![]() The backstab talent you can select works more like old-school D&D backstabbing but with the way stealth works in the game it's hard to use decently until you can turn invisible.Įven then, that's two talents (or is it 1 talent and 1 ability ? bah) for a combo you can trigger just twice per rest, that's just so not worth it.Įven if the invisibility trick had been 1/encounter, the invisibility alone would be worth it, but not Backstab itself. He has single-handedly done more damage than the whole team combined.Īnd yes, you've read that right, that's a 50/50 hit-crit ratio.įorget Backstab which is currently not useable nor worthwile, and focus on sustained damage abilities and talents, as well as correct positioning in battle.Īlso keep in mind that a Flanked enemy is a Sneak Attack-able enemy. He's reached level 12 just a few minutes ago, let me share his personal stats while he stands here in Twin Elms at the beginning of Act 3 : ![]() My second rogue melts faces, and behinds, and basically pretty much anything, on Hard difficulty. My first rogue sucked, and I deleted him after Magran's Fork. Unless you mean opening with a blinding strike backstab, in which case I hope you maxed your stealth because the stupid skill is hell'a broken right, : I do not see what blinding the enemy has to do with backstabbing.īlinding grants more crits from lowering deflection, picking Backstab or not has no influence there, so I fail to see the synergy ? There are lots of great talents for rogues, especially dual-wielding ones, and you simply cannot afford to burn a talent point on such a ****ty talent.Īny more questions send me a PM or quote : The Backstab talent is singularly useless. I wear Padded Armor generally, since you don't want passing rats and stiff breezes to rupture your vital organs, but neither do you want to make your character into a proper tank. Put 1-2 points into Athletics so that your low CON doesn't have such an impact on your fighting longevity. In particular the bonus deflection granted by RES and PER keeps your rogue from being too easy to hit, hopefully protecting him from the occasional swipe as he repositions or accidentally draws aggro. INT barely matters because the only ability it affects (so far for me, anyway) is Crippling/Blinding Strike, and duration is not a hugely important factor on these skills (it's nice, just not 'put 10 points into INT' nice). CON barely matters because your rogue should not be getting hit. ![]() The build that I am using, more or less, can be seen here: Įssentially I dumpstat CON and INT, and keep RES and PER above 16 for the combat bonuses as well as role-playing bonuses (persuasion etc). Where possible your Rogue should not be taking damage, rather have him focus targets that are busy being targeted by your other party members, especially your tanks. Other strategies include sending the rogue solo against spellcaster enemies or other weak enemies such as robe-wearing priests. If you don't do this, you risk the target disengaging from your tank and engaging your rogue instead. ![]() I also have my tank use an Arbalest or other 12m range weapon so that he can fire off a shot as well when my rogue opens combat (as long as your rogue fires within 2 seconds of combat opening, a Sneak Attack will still occur).įollowing this I wait for enemy targets to gather around my tank(s) then move my rogue into combat, striking against the same target as my tank preferably. I have Stealth points on my tank (Eder) and at least 1-2 points on every party member, so that they can be positioned not far behind, or in Eder's case, slightly in front, so that when Stealth breaks, the enemies' nearest target is not my rogue, but my tank. Arbalest has very high damage and long range, so you can open with this without leaving your rogue in a ****ty position and ending up having to burn Shadowing Beyond charges to escape from charging angry enemies. My basic strategy with my rogue (currently party is level 5) is to open with a ranged weapon, preferably an Arbalest. ![]()
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