dagger, but with 2 it is worth backstabing no doubt. Daggers are chaged and they cost 3 ap to strike just like swords, but they do less damage.
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