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Dual wielding rogue


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19 réponses à ce sujet

#1
Zorker85

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There may be other posts on the following questions, but since i'm not able to find the search function(Strange but True T.T). PS: if there is such fuction telle me how to do it.



My question Are:
1) a Dw rogue on which stat should focus?, until now i've done 2 dex-1 Cun. I've also read of people who suggest to get 41 dex(for the best weapon in the game) 40 cun (to lockpick everithyng) and maybe 15 con . is this option viable/doable?
2) which skill of which tree should be choosen for maximizing the dps/damage?

3) if possible could someone do a step by ste process(if someone else has asked these question and has been answered send me the link).




Since English isn't my main language what i've written may seem a mess.

#2
PantySausage

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forget the 15 con. toss the extra points into either more cunning or a little str to get the fort needed to prevent stun locking. going from zero fort to 5 fort > 25 health any day.

#3
Edge2177

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I went dex/cunning till both were 20 (So I'd be able to do chests) Then I went dex/cunning 1 point, and switched off between stamina and willpower.

#4
KaZumaSaru

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yeah, that fortitude is a ton more useful than health if you're going to mix it up. Best do it 1dex/cun (2-1, then 1-2 per level) till 40-41 (for best armor and lockpick), put points in Str for the fortitude, and if you're going down the assassin spec, more cun due to the assassin's passive ability of using your cunning score for your damage.

You dont need health if you kill fast enough.

#5
Zorker85

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Thanks to everyone for the fast reply, and to bioware for the respec XD.
So basically 40/41 Dex/Cun(more if assassin) and the rest i Str.

Now that the stats are fixed,XD, which talents and spec should i choose to complement these stats choices?

#6
gamsir

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1). In lowtown you can buy a special dagger that enhances your lockpicking skills (a thread says you only need 27 cun with this dagger equipped to pick max level locks - don't know if this is accurate). Basically this means you could stop putting points into cun at this point and put the rest into dex and con if you need it.. BUT for some strange reason defence is lowered every levelup so you still have to distribut one point of cun every level for a balanced defence.
2). Theres no single skilltree that gives the optimal dps. It's all about your playstyle active talent with alot of cooldowns or passive bonusses. My lvl 9 DW rogue has full upgraded backstab and unforgiving chain from DW, full miasmic flask for crowd-control, Blindside from scoundrel (backstabbing bonus) and the rest into assassin for those crit bonusses.
This means that I only have two active talents (so far) but unforgiving chain is brilliant!
On normal difficulty I succesfully solo with a little backup from the family dog...

#7
magicwins

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How do you guys deal with fortitude knockbacks?

I tried bumping my rogue up to level 21 (console), put my points into duelist, and engaged an enemy assassin. He threw me back on every hit. I died in, like, 4 hits, and I couldn't even hurt him.

Okay, try same fight again, leave the assassin to Aveline. Let's try that guard over there. Okay, he's coming over, good, now hi- WHAT THE HELL? AGAIN!?

So, how much fortitude do I need to stop getting knocked over every 3 seconds?

#8
aznricepuff

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There's no way to prevent your rogue from getting thrown around by force simply because you'll likely have no points put into str. CC/aggro management is key. Keep aggro on your tank, or failing that, just make sure enemies aren't hitting your rogue...sometimes its as simple as running away - if you're not there when the enemy attacks, you don't get hit.

#9
magicwins

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aznricepuff wrote...

There's no way to prevent your rogue from getting thrown around by force simply because you'll likely have no points put into str. CC/aggro management is key. Keep aggro on your tank, or failing that, just make sure enemies aren't hitting your rogue...sometimes its as simple as running away - if you're not there when the enemy attacks, you don't get hit.


Wow, really? :blink: How is it fair then that enemy assassins get to fight Aveline, Fenris and me as a 2Hander and not go flying?

Can I functional normally as an archer or will arrows send me flying too?

#10
aznricepuff

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magicwins wrote...

aznricepuff wrote...

There's no way to prevent your rogue from getting thrown around by force simply because you'll likely have no points put into str. CC/aggro management is key. Keep aggro on your tank, or failing that, just make sure enemies aren't hitting your rogue...sometimes its as simple as running away - if you're not there when the enemy attacks, you don't get hit.


Wow, really? :blink: How is it fair then that enemy assassins get to fight Aveline, Fenris and me as a 2Hander and not go flying?

Can I functional normally as an archer or will arrows send me flying too?


Enemy rogues are actually pretty susceptible to force too (certain talents will knock them around while not doing crap to warriors...like Rush). And yes, arrows generally have enough force to knock around rogues (at least on Nightmare). Like I said, it's all about aggro management.

#11
magicwins

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aznricepuff wrote...

magicwins wrote...

aznricepuff wrote...

There's no way to prevent your rogue from getting thrown around by force simply because you'll likely have no points put into str. CC/aggro management is key. Keep aggro on your tank, or failing that, just make sure enemies aren't hitting your rogue...sometimes its as simple as running away - if you're not there when the enemy attacks, you don't get hit.


Wow, really? :blink: How is it fair then that enemy assassins get to fight Aveline, Fenris and me as a 2Hander and not go flying?

Can I functional normally as an archer or will arrows send me flying too?


Enemy rogues are actually pretty susceptible to force too (certain talents will knock them around while not doing crap to warriors...like Rush). And yes, arrows generally have enough force to knock around rogues (at least on Nightmare). Like I said, it's all about aggro management.


