Melee rogues and (rogue) talent choices
#1
Posté 12 novembre 2009 - 01:18
So I wonder. Looking at the rogue talents, most of them seem to benefit melee rogues more than archer rogues. Then you have the dual weapon talents, and 1-2 specializations. How in the Maker's name do you rogue players pick and choose between all that?
16 rogue talents + 12 weapon talents + 4 per specialization. That's 32 which I think is impossible. Do you ignore lockpicking despite it being something only rogues can provide? Do you ignore the Stealth talents? I've peeked at various higher-level rogues' character pages and most players don't seem to pick up Stealth at all.
#2
Posté 12 novembre 2009 - 03:45
#3
Posté 12 novembre 2009 - 04:32
If you're going for max DPS with a dagger/backstab Rogue, you'll want to be extremely conservative with your talent points since there are a lot of talents that provide boosts and synergies and you want to make sure you get the most out it. That most likely means skipping the Deft Hands Rogue chain, and the Dual Weapon chain beginning with Dual-Weapon Sweep is a poor investment IMO since being an Assassin is all about bursting down single targets one-at-a-time. Dual-Weapon Mastery can be skipped unless you really want the stamina reduction bonus.
Likewise, Duelists can maximize their effectiveness by skipping Stealth and backstab-oriented Rogue talents past Dirty Fighting as well as, again, Deft Hands.
#4
Posté 12 novembre 2009 - 06:08
#5
Posté 12 novembre 2009 - 11:47
Rogues have two general builds they can pursue. One is the "scout" build that provides utility with lockpicking, etc. Leliana is a good example of this, with Improved Tools, her Bard specialization, and Archery talents which don't demand backstab support from the Rogue talents. The other is the pure damage engine, which Zevran is supposed to be.
If you want to get creative, however, and make a Dual Weapon utility Rogue, you'll still do respectable damage. Just understand that you won't be as effective in combat you would be if you poured all of your points into DPS talents for synergy. Make sure the rest of your party can make up the DPS you're not providing and you'll do fine.
Modifié par Gaudion, 13 novembre 2009 - 03:54 .
#6
Posté 13 novembre 2009 - 04:24
In my opinion, there is no tradeoff between DPS and utility if your main is a rogue.
#7
Posté 13 novembre 2009 - 04:27
1: Duel wielding Duelist
2: Dagger Wielding Duelist
3: Dagger Wielding Assassin
4: Bow Wielding Ranger
5: Bard
#8
Posté 13 novembre 2009 - 05:02
Did you read this thread? Did you even read the title? Stats aren't the problem; it's talents.LastMurder wrote...
I really don't think you have to make something that isn't utility to make DPS. The primary DPS stat is cunning. I went full Assassin and the sustained duelist and I didn't really have a problem at all with talents (I poured all the tomes into the rogue).
In my opinion, there is no tradeoff between DPS and utility if your main is a rogue.
There are 16 Rogue talents, 16 Dual Weapon talents, and up to eight specialization talents. Even if you hunt down every additional talent point available in the game there is absolutely no way you'll be able to amass 40 talent points. Opinion has nothing to do with it; something has to give somewhere.
Utility Rogues can still do respectable DPS, but it's not going to be as high as the DPS of a pure combat Rogue.
Modifié par Gaudion, 13 novembre 2009 - 07:05 .
#9
Posté 13 novembre 2009 - 05:24
There is no tradeoff between utility and dps for a good rogue build. In fact I could probably drop one or two or maybe even three talents in the device mastery line with all this cunning.
My current talents:
Full Assassin
Coup de Grace
Mechanical Expertise
Evasion
Dueling
Dual Weapon Expertise
Momentum
Edit2: Perhaps more explanation is required. My party gives fire and ice weapon buffs, and haste. This rogue is dagger, and im using momentum when fighting. The idea is to stack up damage that go off on hits and hit often, and not use abilities since they (in my opinion) lower dps because of slow animations and no procs. Shale has two AOE stuns I use in combat, and my arcane warrior uses mind blast.
Modifié par LastMurder, 13 novembre 2009 - 05:43 .
