If my tank dies, the next person to die will be the mage. At that point I'm probably looking at soloing the fight, and I'll just reload because victory would take too long. Easier and faster to just start over and avoid whatever mistake got me in a pickle in the first place.
Fair enough, but that is a silly argument. Any build can seem great if you just reload any time you screw up. A good build can yield a character that saves you even if you do screw up.
You should be defensive about your argument, but caps makes it sound angry, or worse.
Oh I’m not angry at all. The caps are entirely for emphasis of something I think is important, and do not at all indicate anger. I use caps especially in a long post because someone might skim but I do not want them to miss the thing I’ve used caps on.
On ranger pet: If you want to tank, you can get a tank pet; If you want to save Scattershot's stamina, you can get a CC pet. Solo rangers thrives on handling messy combat situations effectively. Sure the pet is not a "physical" part of you. But isn't it better when it, instead of you, gets chewed by a dragon or waste stamina?
Thats silly. Pets have no way to draw aggro. Pets cant use Scattershot or an extra Arrow of Slaying etc etc. Ranger pets ARE good, but they arent a substitute for the positives of a warrior archer. And besides, they have some glaring flaws such as losing you xp.
On attack/defense: These numbers suffers diminishing return (e.g. why get extra 20 attack when you can hit everything already). That's why stacking them into unrealistic numbers does not improve the archer. A few party buff gets you to what you need easily. And no, Shale really doesn't have anything better to do besides sustaining her aura.
Yes it IS all on diminishing returns. But they diminish differently depending on the opponent. An easy opponent can be hit almost 100% of the time by a character with sub-optimal attack. So the value of my extra attack is relatively low. But against a boss/lieutenant character with super high defense, there is still significant use in having high attack because the hit %s are lower. This is especially true for an archer, who needs higher attack to start seeing significantly diminishing returns because missile deflection can get high for tough enemies. And it is the battles against tough opponents that show how effective a build is. Any build can crush easy opponents.
If you are concerned about rogue's health and durability, there is evasion, distraction, dirty fighting, stealth, and yes, a hungry blight wolf ready to overwhelm whoever he finds delicious.
Evasion is terrible on an archer. It interrupts their combat talents A LOT, wasting stamina and putting the ability on cooldown without it being used. Distraction and Dirty Fighting are one target effects, and Dirty Fighting isn’t even for very long. Stealth is great, but you can’t win a fight from stealth. You will eventually need to leave stealth to attack. Lastly, a summoned wolf shouldn’t have overwhelm. Bioware didn’t mean for it to be possible to set a tactic for that, so it is sorta cheap to use that as a reason a rogue is better.
On talents allocation: you get 32 talents in game for warriors and rogues. Neither class are talent starved, so it comes down to progression. Both stealth and deft hands trees are meant to follow plot progression. You don't throw 8 talents right away into these trees and be 8 level behind on combat. When warriors takes filler talents, rogues takes utility talents.
Yes, as I said, by endgame you aren’t talent starved. But the rogue takes a lot of talents to be able to do everything it is capable of. This leads to tough choices and inevitably spending a good portion of the game not being able to do everything you’re capable of.
Obviously you don’t take 8 deft hands and stealth points right away, but its still an issue. Until you put 3 points in stealth, you wont be able to do combat stealth, so your stealth will be worth a lot less. The longer you take to put some points in Deft Hands, the less of the game you will spend actually being able to utilize your potential to open locks and disarm traps. So if you want to make use of those abilities for most of the game, you gotta put points in them early. But you must do that in lieu of archery talents that you also want early. You must make choices about what abilities will be left untapped until later.
On the other hand, the warrior does not have this issue. They focus entirely on combat, and everything builds towards effectiveness in that. You aren’t forced to make choices about what aspect of your character’s abilities you will wait to be able to use, like a rogue must. Also, they don’t have filler talents. I don’t know what you are talking about with that. The archery talents aren’t filler. Powerful and Bravery are great passive abilities for combat. Threaten and Taunt are great for a character that might tank some. Death Blow is great. Disengage is quite useful for losing aggro when you are close to death. Precise Striking is a good sustainable, and Perfect Striking is great in boss battles. EVERY single warrior talent is useful in this build. There is no filler.
Also note that they provide bonus, not mandatory utilities. If the warrior can bring Leliana, so can the rogue. I'm sure she wouldn't mind another bard singing songs with her. But if Leliana doesn't want either's company, the rogue can do the job himself, so to speak.
Hmm?? Leliana’s Song of Courage is not really a utility so much as a party buff. If you want to talk about party buffs as being utility, then my character will have Rally to buff and Warcry to debuff. He is just as useful, if not more useful, in that capacity. As for skills, chest opening, and trap disarming, you can definitely just use a party member. You don’t need anyone specific to do things like make traps or poisons, because you can relegate roles to whatever party members you want for that stuff. And bringing either Leliana or Zevran is not that big of a deal IMO. Sure it is nice not to need one of them with you, but it’s really not gamebreaking at all since both of those characters can be made into top notch party members in terms of DPS anyways. You aren’t losing anything by taking them along except some small degree of party choice.
The stamina difference is a matter of a couple Willpower. Key to the City alone makes up warrior's initial bonus. Now the rogue gets the stamina needed to pull off that combo he was just short earlier. Spellward is nice too, right? If there are still stamina problems, well, chew some shrooms.
That’s all well and good, but the problem of total stamina cannot be fully rectified just with those objects. First off, you cant get those items right away, so that issue exists until you do. But more importantly, it is a matter of the rogue having less stamina AND needing more. Rogues will want to be Duelists and either Bards or Rangers. Dueling is 30 stamina, and Song of Courage or a Summon is 50. That’s 80 stamina. A warrior archer will generally only use Rally for 50. Both characters will want some sort of archer sustainable on as well. The result is that the warrior has a slightly higher base stamina as well as less stamina being used by sustainables. This combines to create a problem for rogues that does not exist nearly as much for warriors.
Because CC is not needed and more shooting is.
Scattershot is only partially useful as CC. It doesn’t stun for that long. What it does do is hit every enemy for normal damage, which can frequently be huge damage overall.





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