Interesting. So rogues are actually the most tactical class.

I guess I'd better stick to warriors and mages. I appreciate a challenge, but this seems to require customizing your party and their abilties 'just so', along with your own, as well as a ton of pausing and maneuvering.

#12
Blind Rapture

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I'm playing a rogue on nightmare and I was wondering exactly how many points you guys are putting into STR for Fortitude to avoid knockback spam.

#13
bigrussmooney

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I try to break it even myself. I believe at level 12 I'm like 26-25 or something along those lines. I was considering bringing my STR and CON to 19 to wear my Dragon Armor but I decided against that and won't be raising them any more. At least until I'm done with the DEX/CUN. As far as maximizing DPS, I've noticed I do a little more with bows, but I enjoy DW a little more. I suggest trying them both, buy a respec tome early and you can get it for 50 silver, then change later and see which you like best.

#14
blahq34653

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I got a problem here with fortitude and rogues as well -

On my Hawke rogue I never put a point into strength and never suffered from massive interruptions from normal enemies. Now in a different game I've been trying to use Isabella a lot more and I'm noticing that even normal enemies are interrupting her auto-attack routine.

Isabella's strength is at 11 I think, which gives her about 4 fortitude - does anyone know the minimum amount of strength needed to withstand blows from normal enemies?

#15
naughty99

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blahq34653 wrote...
does anyone know the minimum amount of strength needed to withstand blows from normal enemies?


the enemy knockback force scales with your level to some extent I believe, because I recently got to Act 3 and I noticed I'm experiencing a lot more knockback locks with all party members except my tank. 

Modifié par naughty99, 23 mars 2011 - 06:48 .


#16
Novadove

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there is no way to prevent it.

my warrior tank with 87 fortitude still get knocked down sometimes.

there are a few way to prevent the knocked down effect from enemies. try to have someone having their weapon socket with lightning runes. lightning runes will "hold" enemies on their ground for like 0.2 sec. sort of like stun.

this will often prevent low health enemies from using knocked back abilities. enemies such as arishok, i cant seem to find any way to prevent from knock down. the stomach thrust is also unpreventable other than moving away.

the other way i play my rogue is to alternate armitice and stealth timing to bounce the hate around isabella. meaning you kill the low health enemies, go into stealth, back stab elites, armitice, then stealth again. this way, i have not gotten pinned down by enemies.

#17
SlamminHams

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Dex to 41 (or 34 once you get Valiance)
Constitution to 20-25 to avoid getting gibbed, deadliest things in the game are Mages.
Rest into Cunning

Threat drop/reduction talents are awesome for Rogues, and it's why you should invest in them. Dead/stunned/knockdown DPS does zero DPS.

If you have your party specced right and tactics set correctly, you pretty much shouldn't ever run into a possible where you're getting knocklocked. Even if Hawke is getting rolled, there's three other characters that should be able to assist you. Furthermore, invest in the few items that provide immunity to knockbacks.

#18
blahq34653

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naughty99 wrote...

blahq34653 wrote...
does anyone know the minimum amount of strength needed to withstand blows from normal enemies?


the enemy knockback force scales with your level to some extent I believe, because I recently got to Act 3 and I noticed I'm experiencing a lot more knockback locks with all party members except my tank. 


Yeah, i have no doubt that it does but half way through act 2 on my rogue I never encountered the same problems I have with Isabella.

I'm actually starting to think it's bugged. Melee characters shouldn't have auto-attacks disturbed by normal hits. Boss hits, and even Lieutenant hits, sure; but in a 4 party group my rogue is going to have to fight something that hits back at least once every other encounter.

#19
BanditGR

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Don't bother investing into Str as a rogue, especially on higher difficulties. You will never have enough fortitude to resist the knockback/knockdown effects effectively since even warriors will have problems in the first few levels. You are simply wasting damage/survivability (points that should go into cun/con I mean) to counter an effect that should never occur, if you pick your targets carefully (go for occupied/incapacitated/weak enemies and save the good stuff, meaning assassinate/twin fangs for the lieutenants bosses) and always have an escape route planned ahead of time, whether that is dropping or redirecting aggro (armistice/goad/inconspicuous), stealthing, using back to back or evade. Basically hit (but hit as hard as possible) and run.

Plus, in act 3 I believe you can get a dagger that makes you immune to knockback.

Modifié par BanditGR, 23 mars 2011 - 09:54 .


#20
naughty99

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Blind Rapture wrote...

I'm playing a rogue on nightmare and I was wondering exactly how many points you guys are putting into STR for Fortitude to avoid knockback spam.


I'm also playing nightmare and I put 1 point into STR at the beginning of the game and when I respecced at the end of Act 2 I took it away.

I try to avoid getting into knockback-lock situations, but when one of my mages or my rogue does, the way to escape is to have one of your other characters knockback the offending enemy. For example, your mage can rescue your rogue with petrify, crushing prison, glyph of paralysis, spirit bolt, Blood of the First, chain lightning, stone fist or mindblast. Your rogue can rescue your mage with Rush (less successful with Act 3 enemies), Miasmic Flask, Assassinate, and probably a few more talents that I haven't tried yet like Goad, etc.

Your tank is not exactly the best choice to rescue the knockback locked character in Nightmare mode because he might accidentally kill your rogue:whistle: