Trystz wrote...
Don't forget the +0.2 damage per point of cunning for Tainted Blade. In your example that's an additional 10 damage for a cunning rogue.
I didn't count it because you need to buy Warden's Keep to use it and not everyone will buy that (I believe the trend on DLC is about 20% of players buy it).
Flanking, Rally, and heroic offense make life easy. And before we get into how the mage loses out on a spell, my mage typically ends up waiting on cooldowns anyways.
My concern is having to spend a talent point on heroic offense instead of a more useful spell like walking bomb. If it's Wynne, then it's no problem since she already has it, but I wouldn't give that spell to another caster unless I was making a melee AW.
On the other hand, I wouldn't really count the 5% crit (I thought it was a 0.1 modifier, not 0.05 for crit) from Song of Courage for the cunning rogue, since he should be backstabbing some 90% of the time.
Yeah I fixed the 5%.
Of course, those bonuses do get applied to each rogue and warrior in your group, so for someone who runs one mage, that's an additional 5 damage, 10% crit , and 20 attack for the group. And I believe that is where a cunning rogue really shines.
I assume you mean you run two bards and a champion? In that case the bonuses work a bit differently since you need to include the full formulas for the song bonuses not just how they scale with cunning (it works out in your favor). If I have a warrior I spec him as a champion as well (+10 to attack and defense BTW). Though the effectiveness of that technique is really dependent on your party make up and how many mages you run.