Could someone who feels their rogue turned out great give me some pointers?
http://social.biowar...66/index/298596
I did this because that forum section seems to get little to no traffic so yeah
Rogue advice?
Débuté par
Tonya777
, nov. 25 2009 03:06
#1
Posté 25 novembre 2009 - 03:06
#2
Posté 25 novembre 2009 - 03:59
I've always played rogues mate, from BGII straight through to DA:O and its a whole different experience in this game, from what I found its more about what you intend to specialise in (Ranger, Dualist etc) than actual base rogue class, you might want to actually sit and plan your character on paper cos EVERYTHING, every little detail so far has at one point or another been significant in my playthrough. I made a duelist/ranger type rogue but it took me ages truth be told she is pretty amazing, but early on in the game enemies tended to wipe the floor with me, my advice is plan ahead, and make sure your character is cunning and dextrous from the get go, it made all the difference for me
#3
Posté 25 novembre 2009 - 04:25
I'm... wierd, so you may not want to do what I did. All I can say is, it worked out fine for me, although the rest of my team had to pick up the slack because this isn't a powerful build.
I created a "classic" Rogue. Mostly utility, with only a marginal ammount of damaging power. You know, like they used to be in the early days of D&D, before someone decided Rogues were DPSers. I focused on the Rogue School of talents, Assassin/Duelist, and two points in the Dual Weapon school for Dual Weapon Finesse. Dual Daggers. 20 Str, 40 Dex, 30 Cun, and additional points in Con and Will. For skills, I took Coersion, Combat Training, and Trap Making (some in poisons, but just to play around).
This build cannot hit as hard as a dedicated Dual Wielder, but it puts out some damage. Not a lot of Activated talents to use in combat, so you usually don't run out of stamina too quickly. But you can pick any lock, disarm any trap, and disappear in front of any enemy with stealth. You can stealth into any battlefield beforehand, lay down traps right in front of the enemy, sneak back out, and then watch half the enemies become immobalized or seriously injured when combat begins.
Like I said, this isn't an "ideal" build, but it was fun for me.
I created a "classic" Rogue. Mostly utility, with only a marginal ammount of damaging power. You know, like they used to be in the early days of D&D, before someone decided Rogues were DPSers. I focused on the Rogue School of talents, Assassin/Duelist, and two points in the Dual Weapon school for Dual Weapon Finesse. Dual Daggers. 20 Str, 40 Dex, 30 Cun, and additional points in Con and Will. For skills, I took Coersion, Combat Training, and Trap Making (some in poisons, but just to play around).
This build cannot hit as hard as a dedicated Dual Wielder, but it puts out some damage. Not a lot of Activated talents to use in combat, so you usually don't run out of stamina too quickly. But you can pick any lock, disarm any trap, and disappear in front of any enemy with stealth. You can stealth into any battlefield beforehand, lay down traps right in front of the enemy, sneak back out, and then watch half the enemies become immobalized or seriously injured when combat begins.
Like I said, this isn't an "ideal" build, but it was fun for me.
#4
Posté 25 novembre 2009 - 04:29
You need Lethality and Coup De Grace. Lethality enables a rogue to use Cunning to determine damage instead of Strength and Coup De Grace enables full backstabs any time any enemy is stunned or paralyzed. Once I got those two working for me, things really started to open up for my Duelist/Ranger. Also, use/abuse poisons, deathroot extracts, acid/fire bombs, etc. Rogues NEED these things to live up to full potential. And give yourself a nice longbow to initiate combat from Stealth mode, using Pinning Shot to slow down elite enemies so your group can focus on the low-level mobs.
Rogues are the most difficult class to play in Dragon Age, but also the most rewarding. At the moment (Level 13/14) my rogue is the primary melee damage dealer in the party. He can take out elite units VERY fast, using Dirty Fighting to stun, then a couple quick backstabs, then when the unit starts coming out of its stun, hit them with Riposte which often stuns again... wash, rinse, repeat.
And finally make sure you are dual-wielding two good daggers (should each have 2 empty slots for rune upgrades). And pay the money to get good runes (the +3 or better variety). With two daggers, that's four slots for runes, which can add up to +12 or more additional elemental damage. Trust me, as the game progresses, you will appreciate the amount of damage your rogue can dish out.
Rogues are the most difficult class to play in Dragon Age, but also the most rewarding. At the moment (Level 13/14) my rogue is the primary melee damage dealer in the party. He can take out elite units VERY fast, using Dirty Fighting to stun, then a couple quick backstabs, then when the unit starts coming out of its stun, hit them with Riposte which often stuns again... wash, rinse, repeat.
And finally make sure you are dual-wielding two good daggers (should each have 2 empty slots for rune upgrades). And pay the money to get good runes (the +3 or better variety). With two daggers, that's four slots for runes, which can add up to +12 or more additional elemental damage. Trust me, as the game progresses, you will appreciate the amount of damage your rogue can dish out.
#5
Posté 25 novembre 2009 - 04:31
If you're going to build a rogue as a main character, here's my advice.
There are a couple paths you can take as a rogue, you can either go lots of str and dex, or lots of cunning, lethality, and dex. As a main character, I prefer cunning/lethality. Cunning effects quite a few things for rogues, not the least of which is the dialogue opitons. Building a cunning/lethality rogue, will mean you have great awareness of traps, can pick anything, can steal anything, and can talk anyone into anything. Pretty good stuff for a main character.
Skills etc. Not going over an entire rundown, just a few highpoints.
1. Combat stealth / max stealth. One of the best skills you can pick up as a main character, as many fights start with you surrounded, aka all major fights and cutscenes in the game.
2. Obviously, up the lethality tree.
3. Make a decision, whether you are going to go for momentum, or have one of your mages have haste running. I prefer to have one of the mages just keep haste going, as it adds to party run speed as well. Momentum and haste don't stack sadly.
4. Decide whether or not you want to wield a main hand weapon in your offhand. I actually trained this up, and went back to a dagger, as the speed difference is quite a bit, and I ended up killing stuff faster with 1 sword and one dagger. You're also building a cunning rogue, so your str is going to stop at probably 22.
5. Go up *only* the arrow of slaying tree in archer. Makes a great hybrid, start a fight with arrow of slaying, restealth, and then just bet behind stuff in melee. Also handy for boss fights where they have a tendency to have really annoying knockback abilities they spam.
6. Bard spec, if you don't have one in the party. Great buffs and another get out of agro card with distraction.
Honestly, 99% of playing a rogue is just micromanaging it behind all targets. A rogue doing nothing but auto attack from behind targets will outdamage everything else by a pretty big margin.
There are a couple paths you can take as a rogue, you can either go lots of str and dex, or lots of cunning, lethality, and dex. As a main character, I prefer cunning/lethality. Cunning effects quite a few things for rogues, not the least of which is the dialogue opitons. Building a cunning/lethality rogue, will mean you have great awareness of traps, can pick anything, can steal anything, and can talk anyone into anything. Pretty good stuff for a main character.
Skills etc. Not going over an entire rundown, just a few highpoints.
1. Combat stealth / max stealth. One of the best skills you can pick up as a main character, as many fights start with you surrounded, aka all major fights and cutscenes in the game.
2. Obviously, up the lethality tree.
3. Make a decision, whether you are going to go for momentum, or have one of your mages have haste running. I prefer to have one of the mages just keep haste going, as it adds to party run speed as well. Momentum and haste don't stack sadly.
4. Decide whether or not you want to wield a main hand weapon in your offhand. I actually trained this up, and went back to a dagger, as the speed difference is quite a bit, and I ended up killing stuff faster with 1 sword and one dagger. You're also building a cunning rogue, so your str is going to stop at probably 22.
5. Go up *only* the arrow of slaying tree in archer. Makes a great hybrid, start a fight with arrow of slaying, restealth, and then just bet behind stuff in melee. Also handy for boss fights where they have a tendency to have really annoying knockback abilities they spam.
6. Bard spec, if you don't have one in the party. Great buffs and another get out of agro card with distraction.
Honestly, 99% of playing a rogue is just micromanaging it behind all targets. A rogue doing nothing but auto attack from behind targets will outdamage everything else by a pretty big margin.
#6
Posté 25 novembre 2009 - 09:16
Dual weapon skills...and use the Rogue to scout ahead and draw monsters back towards the rest of your party. I like to stage them just inside doorways, leaving a spot in formation that my Rogue steps into. That way, I have three strong fighters up front (my dog, Allistar, and my Rogue...my mage is behind us). The doorway acts as a bottleneck against flanking.
#7
Posté 25 novembre 2009 - 09:22
Can your own traps friendly fire?
Can you disable your own traps to get free XP? lol
Can you disable your own traps to get free XP? lol
#8
Posté 25 novembre 2009 - 09:34
Every attack that's not a backstab is a wasted attack.
You only need one point in poisons to use any poison in the game. Give all melee fighters one point if you plan to use them a lot, never level up if you plan to use them only for parties and special occasions.
Traps can friendly fire, remember this
Ambushes are a good call
Remember that your dog can outrun anything, and you're very slow in stealth.
You only need one point in poisons to use any poison in the game. Give all melee fighters one point if you plan to use them a lot, never level up if you plan to use them only for parties and special occasions.
Traps can friendly fire, remember this
Ambushes are a good call
Remember that your dog can outrun anything, and you're very slow in stealth.
#9
Posté 25 novembre 2009 - 09:39
Early on, Lethality and Momentum destroy things. Currently, as soon as my Morrigan casts Mass Paralyze, my rogue can kill two yellow monsters or one orange monster before the paralyze wears off.
After that, you just pick off the white monsters. It's fun.
After that, you just pick off the white monsters. It's fun.
#10
Posté 25 novembre 2009 - 11:03
These are good suggestions to build a melee oriented rogue. An archer rogue is also quite powerful in DAO contrary to comments littered in other posts. When you start, you should have Dirty Fighting and Pining Shot. Pining Shot allows you to deal damage to an enemy but also immobilize him as if you were to remotely detonate a trap. Wait until the cool down period for the Pining Shot is over and shoot the enemy again, repeat, until the enemy falls. If the enemy escapes from the Pining Shot, knock him out with Dirty Fighting. Escape to a safe distance, and execute Pining Shot again. I have killed a number of boss enemies in this way. Eventually, you have accessed to powerful rogue ability to control crowd as if you were a mage called Scatteredshot, which delivers damages while stunning multiple enemies.
#11
Posté 25 novembre 2009 - 11:08
From my experience...
DW rogue:
When you're not picking up utility abilities, aim for Momentum, Dual Wield passives, and Lethality.
Archer rogue:
When not picking up utility abilities, get Rapid Shot, Lethality, and Bow Mastery.
DW rogue:
When you're not picking up utility abilities, aim for Momentum, Dual Wield passives, and Lethality.
Archer rogue:
When not picking up utility abilities, get Rapid Shot, Lethality, and Bow Mastery.
Modifié par Sakiradesu, 25 novembre 2009 - 11:08 .
#12
Posté 26 novembre 2009 - 12:17
DW rogue:
When you're not picking up utility abilities, aim for Momentum, Dual Wield passives, and Lethality.
I'd go with the first two Dual Wield passives, if your main focus is backstabbing with Momentum. The 3rd adds crit chance, which doesn't matter for backstabbing, and the 4th reduces stamina costs which I don't think is worth the point. You could even settle for just the first one if you have other sources of attack/defense buffs from your specialization or your other party members.
Archer rogue:
When not picking up utility abilities, get Rapid Shot, Lethality, and Bow Mastery.
I'd agree with Rapid Shot and Lethality. Bow Mastery seems to have negligible effects for a skill so deep in the tree though, and I don't like any of the skills that lead up to it. Even Melee Archer is debatable due to all the crowd control options you get as a rogue - why would you allow things to melee you?
I'd get Lethality on nearly any PC rogue, since you'll likely want lockpicking, conversation, and diabolist bonuses that are driven by cunning. Then again, I hear Strength rogues do pretty wicked damage.. slowly
#13
Posté 26 novembre 2009 - 12:20
ONE THING you must always keep in mind when playing a rogue:
Rogues do it from behind.
Rogues do it from behind.





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