#10
Posté 13 novembre 2009 - 11:34
#11
Posté 13 novembre 2009 - 11:57
So Korva, this is what it comes down to. Obviously if you want to max out EVERYTHING it will take ages. So you have to decide what you want more. Lockpick or stealth. Lockpick is rather vital if you want to get all the chests. (im working on a mod tho were you can potentially break open chests, but run the risk of damaging or losing items on the inside). Upper levels of stealth allow you to use abilites and items. Which means you can sneak behind the enemy and lay traps or even use attack abilites.
It just depends on what you want. Of course rogues benifit from increased DPS with the backstab ability. but if you have found the "imperial crossbow" (stolen from merchant in main camp during intro) or "spear thrower" (which is an uber powerfull longbow stolen from an Emissary) then using the rogue as just plainly an archer and lockpicker works so far for me, and the rogue is my main.
#12
Posté 14 novembre 2009 - 12:39
The game tries to get you to think that cunning is so great for rogues, but strength yields MUCH better returns.
My rogue a Duelist/Assassin in nightmare difficulty by the way.
edit: and yeah, for most rogues stealth isn't really useful. In all honesty its more of an role playing choice.
Modifié par Colma, 14 novembre 2009 - 12:51 .
#13
Posté 14 novembre 2009 - 02:27
#14
Posté 14 novembre 2009 - 09:01
#15
Posté 14 novembre 2009 - 12:32
#16
Posté 14 novembre 2009 - 02:17
#17
Posté 14 novembre 2009 - 02:53
#18
Posté 15 novembre 2009 - 01:39
#19
Posté 24 novembre 2009 - 08:59
I started to play two days ago and it was obvious to me that I liked rogue class quite a bit. Didn't take long for me to understand the variety of talents, skills and lack of points to be satisfied with class experience playing only one rogue. Some bad judgement calls in the beginning but I solved the problem by having two rogues and didn't end up losing too many points to silly decisions.
Like this, in the long run, I can create two efficient (I hope) characters. I ended up deciding that Lelaine is going to be dual wielding duelist with mastered lock picking, stealing and melee fighting skills supported by some archery. Another rogue is the assassin hired to kill me by Loghain. With him I concentrate on dual wielding assassin class and anything to support dealing damage fast.
Currently I consider adding some trapping abilities to be able stop enemies on their tracks. When stopped, Morrigan could do some nasty damage. Fire ball without friendly fire problems for an example and other area attacks. Like this rogues could shoot some arrows, throw flasks and what not. I am curious to see how this works for me. Currently around level 12-13 with my party and I am not as analytic about this game as many seem to be about damage points and what not. I'll just go with the flow.
Comments?
Modifié par Dr.Slime, 24 novembre 2009 - 09:06 .
#20
Posté 26 novembre 2009 - 05:07
You can end the game at level 20+. That's 20 talent pts right there. You gain 4 bonus talents. One is automatic at level 1, and the other 3 come from pivotal game events. There are 2 tomes of physical ability for purchase (3 potentially from an event, and 4 if one of the vendor's glitches restocking all his wares). Going through the game normally you're looking at 24-26 talents.
You don't need your MC rogue to do everything, but you can still get very close to it. As far as dual weapon skills most of them aren't that great if you are using daggers. You don't need the final two passives in dual weapon mastery. If you want to only use daggers dual weapon mastery is a wasted point, but the one that causes bleeds can be nice. You can skip the entire line with dual weapon striking. Riposte is good because the stun out lasts the attack animation, and it can be a nice back up to dirty fighting if you draw attention. However, if you want to backstab let a warrior gain threat first. Then machine gun daggers into their necks. You'll find yourself not using stuns personally to set up combat much. Dual weapon sweep line up to Momentum. Turn on Momentum, and watch damage numbers fly. Use dual weapon sweep when you can hit enough enemies to make it worth while. Flurry is for when you get bored.
A dagger/dagger rogue will want to use cunning for damage. So going for lethality is a priority. Coup De Grace is also great. 3 talents from Assassin, 3 talents from Bard/Duelist will further improve your ability to dish out death. So far that's 16-17 talents that cover combat (5-6 in dual weapon, 2 dirty fighting, 3 below the belt, 3 assassin, 3 bard/duelist). So if 24-26 talents will be earned through out a single play through, you will have some left over points for whatever you want. You can then dabble into deft hands. With a focus on cunning for damage you won't need to max out lockpicking. It will happen from overwhelming ability. You can take the full stealth line. You may still have a few points left to flesh out any other talents you desire.
Combat won't be as flashy, and maybe down right boring, but it's very powerful. If you want more flash to your rogue's fighting then flesh out more of the dual weapon line, but you may need to give up on sneaking etc... I don't dislike dual weapon's flashier talents. I think they have a place especially for warriors, but for the purpose of using daggers most of the abilities are overshadowed by your auto attack potential.
#21
Posté 27 novembre 2009 - 11:27
Colma wrote...
for dual wielding, once you get the 36 dex for Dual-Weapon Mastery pour everything in to str and con. My rogue wears the warden commander gear from Soldiers Peak (at level 15) and can tank better than shale and dish out 2x-3x the damage with Starfang and a dragon bone longsword, both in straight melee and backstabbing.
The game tries to get you to think that cunning is so great for rogues, but strength yields MUCH better returns.
My rogue a Duelist/Assassin in nightmare difficulty by the way.
edit: and yeah, for most rogues stealth isn't really useful. In all honesty its more of an role playing choice.
This sounds really interesting. Could you go more in-depth on stat distrbution and, particularly, which talents you picked? Thanks.
#22
Posté 28 novembre 2009 - 12:22
#23
Posté 28 novembre 2009 - 12:50
TyrusEndorn wrote...
Dirty Fighting up to Coup de Grace, full Stealth, DW up to Expert(1)/Momentum (3), full Assassin, full Duelist. Once you get those, go for evasion, the rest of DW(1), and Whirlwind unless you want to unlock chests. Cunning to 22, Dex to 36, rest in strength. Axe/Dagger for max backstabbing ownage (The Veshialle and Rose's Thorn both with paralyze/elemental/elemental). Use stealth for an aggro dump and always angle yourself for backstabs. You can use heavy armor but I ended up using the drakescale stuff with juggernaut helm because it looks cool and that's all I really care about.
Awesome, thanks. I'm assuming this kind of rogue is used as an off-tank, ya? I heard evasion is overkill for that application and I could save myself the talent and stat points for other stuff. Do you think that's true?
#24
Posté 28 novembre 2009 - 10:27
edit: remember, for raw damage your best bet is dag/dag with full elemental runes stacking cunning w/ lethality. After that, the same build but with an axe or sword is best. My problem with these builds is that they take a while to bloom and don't really have much in the way of utility. If you aren't backstabbing, you also aren't doing as much damage as most of the appeal comes from the assassin modifier to backstabs via cunning. Using an axe/dagger w/ paralyze and coup de grace allows you to confront a larger variety of situations and gives you points to ****** on whatever you want to. You could even invest in arrow of slaying or scattershot if you wanted to use a bow on, say, dragon fights. Overall it gives you more breathing room to play the game and still offers massive damage, not to mention tankability.
Modifié par TyrusEndorn, 28 novembre 2009 - 10:34 .
#25
Posté 28 novembre 2009 - 03:48
Depends what you're gunning for. Zehvran for example is the backstabby type; he's not too hot in a straight up brawl but if someone keeps them entertained for him or you max his hiding he can just backstab the hell out of stuff.Korva wrote...
I originally wanted to make an archer rogue for one of my playthroughs, but so far my archery experience with Leliana hasn't been too exciting. Of course, it doesn't help that I have to reserve talent points for her lockpicking since that's the prime reason of having a rogue at all ...
So I wonder. Looking at the rogue talents, most of them seem to benefit melee rogues more than archer rogues. Then you have the dual weapon talents, and 1-2 specializations. How in the Maker's name do you rogue players pick and choose between all that?
16 rogue talents + 12 weapon talents + 4 per specialization. That's 32 which I think is impossible. Do you ignore lockpicking despite it being something only rogues can provide? Do you ignore the Stealth talents? I've peeked at various higher-level rogues' character pages and most players don't seem to pick up Stealth at all.
I went for a very dex oreintated dual weilder (Read: Fencer/dualist type). Didn't bother with stuff like lockpick or feign death, I went for things like dirty fighting coup de'tat, ect and coupled with the dualist abilities (specifically the mantained one that gives an attack and defence bonus) you become pretty good. You'll want some items to help draw aggro off you just in case, but I found myself able to win against almost anything except orange bosses one on one, and killed several ogres on my own without much hassle. And this was without Wynn backing me up.
Modifié par Loki330, 28 novembre 2009 - 03:48 .





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